Second Life Category Archives
April 20, 2008
Mixing Reality via Virtual Syndication
The Cisco virtual environment team gets asked to mix reality with virtual all the time. We also get asked to make it easier to participate and view the events we hold in virtual environments. So (drum roll please ;-) this month we are trying an experiment using the Second Life Cable Network to syndicate our TechChat on sensor networks taking place at 1200 PDT on Tuesday, April 22nd.
What does this mean? It means for all of you who can't join us in Second Life at the Cisco Bandwidth Stage you will be able to come to this blog entry and watch the virtual event streaming live via an embedded web page feed. For those of you who missed this live you can view the archive of the event below now.
Please let us know what you think of this new format by submitting a comment to this blog entry. This new format is a direct result of your feedback to make accessing the events held in virtual environments easier for all interested parties. So you see we really do value your feedback and would appreciate more of it!
Posted by Dannette Veale at 10:38 AM Permalink | Comments (0) | TrackBacks (0)
April 15, 2008
The Internet of Things
Jean Philippe Vasseur, a Distinguished Engineer with the NSSTG Systems and Technology Architecture team, has a passion—something he refers to as "The Internet of things." The concept of a world where inanimate objects communicate with us and one another over the network via tiny intelligent object fascinates Vasseur.
While sensor technology such as motion detecting lights have been around for quite some time now, not much has been done to enable your door to tell your light to turn on via a hand on the doorknob. Vasseur’s efforts could be a catalyst to change this, and rapidly so if he gets his wish.
What does he see as an example of the proof of the power of sensor driven networks?
"For example, you could have millions of sensors across any large city that could measure the air quality, pollution, and noise, connected together to improve the quality of life and save energy, and the number of examples involving Sensor Networks is endless (Connected home, Intelligent buildings, Smart Cities, ...)." Vasseur explains.
What does he see as a challenge to achieving this goal?
"Right now, it’s a world of proprietary systems, and that’s one of the reasons it hasn’t taken off," he says. "There are literally dozens of protocols coming from dozens of companies, and if you’re interested in applying sensor technology to a huge network, you’re going to face a number of interoperability challenges. Technology A won’t work with Technology B, and none of the technology will currently run over IP. This is why we truly believe in the use of IP for these networks."
To hear more about the 'Internet of Things' and 'Sensor Networks' come out to the Cisco Second Life Bandwidth Stage next Tuesday, 22 April 2008 at 1200 PDT to hear John Philippe discuss the idea of the Internet of Things and ask your questions of him during a presentation followed by an interactive Q&A.
Posted by Dannette Veale at 09:09 AM Permalink | Comments (0) | TrackBacks (1)
February 29, 2008
Cisco's Quantum Shift- Don't Miss It!

If you haven't already heard, "on March 4th, life on the network gets better." http://www.cisco.com/web/solutions/uberusers/index.html.
Cisco is dubbing this as a "quantum shift in networking."
Cisco will be hosting a live event in Second Life at a special new build: http://slurl.com/secondlife/Cisco%20Systems%204/47/33/21/ on March 4th starting at 10:00 am Pacific, with Doug Webster, Director of Service Provider Marketing. It's an interactive event you surely don't want to miss, as Cisco for the first time, will be demonstrating some new virtual experiences and discussing a Quantum Shift in networking. If you can't wait that long, come check out the new build now, or view this Machinima http://randyciscossystems.blip.tv/file/706774/. This build content is being updated until our Quantum Shift event on the 4th, so keep coming back!
Cisco will also be hosting the Quantum Shift Music Day on Saturday, March 1st between 1:00-8:00 p.m. PST at Bandwidth Stage on the Cisco SL campus: http://slurl.com/secondlife/Cisco%20Systems%204/65/35/22/.
Featured for our Live Music event are:
Orangelife Holmer,
Rich Desoto,
Cylindrian Rutabaga,
Groucho March,
Edward Lowell,
Jeff Tully,
Capos Calderwood
DON'T MISS THESE BIG EVENTS!
Posted by Randy Sisk at 07:03 AM Permalink | Comments (1) | TrackBacks (0)
February 25, 2008
Happening NOW- Hospital of the Future!

