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  Posts in category 'Virtual world'
28 April 2008
How Club Penguin turned 750,000 British kids into penguins
Digital youth The (UK) Times reports on the successful networking site for tweens.

The features of Club Penguin, one of the most successful virtual worlds aimed specifically at children, may defy logic - and gravity - but they represent the new frontier of children’s entertainment, where the whimsy and colour of traditional kids TV blends with computer game-style tasks, and the networking power of the internet.

Some 750,000 British children aged between 6 and 14 are estimated to inhabit Club Penguin, the brainchild of two Canadian entrepreneurs who as parents became frustrated with the lack of the options for kids who wanted to play computer games but also meet friends online.

Read full story

26 April 2008
New Linden Lab CEO announces user-centred vision for Second Life
Mark Kingdon Earlier this week, Linden Lab, creator of the well-known virtual world Second Life, announced a new CEO: Mark Kingdon, currently CEO of digital marketing firm Organic. He will be taking over in mid-May.

Technology Review assistant editor Erica Naone spoke with Kingdon earlier this week about his plans for Second Life.

A lot of new users seem to have trouble getting to that place. They get confused by the controls, and aren’t sure what to do inside the world. Do you have any thoughts about how to make it easier to get started?

I’ve got a lot of background in the kind of user-centered design work that’s going to be important for Second Life, especially as you look at the first-hour experience. I haven’t come to any specific conclusions yet, but I think it starts with understanding what the resident needs in order to make a powerful experience, and looking at the kinds of people that you want to attract and bring in-world. The answers will emerge very clearly from that.

How do you plan to get different types of users acclimated? For example, business users might just want to get in-world quickly to have a meeting, while other users might be looking for a more playful experience.

I think the first thing that I need to do … is really immerse myself in the different user bases and then think about if, by giving them additional tools, they can create that entry point for themselves, or if it’s something we need to encourage, or if it’s something that we need to create for them. I think the question is, how do you make that happen without becoming the primary content creator?

Read full interview

23 April 2008
Cultures of virtual worlds
Cultures A two-day conference this week will bring together scholars, developers and participants in virtual worlds to discuss the emerging cultures being created from a range of online communities.

Event organizers theorize that virtual worlds can be studied by researchers in the fields of humanities and social sciences.

Cultural anthropologist Mimi Ito, Intel anthropologist Genevieve Bell, UCI informatics professors Paul Dourish and Bonnie Nardi, Intel researcher Maria Bezaitis and UCI anthropologist Tom Boellstorff will lead the discussions.

The event is sponsored by Intel Research and UCI’s Department of Anthropology and Center for Ethnography.

Tom Boellstorff, one of the conference organizers, is the author of Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. His is the first book to take a look at Second Life from a purely anthropological perspective.

- Press release
- Event website

10 April 2008
Videos online of Potsdam interaction design conference
Videos Last year’s conference “Innovation Forum Interaction Design” focused on all aspects of interface and interaction design: mobile telephone and media interfaces, problem solutions and product visions, web pages and virtual worlds, art and commerce, business and science.

Speakers included Gillian Crampton Smith, Anthony Dunne, Tim Edler, Frank Jacob, Gesche Joost, Bernard Kerr, Patrick Kochlik, Kristjan Kristjansson, Bill Moggridge, Dennis Paul, Mike Richter and Bruce Sterling.

The videos are now online.

(via Bruce Sterling)

1 April 2008
Online chat, as inspired by real chat
Meebo founders The New York Times writes about a new wave of Silicon Valley companies that are bringing live socializing into online social networking Web sites:

Compared with other forms of human interaction, online social networking is really not all that social.

People visit each other’s MySpace pages and Facebook profiles at various hours of the day, posting messages and sending e-mail back and forth across the digital void. It’s like an endless party where everybody shows up at a different time and slaps a yellow Post-it note on the refrigerator.

Now a new wave of Silicon Valley companies is bringing live socializing back into a medium that has, in the parlance of the technologists, grown overly asynchronous.

The article covers Vivaty, TokBox and Meebo.

