Monday, 19 May 2008

IslamOnline dot Net

Have you ever wondered what happens on The Hajj, when Mecca becomes a mecca for muslims from around the world? I've seen plenty of pictures of the crowds going round and round that huge black cube, the Kaaba, but otherwise I've little idea about the rest of it. In fact, to be honest, I'm not entirely clear why they go walkabout around the Kaaba - although I do recollect it has a chunk of meteorite built into it. Well if you can no longer suppress your curiosity - or if you'd like to find out more - then help is now at hand in the form of the 'IslamOnline dot Net' sim.

The sim, along with its sibling 'IslamOnline dot Net2' have been constructed on behalf of (drumroll, please...) IslamOnline.net, in order to promote a greater understanding of Islam, its culture and history. The wider mission of IslamOnline.net is "To create a unique, global Islamic web portal that provides services to Muslims and non-Muslims in several languages. To become a reference for everything that deals with Islam, its sciences, civilization and nation. To have credibility in content, distinction in design, and a sharp and balanced vision of humanity and current events."

The main "virtual Hajj" sim provides you with plenty of information - in the form of notecards - about the rites, routes and traditions, in a range of languages. While it compresses the whole route into a single sim, which inevitably means there are compromises, on the plus side, you are not likely to get trampled in the crowds, given the finite limits on the number of visitors to a sim. The overall build quality looks a little rough around the edges by today's standards, and I can't tell whether the sim is actually supposed to be finished. Everything appears to be there, but I think it needs more polishing. My doubt is also heightened by the fact that the second sim is definitely still under construction.

This sim houses an auditorium, a large building whose purpose I haven't fathomed (looks like offices and meeting areas from the outside) and - no doubt controversially - the Palestine Holocaust Memorial Museum. The purpose of this is described as "to prevent the crime of silence. By telling the stories of the victimized Palestinian children, we are saying 'no to any form of Holocaust." At the moment this is under construction and is awaiting further development, however you see it towards the end of the pictureset below, including the full text explaining the background to the museum.

Gartner's Latest View on Virtual Worlds

Last week Steve Prentice of Gartner came up with his latest view of businesses in Virtual Worlds. Steve, you are probably aware, is the chap behind some rip-snorting headlines. Last year, for Gartner Emerging Trends Symposium/ITxpo 2007, Steve came out with the view that "by the end of 2011, 80 percent of active Internet users (and Fortune 500 enterprises) will have a 'second life', but not necessarily in Second Life." That one caused much debate, and not a little ridicule.

For Gartner Emerging Trends Symposium/ITxpo 2008, held last week in Barcelona, Steve's headline-grabbing headline was: "90 Per Cent of Corporate Virtual World Projects Fail Within 18 Months." Quite where this statistic come from, I really don't know. However, I can't say I have an issue with it. In fact, if you go on to read the rest of the announcement, you might conclude (as I did) that the outlook is far from bleak for virtual worlds. There is a fair amount of what I would describe as 'TBO' - The Bleedin' Obvious. A case in point is the sub-heading for the piece: "Success requires clear objectives, focus on users and realistic expectations." However, no matter how self-evident this is, Gartner rightly point out that too many have failed to follow it.

The piece then goes on to list a number of ways in which Virtual Worlds can deliver dividends for businesses. I cannot see that any of these would come as a surprise to a Virtual Worlder, but for those with no experience - or have given no thought to the subject - then these might prove interesting:

  • Rich real-time collaboration environment, far better than web-based tools
  • The cost to experiment is miniscule - a small outlay, with maybe big gains
  • Reduce the cost of travel by hosting virtual meetings
  • Know who your market is, and address their needs
  • Immersive scenario-based learning - particularly for hazardous occupations
  • Persistent virtual workplaces
It concludes with the advice to organisations "to experiment with virtual world projects on a small, internal scale initially and pace their development to enhance the chances of success and minimise costs." I am quite pleased with this concluding observation, since this is the approach we defined for ourselves 9 months ago.

So there you have it. Read the headline - and it's all Doom & Gloom. However, delve into the article and you will find this is a very positive piece about the corporate / organisational use of environments like Second Life.

Oh... they also slipped in another prediction, that by 2012 an estimated 70% of organisations will be running private virtual worlds, the 3D intranet. So you might now want to get hold of OpenSim, Multiverse, Wonderland, Qwaq or whatever else floats your boat.

Sunday, 18 May 2008

WnG Island

Here's another sim that is probably not going to set the pulse racing, but in the manner of philatelists, train spotters and lepidopterists everywhere, I am nevertheless adding it to my collection.