For those of you who missed the preliminary announcement from our developer partner Millions of Us on Friday, we are excited to announce the launch of the 'Hospital of the Future' in Second Life. Working with Palomar West Hospital, the largest health system provider in Southern California, we have created a healthcare campus to showcase the foresight of PalomarWest and the Cisco Connected Health vision.
The official ribbon cutting ceremony is at 0800 PST today at the PalomarWest Hospital Island! In the event you haven't already registered for Second Life, we've streamlined the process for you by following this link
The formal press release follows the page break. Be sure to come by and check out the future of healthcare!
Cisco Helps Palomar Pomerado Health Open ‘Hospital of the Future’ Three Years Ahead of Schedule ... in Second LifePPH and Cisco Offer First Glimpse of Advanced Building Design and Connected Hospital Technologies in Online Virtual World
ORLANDO, Fla. – HIMSS CONFERENCE - Feb. 25, 2008 – Cisco® and Palomar Pomerado Health (PPH) today cut the ribbon on a new hospital in the online virtual world Second Life. The virtual hospital, a simulation of a real-world hospital campus due to open in 2011, gives visitors the opportunity to tour the hospital years before its doors actually open
The virtual hospital showcases the rich assortment of design and technology innovations planned for the real-world Palomar West Medical Campus in San Diego, Calif., and to gather feedback that will be used to enhance the way that care is delivered. The immersive quality of Second Life allows visitors to experience the progressive nature-embracing design of the hospital firsthand. Visitors will also be able to experience Connected Hospital technologies that will be delivered in the real hospital by Cisco.
Highlights of the virtual Palomar West include:
• Cisco TelePresence. Visitors are welcomed to Palomar West in “Second Life” by a virtual receptionist appearing via Cisco TelePresence, a new technology that uses high-definition video and spatial audio to create unique ”in person” experiences via the network.
• Advanced Robotics. The simulation shows Palomar West’s operating rooms, which include advanced robotics and functional imaging systems capable of supporting medical procedures spanning interventional radiology, cardiovascular surgery, urology and gastroenterology. An advanced surgical cockpit, from where a surgeon can manipulate robotic systems remotely while viewing vital signs and functional imaging information in real time, is also featured.• Communication and Collaboration. The simulation shows how the Cisco Unified Communications system facilitates smooth patient and clinician communication. For example, a radiologist can locate specialists, contact them on their phones, laptops or PDAs, and initiate a desktop collaboration session to review and consult on patient scan images thanks to the network that links picture archiving systems with communications tools.
• 3D Holographic Medical Imaging. Palomar West will feature mobile, remote-controlled, 3D holographic whole-body multimodality medical imaging systems that can be directed into any patient room.
• Connected Real Estate. In the real Palomar West, all building, communication, IT, and clinical systems will be converged onto a single Cisco Medical-Grade Network. The simulation shows how nearly all aspects of a patient’s stay (including ventilation, air conditioning, lighting, security, fire and life safety, digital devices, and signage) will be monitored and managed via applications running on a single network, freeing up clinicians to focus on providing the very best care.
• Visibility and Tracking Solutions. Visitors are guided through Palomar West by radio frequency-enabled sensors that enhance security and safety through patient tracking, and that protect hospital property by tracking equipment in real time.
Construction of the real-world $811 million Palomar Medical Center West campus is due to be completed in 2011. The new facility is designed to positively transform the traditional healthcare experience that is normally associated with staying or working in a hospital.The campus will epitomize Cisco and PPH’s shared vision of a “Connected Hospital,” where technology and the physical environment seamlessly integrate to enhance patient care through the sharing of timely, accurate information among the right people at the right time, between hospitals and the extended ecosystem of care.
In addition to embracing the latest connected health technologies, Palomar West has been physically designed to provide a high-performance healing environment through a constant connection with nature. Outdoor features of the campus showcased in the “Second Life” simulation include garden spaces, areas for dining, meeting or relaxing; a pedestrian path and garden connecting all buildings; a green roof bringing gardens up onto the building, with views from patient rooms; and garden terraces on the nursing floor.