Read full story

2 February 2008
Australian research on user led innovation
user led innovation Darren Sharp of the Smart Internet (Australia) contacted me about the new research ‘User-led Innovation: A New Framework for Co-creating Business and Social Value,’ that he co-authored with Mandy Salomon.

Abstract

The sources of innovation are shifting rapidly from the traditional 20th century model of commercial R&D labs, elite universities, private companies and government agencies to user-led innovation. Today’s users have much greater input into the creation and dissemination of the media, knowledge and culture they consume. Open Source software, virtual worlds and media-sharing communities are at the forefront of new modes of user-led innovation that challenge established boundaries between producers and consumers.

This new CRC report reveals the major drivers of user-led innovation and explores how it is affecting organisations’ relationships with key stakeholders. It investigates how user-led practices generate business and social value through a major case study of the virtual world Second Life. The report canvasses a number of pathways for organisations to leverage the participation of their audiences, customers and citizens in the interest of co-creating new products, services and platforms.

The research draws on extensive interviews with some of the world’s leading thinkers on the social, economic and legal aspects of user-led innovation including: Eric von Hippel (MIT), Yochai Benkler (Harvard), Jimmy Wales (Wikipedia), Siva Vaidhyanathan (Virginia), John Howkins (Adelphi Charter), Michel Bauwens (P2P Alternatives) and Mitch Kapor (Linden Lab).

Download study (pdf, 2.4 mb, 57 pages)

17 December 2007
A designer at the intersection of physical architecture and information systems
Jeffrey Huang Bruno Giussani posted his running notes of Jeffrey Huang’s inaugural lesson at EPFL, the Swiss Institute of Technology in Lausanne.

“Architecture and design, says my friend Jeffrey Huang (photo), are becoming the interface between physical and virtual lives. And that’s his field of study: how can constructs (buildings, cities and landscapes) incorporate digital communication systems? What are the effects of digitization on the typologies of cities today?

Last week, professor Huang — who among other things was instrumental in creating the Swiss House in Boston, now called Swissnex — gave his inaugural lesson at EPFL, the Swiss Institute of Technology in Lausanne, where he runs the Media and Design Lab (he was previously at the Harvard School of Design). Here my running notes.”

Read full story

14 December 2007
Serious games as customer touchpoints
Virtual retail By 2010, says Gartner, 20% of global Tier 1 retailers will have some kind of marketing presence in online games and virtual worlds. 
Gartner predicts that by 2010 20% of Tier I retailers will have a marketing presence in virtual worlds. It also predicts that through 2012 the number of consumers using mobile phones to shop will increase at an average of 25% per year. Put together the two could make for an interesting combination, but Gartner doesn’t make any recommendations for mobile worlds. It does recommend that retailers begin to include virtual worlds as customer touchpoints, begin to test and measure virtual world initiatives before moving in, keep an eye on the space with a focus on the young demographic, and pick the right environment for the right demographic.

Read full story

(via Eliane Alhadeff, FutureLab, and Business & Games)

12 December 2007
Device art as a resource for interaction design and media art
iMal Nicolas Nova, user experience and foresight researcher working at the Media and Design Lab (EPFL) and at the near future laboratory, is currently in Brussels where he gave a talk yesterday at iMal, a brand new center for digital cultures and technology.

The presentation entitled “Device art as a resource for interaction design and media art” was about the fading boundaries between interaction design, new media art and academic research. The hybridisation of digital and physical environments (through locative media, urban displays, augmented reality or mobile games) is explored by a large variety of people and institutions, not only engineers and academic researchers but also artists and designers. The talk looked at why the projects from the new media art/interaction design/device art are relevant and what they tell about the design of future technological artifacts.

iMal is the first Center for Digital Cultures and Technology in Brussels, a new place of about 600 square metres for the meeting of artistic, scientific and industrial innovations. The 2007/2008 programme of iMAL, an initiative of the French speaking community of Belgium, will propose basic and advanced workshops (i.e. on locative media, RFID, Ubicomp and the Internet of Things, urban electronic acts thanks to the support of VAF), regular concerts & performances, a series of conferences on Arts/Sciences, a series of meetings between innovating companies and creative peoople, and the first Dorkbot Brussels meetings.