It belongs to Swiss "web and new media agency", WnG. Based in Lausanne, the company has now branched into the virtual world, viewing it as a natural extension of their website. Visitors can get up-to-date company news and register for a newsletter, as well as obtaining links to their portfolio of customer websites. While it is still early days, the company also wants to offer its customers the opportunity to have their virtual presence, built and hosted on the WnG island. You can find a more detailed description of their proposal, in French, here.

At the moment, there is only WnG's building on the island. It is hard to get much of an impression of the place, since there is so little to get much of an impression of. The building is fine, with displays linking to both their own and their clients' web pages - but it so far fails to excite. It is perhaps too early to talk in terms of community and interactivity - but if they expect the island to function solely as an extension of their website, then I think they are misinterpreting the value and use of virtual worlds. That said, I assume the build is home-grown and the capital outlay is small, so right now it is a case of "nothing ventured, nothing gained". I took a few pictures - but as you can see, there's not much to show right now:

Spanish Horror Hits Japan: REC

"While covering the night shift at a small-town fire department, an ambitious young television reporter (Manuela Velasco) and her cameraman follow the crew on a call to rescue an elderly woman(Matt Frew) trapped in her apartment. Upon their arrival at the scene, the calm midnight air is pierced by the sound of horrific screams, and the television report takes an unexpectedly dark turn." That is the basic premise of the Spanish horror flick, 'REC' - if you want something a bit more visual here's a YouTube flick. The movie has a Blair Witch-y handicam look.

The REC sim, recommended to me by my chum (and ace photographer) Lem, is actually a Japanese construction, presumably built to help promote the film's release in Japan. At one point in your wanderings thru the sim, you will pick up a link to the Japanese promotional website. I don't know how the film has fared - or indeed if it has been released. If I am interpreting the website correctly, it looks like it may not actually open in RL cinemas in Japan until the 14th of June.

As for the sim itself, you never really get to see it. Instead, on arrival you will find yourself in a dimly lit, blood-stained room. Help yourself to the movie camera, wear it (it is a HUD) and follow the arrows. This will place you inside the lobby of the apartment block - also dimly lit and dripping with unpleasantnesses. From here, find your way around. The HUD gives you a scene-by-scene view of your progress (unless you opt for mouselook mode), as you explore the stairwell and various rooms, clicking on the sparkly points of light. I suspect there was more to the sim than the areas I saw - but I was impressed with both the look&feel, and the clever use of the hud. Being easily suggestible, I would have been happier operating my avatar by remote control, with me hiding behind the sofa. I took a few snaps to - of course - to give you a flavour:

The sim is well worth a visit, to sample the ambiance - though whether anything truly horrific happens I don't know. As a wuss with a dodgy ticker, it was enough to give me The Willies though.

Friday, 16 May 2008

Secondference in Gijon, Spain

My Spanish colleagues, Claudio and Gemma, maintain a blog - Virtual World Works - largely aimed at highlighting their work in Virtual Worlds on behalf of our parent company. They also kindly link to the posts I make here at Slambling - so you run a distinct risk of falling into an infinite loop if you follow the links.

Checking out their blog, I see that they are attending /secondference, the first meeting of Second Life’s users and professionals in Spain, which is being held tomorrow, 19th May. I mention this, because I've not seen anything about this elsewhere, and thought you might like to know about it. If you are a cheapskate like me, then one of the more appealing aspects of this conference is the price tag - it's free! What is more, you can save those carbon miles and attend it from the comfort of your PC (Mac or other weapon of choice), as it is being held in both the atomic and virtual towns of Gijón.

According the '/secondference' website: "It is the first meeting of Second Life's users and professionals in Spain, which also includes the participation of Linden Lab. Companies and users will speak about Second Life as a business, educational and entertaining platform. Everett Linden, director of community initiatives and social networks from Linden Lab, will travel to Spain and participate in the event, which will be attended by major industry and user groups. /Secondference will be broadcast in Second Life, and (only by reservation), you will be able to participate in the event in real or virtual Gijon. The event is free, but registration is required."

Date ----: Saturday May 17th in the afternoon (sorry - I don't know what time!)
Venue --: Hotel Asturias, Gijón or Second Gijon in Second Life

Leaving it late, maybe: but you can register here.