Palomar West in “Second Life” also provides visitors with a view of the design of individual patient rooms on the new Palomar West campus. Features of these rooms will include:
• Same-handed, acuity-adaptable rooms and cross-discipline interventional procedure/operating rooms. Acuity-adaptable rooms can be transformed, even if a patient’s condition changes, without having to move patients from unit to unit. Any necessary equipment can be brought into the room on an as-needed basis, further reducing the need for patient transport.
• Each patient room is designed with a nursing station immediately outside the room, so the intensity of service can be adjusted as needed.
• Every room in Palomar West is single occupancy and identical in layout and design. This maximizes efficiency and minimizes medical errors.About Palomar Pomerado Health
Palomar Pomerado Health, California’s largest public health district, is North County’s most comprehensive health care delivery system, recognized for clinical excellence in cardiac care, women’s services, bariatric surgery, cancer, orthopedics, trauma, rehabilitation and behavioral health services. Facilities include Palomar Medical Center, Pomerado Hospital, Villa Pomerado, Palomar Continuing Care Center, Escondido Surgery Center, Palomar Pomerado Behavioral Health Services and Palomar Pomerado Home Care.About Cisco
Cisco, (NASDAQ: CSCO), is the worldwide leader in networking that transforms how people connect, communicate and collaborate. Information about Cisco can be found at http://www.cisco.com. For ongoing news, go to http://newsroom.cisco.com. For information about Cisco Connected Health technologies, visit www.cisco.com/go/healthcareContacts
Palomar Pomerado Health – Andy Hoang, (858) 675-5018 or andy.hoang@pph.org
Cisco – David McCulloch (408) 221-6015 or damccull@cisco.com
Posted by Christian Renaud at 07:31 AM Permalink | Comments (3) | TrackBacks (0)
February 17, 2008
Metaverse Roadmap and MetaverseU
From February 15th through February 17th, people from industry and academia gathered at Stanford University to participate in two events.
The first was a continuation of the excellent Metaverse Roadmap work that had started two years ago, which is an attempt to capture and forecast the coming changes in the user interaction model with the Internet. If you haven't read the original MVR, you can find it here.
The second event was (or rather 'is', as it is still underway) the MetaverseU, which is a combination of presentations and open discussion covering various facets of the virtual worlds, augmented reality, and lifelogging, with a particular focus on the human factors and societal impact of an idealized Metaverse.
The event is being streamed live (and freely) into Second Life here, and Henrik Bennetsen has taken a further step of creating a time capsule of where we are in this technology cycle by interviewing all of the participants and attendees with four questions regarding the best and worst things of current technology, and the opportunities and unforseen downsides of the future adoption of same. His interviews will be published on YouTube under the group 'MetaverseU', as well as tags on Flickr and elsewhere tagged 'MetaverseU'
Henrik has also blogged about what he is doing on the MetaverseU blog here. It think this is a good example of forward thinking in being able to tag content distributed around the Internet as a distributed transcript and record of the event. Consider it 'Distributed Lifelogging'. Now, if we could incorporate Twitter and Second Life chat transcripts.....in one portal.........
Posted by Christian Renaud at 09:18 AM Permalink | Comments (0) | TrackBacks (0)
January 31, 2008
MetaverseU
For those already in the Northern California area, or who are able to attend via Second Life, the great folks at Stanford University will be holding 'MetaverseU' on the 16th and 17th of February at Stanford in Palo Alto. Henrik Bennetsen at Stanford has assembled a diverse field of people from around academia and industry with the goal to catalyze some critical thinking around the current state of networked virtual environments and where they could, can, and will go.
Be sure to check out the agenda page of speakers to see some of the topics and visionaries that he has put together for the event, and please try to attend if you are in the area for any of the other many virtual world-ish events taking place that week in San Francisco.
Posted by Christian Renaud at 06:17 AM Permalink | Comments (3) | TrackBacks (0)
No More Meeting Travel
One of the habits that Cisco promotes is substituting virtual meetings for physical ones. There are numerous statistics as far as the productivity benefits and cost savings that result from the immediacy and geographic-independence of a IP telephone call, video-conference, WebEx session, or Telepresence. One area that doesn't get mentioned as often is the environmental benefit of avoiding air and automobile travel by the use of these technologies.