Download presentation (pdf, 20 mb, 38 slides)

12 December 2007
How Facebook has become a very British way to stay in touch
Facebook The UK Times reports on why British adults are more frequent users of social networking sites than any of their European counterparts.

British adults are more frequent users of social networking sites than any of their European counterparts, figures from Ofcom, the communications regulator, indicated yesterday.

Four in ten Britons use their internet connection to keep in touch with their friends on networking websites such as Facebook, Bebo and MySpace. The figure compares with 17 per cent in France, 12 per cent in Germany and 22 per cent in Italy. […]

Ofcom said that the relatively high usage among British adults was largely because of the greater number of women using the internet in Britain. Today, among people aged between 25 and 34, women account for 55 per cent of the time spent online.

It was also, the regulator said, partly because of the shared language between Britain and the US, where many of the best-known sites originated. Britons were more “culturally disposed” to tap into US trends, Ofcom said.

Read full story

12 December 2007
‘Exodus’ to virtual worlds predicted, claims BBC
exodus The appeal of online virtual worlds such as Second Life is such that it may trigger an exodus of people seeking to “disappear from reality,” said Edward Castronova, Associate Professor in the Department of Telecommunications at Indiana University, an expert on large-scale online games.

Dr Castronova, who has written a book on the subject entitled Exodus To The Virtual World, drew parallels to the 1600s when thousands of people left Britain for a new life in North America.

“That certainly changed North America - and that’s usually what we focus on - but it certainly changed the UK as well,” he said.

“So what I tried to do in this book is say, ‘listen - even if the typical reader doesn’t spend any time in virtual worlds, what is going to be the impact on him of people going and doing this?’”

And he predicted that everyone will be involved in a virtual environment within ten years - although the level of that involvement will vary.

Read full story

7 December 2007
Getting serious
Getting serious The Economist reports on how virtual worlds are being put to serious real-world uses—and are starting to encounter some real-world problems.

“With the popularity of virtual worlds such as Second Life and games such as “World of Warcraft” and “Sims Online”, companies, academics, health-care providers and the military are evaluating virtual environments for use in training, management and collaboration. Superficially, such uses look a lot like playing a video game. “The thing that distinguishes them from games is the outcome,” says David Wortley, the director of Coventry University’s Serious Games Institute. Rather than catering to virtual thrill-seekers, the aim is to find new ways for people to learn or work together. […]

As with any novel technology, virtual worlds bring new opportunities and new problems. The embrace of virtual worlds by companies for mundane uses on the one hand, and by scam artists to get up to no good on the other, points not to the shortcomings of such environments—but to their increasing maturity and potential.”

Read full story

1 December 2007
Friending, ancient or otherwise
Friending The New York Times reports on how in the collective patter of profile-surfing, messaging and “friending,” academic researchers see the resurgence of older patterns of oral communication.

“The growing popularity of social networking sites like Facebook, MySpace and Second Life has thrust many of us into a new world where we make “friends” with people we barely know, scrawl messages on each other’s walls and project our identities using totem-like visual symbols.

We’re making up the rules as we go. But is this world as new as it seems?

Academic researchers are starting to examine that question by taking an unusual tack: exploring the parallels between online social networks and tribal societies. In the collective patter of profile-surfing, messaging and “friending,” they see the resurgence of ancient patterns of oral communication.”

Read full story

31 October 2007
Philips Design claims to have found the key to understanding Virtual Worlds
Philips in Second Life Far from fading out, as some media reports indicate, Philips Design believes that there is serious attention being paid to virtual immersive spaces, like Second Life, as dialogue with virtual world residents uncovers what companies can achieve above and beyond public relations and branding activities.