Thursday, 15 May 2008

3 Italia

Telecoms companies are well represented in Second Life. Perhaps this is inevitable, since they all like to portray their brand as associated with a combination of fun, technology and innovation - something that it is reinforced by having a presence in Second Life. One I'd not noticed before, though I daresay it's been here for ages, is the Italian division of mobile internet company, 3.

3 (or more properly: Hutchison 3G, at least in the UK) is a global brand, owned by Hutchison Whampoa, and describes itself as "the mobile media company". The name 3G comes from third generation wireless services, a high-speed cellular phone network that supports streamed video and other forms "rich content" internet media. As of December 2007, 3 Italia was the large supplier of 3G internet services in Italy, with around 8 million registered customers. It also operates HSDPA wireless broadband and Digital Mobile TV services. Hutchison Whampoa is based in Hong Kong, and has interests in a wide range of industries. I'm not clear whether they have, or simply plan to divest themselves of their holdings in 3 Italia.

As for the sim itself, it is modeled as a semi-tropical island, shaped like a number '3'. While there are numerous links to websites, and hefty promotion of the Nokia N95, I found the place to be rather lacklustre. There is only one building on the island, comprising a number of blue glass plates, loosely "stitched" together. Elsewhere you will find a bar, dance area and pool. Tucked away in the South of the island is a sort of amphitheatre. I have provided a few snaps so you can judge for yourself, but I felt the sim lacked coherence, purpose or, frankly, much of interest. If I had to make a call, I'd suggest that it was actually a "first fit" build - a rapid development to get a toehold, show to the company what is possible - it is easier to impress when there has been no other experience to compare it against - and form the foundation for a more considered build. I hope so, because its current content leaves a fair amount to be desired.

Sunday, 11 May 2008

Union Fenosa

Out and about tonight, I came across a 4-sim island called Union Fenosa (1 - 4). While it is not the most exciting find in the world, it does have one intriguing aspect - which I shall come onto anon. First though, let's find out a little about the owners...

Union Fenosa is a Spanish utilities company, headquartered in Madrid but now with a presence in 13 countries, supplying gas and electricity to some 8.7 million customers. It employs around 12,000 staff. They are currently executing their BIGGER Plan, targeting a net profit of 1.2billion Euros and a share price of 4 Euros by 2011 - in effect, doubling the current figures.

The Second Life island is not the normal corporate showcase. Indeed, on arrival it is hard to find any indication of the company or its business. In fact, you are most likely to pitch up in the Virtual Forest, which is the dominant motif here. Actually there are 3 forests - evergreen, deciduous and tropical. Rivers separate the forests, and at their confluence there is an island with a small wooden structure that houses the company office. A YouTube video provides the context - it seems that, in return for your participation in a short questionnaire about energy efficiency, the company donated a Euro towards offsetting climate change, and planted a tree in this virtual forest. The tree would have your name on it. And that nicely explains the fact that all of the trees, and there are many, have floating text identifying on whose behalf they have been created.

There's a decent machinima here, or you can make do with my piccies:

Saturday, 10 May 2008

Gyeonggido

By way of an update on the Korea International Boat Show, the Gyeonggido sims are now open. I've been for a look, and came back with the following photoset:

Friday, 9 May 2008

VWCE2008M

OK, come on, 'fess up... what am I missing? I was minding my own business, out for a late night stroll among the islands of SL, and stumbled upon VWCE2008M. Now, if you know my modus operandi, you will see immediately why I went for a squint at this sim. If not, let me explain: one of the small and distinctly dodgy tools I use in deciding to check out a site is whether the name seems to consist of initials. If it does, it is likely to be non-residential and generally of relevance to this blog. So.....

I can tell you that the name is shorthand for VW 2008 Conference and Expo, that the sim is Japanese, and that IBM (Japan?) have a pavillion here (with a couple of freebies). At which point I hit a metaphorical (if not virtual) brick wall. Oh... apart from: there's a whole ruck of "VWCE08" groups in Second Life. A little light googling has not turned up what I expected to find, namely: a Virtual Worlds conference, hosted in Japan, with sponsorship by IBM and Sun, amongst others. Meanwhile, the sim itself is in a fairly early stage of development, which would suggest that the conference is a few months away - but it lacks any links to websites, or other obvious clues.

There's a couple of rudimentary stands so far - including one for "Lamity", which I understand to be a Japanese cellphone-based game world.

Here's a piccy or two... if you know more, then do tell:


Oh... and of course, I have to wonder why I was able to simply blunder in here in the first place.

UPDATE May 10th: See comments. My thanks to Ak Yip, who has nailed this one for me.