Late last year, I pledged to avoid physical travel and instead substitute virtual meeting technologies like videoconferencing, WebEx and virtual world technologies. I was asked by The Nature Conservancy to write up a summary of my experiences which they recently published here, and was 'Digged' here. This has, in turn, resulted in a number of emails and phone calls asking for more best-practices for substituting virtual meetings for physical ones.
One thing I know for sure is that 10 or 100 brains are better than one. What I'd like to propose is that the readership also share their best practices, and we aggregate this into a user-editable wiki of what seasoned virtual attendees/presenters have found to be key elements to making their work a travel-free experience. Lets start out by using the comment field of this blog entry, and I'll furiously set up a Wiki page for us all to use once we have a critical mass of inputs. Sound like a deal?
Posted by Christian Renaud at 05:59 AM Permalink | Comments (6) | TrackBacks (0)
January 09, 2008
Thanks for a great first year!
On behalf of the entire Networked Virtual Environments team at Cisco, I'd like to thank the tens of thousands of our customers and partners that contributed and participated in events on our virtual campus in Second Life in 2007. Yesterday, concurrent with our CES announcements, we celebrated the first birthday of our virtual campus with cake, cookies, party hats, and some really annoying party horns (Pictures Here). We also were fortunate enough to have Moo Money of Second Life fame create a machinima highlight video of our 2007 Second Life experience.
A special thanks to those who came yesterday and made the party such a success. We look forward to seeing you all for an even better and more active year in 2008.
Posted by Christian Renaud at 01:37 PM Permalink | Comments (1) | TrackBacks (0)
January 04, 2008
Visual Networking, consumer products, and, oh, Happy 1st Birthday in SL for Cisco’s Campus!

Our Cisco SL virtual campus launched late in 2006 and our first big event was concurrent with the Consumer Electronics show and the launch of our SL connected home. The Cisco SL connected home showcases our consumer home networking products in an interactive 3D environment. With CES 2008 next week, we will be discussing Cisco’s consumer products, as well as discussing our Visual Networking Strategy. Join us for live Q&A with two of Cisco’s consumer marketing executives, at the connected home, and discuss Cisco’s latest consumer products and strategies for networking in the home. After the Q&A, we will be celebrating with a slide show, and serving virtual cake and sharing party favors, as we commemorate the 1 year anniversary of our virtual presence through Cisco’s SL campus. As this year begins to play out, Cisco’s virtual presence will be hopping, with many events already planned for 2008, as Dannette mentions below, as well as additional builds utilized with our events and engagements to better leverage the 3D environment for collaboration. We look forward to seeing you there!
Posted by Randy Sisk at 06:52 AM Permalink | Comments (1) | TrackBacks (0)
December 26, 2007
Happy Virtual 2008
"As for the future, your task is not to foresee it, but to enable it." - Antoine de Saint-Exupery
Happy New Year! 2008 is going to be jam packed with virtual activities for Cisco. With so many exciting virtual events coming I can't even name them all but here are few upcoming dates. Make sure you mark your calendar.
CES Round Table, January 8th at 1pm PDT
Come talk about CES and celebrate the Cisco Second Life virtual campus one year anniversary.
Data Center Mixed Reality BannerCasts, January 23rd and January 31st at 8:30am PDT
Two exciting mixed reality events featuring Jayshree Ullal, SVP, Data Center, via live video.
Second Life TechChat: Transforming Business Models with Cisco TelePresence, February 7th at 12:00pm PDT
During this TechChat Randy Harrell, Director of Product Marketing, will discuss Cisco TelePresence, concentrating on business case studies and the enabling technology.
As stated in numerous posts Cisco is participating in virtual environments because we want to engage with you in enabling the future. That being said, 2007 is all most over...it turned out to be a productive and exciting year for those of us pioneering in the virtual age ;-)
I for one learned a lot in 2007 from my colleagues, our customers and fellow virtual frontier folk. Here are my top three virtual learning's:
Don't duplicate real life
Leverage virtual environments to do something you can't do in real life. Our Connected Life Contest event was a great example of using a virtual world to enable a conceptual demonstration for event attendees to interact with.
I know it has been said 100 times before but it is true and something I still have to review every time I talk to someone about virtual worlds.
Don't believe the hype
There has been a flurry of folks buzzing about how virtual worlds are either the bane of existence or the savior of mankind over the course of 2007. I know that for every one person who attends one of our virtual events looking to refute the ROI there is another looking to evangelize the value add.