“Philips Design’s Co-Creation Experience in Second Life has resulted in a wealth of input regarding people’s values and motivations in virtual immersive environments. Dialogue between Philips Design and the so-called ‘Philips Design Friends Group’ shows that Second Life residents have a greater than average interest in interactive participation and co-creation activities. The insights from the research also reveal how communication and the unwritten rules of engagement used in virtual spaces are enabling people to become more societal in their real lives. Feedback from companies and stakeholders show an increased interest from businesses to enter these worlds for a multitude of reasons. This can be characterized as a Second Wave of Business involvement. The focus is thereby shifting to engagement with people, internal business collaboration, more enhanced brand experiences, and more interest from a Business to Business perspective.”

Read full story

27 October 2007
The future of presence
Movement The Dott07 festival, curated by John Thackara, and taking place in the English city of NewcastleGateshead, is now in its last few days. One of the events was a series of debates on a variety of topics, such as energy, food, health, movement, and schools.

The debate on movement started from the assumption that the movement of people and goods around the world consume vast amounts of matter, energy, space, and time - most of it non-renewable. Question that arise are: Should sustainable development therefore be concentrated in cities, where economic progress can most feasibly be de-coupled from transport intensity? Or are there ways to ensure that rural communities have access to services by using transport resources more smartly? And could new forms of sustainable tourism be enabled by access to territorial and cultural assets that already exist?

The session began with a keynote from Anthony Townsend, research director at the Institute of the Future in Palo Alto, California, who has now posted his entire presentation online.

“What I want to talk about is not the future of mobility but rather, the future of presence. By ‘presence’ what I mean, is that if movement or travel is a means - then presence is the end. And so I want to broaden the discussion of mobility to include technologies and practices of telecommunication - ways of being “present” at remote locations.”

Townsend believes in the future of virtual worlds, telerobotics, and high-definition videoconferencing. But does presence really always require such high-end technologies?

Townsend’s talk was followed by a review of Dott 07’s Move Me project, which explored the potential to transform transportation resource efficiency in one village, Scremerston, in Northumberland, and by a review of three Dott 07 projects - Sustainable Tourism, Welcomes and Mapping the Necklace.

21 October 2007
Serious Games Institute shows off applications for the real world
Serious Games Institute The Serious Games Institute in Coventry, England, says that it is one of the first places dedicated to helping businesses enhance their own operations by harnessing virtual worlds for things like training, communication and emergency planning.

“Much has been made of the potential of Second Life as an environment for entertainment, marketing or even terrorist financing. But the Serious Games Institute, a center for the development of “serious” applications of video game technologies and virtual worlds for businesses, security agencies and other users, says that it is one of the first places dedicated to helping businesses enhance their own operations by harnessing virtual worlds for things like training, communication and emergency planning.

The institute, which is affiliated with Coventry University and funded in part by a regional economic development agency, has a handful of tenants set to take up residence in November. It plans to operate as an “incubator,” helping these companies grow, as well as serving as a hub for networking and research. […]

Coventry, in the former industrial heartland of England, may seem like an unlikely location for an institute devoted to cutting-edge technologies. The spire of Coventry Cathedral, which rises above the landscape of postindustrial office parks, survived a German bombing raid in 1940. Car factories, which used to be the area’s economic backbone, survived a few decades longer, but have now mostly been shut.

But Wortley said the automotive industry also left a legacy of industrial design, which is now being put to use at the institute.”

Read full story (International Herald Tribune)

18 October 2007
Siemens on factories of the future and seamless communication
Siemens magazine The latest issue of Pictures of the Future, the half-yearly research and innovation magazine of Siemens, the German engineering conglomerate, looks at the future, with Epcot style utopian thinking and illustrations straight from the Jetsons (check page 40).

Two topics stand out: “Factories of the Future” and “Seamless Communication”.

Factories of the Future is about making it possible to design products in the virtual world and to design and test their associated production processes there as well. If you are interested in spimes or the mechatronic challenge, this pretty enthusiastic engineering prose is reading material for you. But don’t expect a critical discourse about how this all matters to people.