You say tomato, I say tomato but how about we don't call the whole thing off?
Patience is a virtue
It seems like every time I run an event there is always at least one person:
--with some kind of technical difficulty to hammer through...sometimes it is me.
--who wants to derail the discussion with their own agenda.
--that misses the content all together because they were so caught up in the user interface.
In the long run a system is only as good as its operator.
This is the time of year that one makes resolutions. I have one that I feel confident I can achieve which is to keep learning, every day, and enjoy every minute of it. I all ready mentioned some of our 2008 activities but that is truly just the tip of the iceberg. So check back often and be part of creating the future with Cisco.
"The best way to predict the future is to create it." – Peter Drucker
Posted by Dannette Veale at 11:15 AM Permalink | Comments (2) | TrackBacks (0)
December 20, 2007
Value
"What has never been doubted, has never been proven."- Diderot
I think of this quotation often these days when reading the frequent broadsides against virtual worlds, the departures of major corporations from Second Life, and stories questioning the value derived by corporations such as Cisco and IBM in the virtual world.
Although I cannot speak for other companies, it is easy enough to quantify the value that Cisco derives from our interactions with our customers and partners on our Virtual Campus in Second Life. (If any of our customers or partners wish to comment about the value, or lack of, they receive, I'll be happy to contact them and create a follow-up post as a complement to this one.)
To further quote the late quality guru Dr. W. Edwards Deming, and probably the antithesis of Denis Diderot, "In God we trust....all others bring data." Here's the data:
In the last year, we've had tens of thousands of customers visit our virtual campus to participate in roundtables, Tech Talks, training, executive briefings, focus groups, press conferences, product launches, and the list goes on. 'Frequent Customer Contact' is our corporate mantra at Cisco, and any mechanism that increases our ability to work closer and more frequently with our customers is extremely valuable.
2) Innovation Input
We've created prototypes of potential products and elicited input from the customer community in Second Life, which we have been directly able to incorporate into our advanced development efforts. Think of it like a focus group providing new product input, 24x7x365, worldwide. There is an artifact of one of these 'elicitation events' on the second floor of the Technology Center building on our virtual campus today, the Health Presence Pod, which is a proof of concept to stimulate discussion about what can be done to improve the current state of tele-medicine.
3) Shared spaces
As I said in a prior post, there is a value of a common virtual space for the community to meet and interact. If it is an internal team meeting that crosses geographies, a business meeting, or a workshop with 50 customers, having a virtual 'clubhouse' to socialize in is a powerful substitute for the 'beer and pizzas' user-group meetings of days past.
To Staff or not to Staff........
One question we frequently receive is why our virtual campus in Second Life is not staffed for walk-through traffic. Our answer is simple, we view our virtual campus as a place for our customers and partner community to socialize, with a healthy quantity of events held there to stimulate conversation and network-building (no pun intended). We are not a retail sales operation, selling routers and switches to customers who walk in, and we do not consider our virtual campus a retail outlet. The customers we meet for the first time in Second Life at our events generally ask to exchange additional information with us, email addresses or phone numbers, for follow on conversations and our help in locating local Cisco channel partners from which to purchase from. And when Linden Labs incorporates the ability to 'call out' via voice or instant messaging to customer service agents, we will provide those mechanisms for casual visitors.
Ultimately, any tool or technology that allows Cisco to have high-quality, direct, and global customer feedback on a regular basis has direct value to us, as it is the Customer who drives our company.
Posted by Christian Renaud at 06:48 AM Permalink | Comments (1) | TrackBacks (0)
December 13, 2007
The value of ‘Place’
In 1999, James Scott penned a book entitled ‘Seeing Like a State’, where he illustrated excellent examples of how organizations and governments have designed buildings and cities without considering the local habits and styles of the population. In the book, the employees or citizens recognized that there were very few areas for them to socialize informally in these optimized workplaces or cities, which is how many cultures exchange important social ideas and other information.
The difficulty in civic planning is you don’t know where the citizenry wants to congregate, much as companies cannot anticipate where the social loci will be for it’s employees. If you add to this the growing trend towards organizational decentralization, it makes it critical for organizations to provide a substitute for the break-room or water cooler conversation, to allow that free-flow of ideas between employees. This also extends beyond employee/employer relationships to customers and partners.