What we’re moving toward is a virtual representation of the entire value chain — everything from raw materials to lifetime maintenance, remote service and product and production planning in a holistic, seamless product lifecycle and supply chain management environment,” says Paul Camuti, president of Siemens Corporate Research. “In twenty years the real and virtual worlds will be seamlessly integrated. Our simulations will duplicate reality down to the last detail. The result will be virtually limitless manufacturing flexibility.”

The result could also be a revolution in retailing and consumer purchasing. Already, some clothing stores provide “mass customized” personalized items. But as simulation technology matures, high-tech kiosks and “walk-in Websites” that link us to manufacturers and their suppliers may allow us to profoundly and realistically individualize, test and even experience the appearance and personalities of everything from phones and scooters to clothing and the design and decoration of our homes. We may even venture into virtual worlds ourselves.

Seamless Communication makes much of the Siemens collaboration with Nokia. Jarkko Sairanen, responsible for Nokia’s business strategy and technology planning, talks about the usability challenge (page 82-83). But there is also an article about the smart home which adapts to user profiles (page 86-87); and an insight piece on how to prevent production plants from being hacked (page 94-95) - I am not making this up.

Download report (pdf, 3.7 mb, 55 double pages)

9 October 2007
Is there a future for old-fashioned museums?
Newseum “Is there a future for old-fashioned museums?” is the rather outlandish title of an otherwise good Washington Post article about the future of museums in the age of networked computers and virtual worlds.

“As the Newseum puts the finishing touches on its new building in downtown Washington, a second version of the museum of news is being developed for the online society Second Life.

This novel way to experience a museum […] raises questions about the very future of museums. Indeed, it can make one ponder whether all those granite and limestone mausoleums that litter Washington have a future at all.

In the age of the networked computer, museums are being fundamentally challenged in the same ways that other bastions of education and entertainment — from libraries to the music industry — are being rocked to their cores.

The arguments swirl. Are museums in the bone-and-pigment business, reliquaries of the past? Are they in the theater business, telling stories through sensational lighting, presentations like stage sets and costumed interpretive actors? Are museums in the experience business, forced to reach for ever fancier gizmos and blockbusters to compete with the sports world and Disney for family time and money?”

It seems to me that new media usually don’t replace old ones but just provide an alternative experience. Just like television didn’t kill the radio, and movies didn’t kill the theatre, virtual worlds will not remove the need for real museums. They will just provide an alternative window into their collections and the story they are telling.

And in the end, that’s what the author thinks too. I recommend you to read the conclusions of the article.

Read full story

8 October 2007
Second Life: virtual worlds and the enterprise
Second Life Susan Kish, vice president of the network and community practice at XING, has posted a long essay on how enterprises should look at Second Life and, more generally, at virtual worlds.

“Is the topic still too early or too distracting from “real business”? Or is SL actually close to the tipping point where, like so many technologies before, it will flip into the mainstream with unanticipated results?

This essay looks into these and other questions relevant to businesses in relation to the emergence of virtual worlds. We consider here particularly Second Life as the most important and fastest-growing, but there are several other similar entities.”

Susan Kish has been working with networks and communities for over 10 years. This essay, completed with a glossary and a bibliography, is available in pdf for downloading here (1.4 MB).

Read full story

(via Lunch over IP)

8 October 2007
More Internet users getting a virtual life
vSide The San Francisco Chronicle has a story about how virtual worlds are becoming more and more popular, and provides an extensive update on how the playing field is changing.

The online universe is brimming with dozens of virtual worlds vying to build sustainable life.

From Gaia, a Japanese anime-inspired site, to vSide, a hip nightclub scene, they represent the latest way people are interacting through the Internet. Users create alter-ego avatars to navigate these online worlds, where they meet and hang out with other people, go shopping, watch movies, even start a business.

And they’re live: Day and night, they change as people join in.

Though the idea is not new, the technology and the business to support these virtual worlds are starting to catch up. And now a new generation, inspired in part by Linden Lab of San Francisco’s Second Life, is starting to evolve.

The article features Gaia, Habbo, IMVU, Kaneva, Metaplace, MTV, Second Life, There, vSide, and Zwinky.

Read full story