When we utilize virtual workspaces, be it our Cisco Virtual Campus in Second Life, our Industry Solutions Partner Network, or other intraverses within the company, we are providing a Place for people to congregate, socialize, and brainstorm. This virtual workspace transcends traditional physical boundaries and allows for free-flow of information and ideas continuously worldwide. It becomes the corporate breakroom, the park in Brasilia, the clubhouse, the ‘beer and pizzas night’, where like-minded people can congregate.
This is evident in the design of our Cisco Virtual Campus in Second Life, which recently won the Society for New Communications Research 2007 Award of Excellence in the Online Communities/Virtual Worlds category. When we initially designed it, we thought it would be used for people to interact with content we had provided into the environment, but we quickly discovered that what people wanted a common place to socialize and network. We ultimately ended up ‘virtually bulldozing’ the virtual campus and rebuilding it around informal and formal meeting spaces.
As we begin our second year in public virtual worlds, we will continue to focus our efforts on building communities and dialog between our customers, partners and employees. We look forward to seeing you around campus!
Posted by Christian Renaud at 06:50 AM Permalink | Comments (0) | TrackBacks (0)
November 15, 2007
Second Life Machinima of Connected Life Winner
Cisco announced the winner of its Connected Life contest in Second Life recently. Check out the machinima of the connected life winner.
Posted by Dannette Veale at 10:52 AM Permalink | Comments (1) | TrackBacks (0)
November 11, 2007
Living the Virtual Future
At a recent Cisco virtual event there was a comment put forth about how we are all living the future and I heard others refer to being pioneers in a virtual world. Cisco wants to venture forth with you into this new frontier which is why the later part of 2007 has been and will be jam packed with virtual events and activities. If you haven't been paying attention, have been too busy, or have been under a rock for a while (JK ;-); let me bring you up to speed.
Upcoming Virtual Event:
1) This coming week on November 15th at 12pm PDT we have our monthly TechChat. I anticipate a lively discussion as our topic is 'Why Unified Communications and Collaboration Are the Next Trend for the Internet'. Our speakers are Alan Cohen, Vice President Enterprise and Midmarket Solutions, and Joe Burton, CTO, Unified Communications. Hope to see you out at the Cisco Bandwidth Stage.
Recent Virtual Events:
2) In October the winners of the Cisco Connected Life Contest where announced in Second Life with the grand prize winner and several of the finalist joining virtually to attend the gala festivities. The additional value-add for the attendees was the demo of the grand prize winners 'Personal Digital Butler' concept. There where some truly serendipitous moments during this event for me. Such as on of our finalists who attended in world commenting, "Not to sound corny but we are living the future as we speak.....only a few decades ago who would have thought virtual communities in cyberspace." Our main speaker, Thomas Barnett, Senior Manager in Service Provider Marketing, summarized the value of using a virtual environment in this sound clip. The grand prize winner also provided a sound clip on why he found this event to be, 'the wave of the future."
3) A Virtual Partner Career Fair was held recently. It was a really successful experiment with recruiting in a virtual space with more than 60 attendees; view some pictures of the event. There was a lot of interaction between our partners and the possible recruits. One of the effective (and fun) things we were able to do in a virtual space was once a booth was staffed we could send up a poof (think smoke signals in real life) so the attendees could easily see which booth was now online with representatives able to talk to them. I don't think the majority of career fair venues would let one even light a fire. This is a great example of what you can do easily virtually in comparison to real life. Here's a link to Nobody Fugazi’s post, where he says, “The combination of technology oriented individuals, a virtual world setting and a chance to shop for employers and employees at the same time seems to have been a fitting use of Second Life. Perhaps some other businesses will learn from this example."
4) CSI, CBS and Cisco teamed up to bring TelePresence, Second Life and TeleVision together in a CSI Episode. In addition you can continue the story by becoming a virtual CSI in Second Life using a Cisco TelePresence HUD to communicate with HQ.
To quote John F. Kennedy, "Change is the law of life. And those who look only to the past or present are certain to miss the future." We hope to see you out living the future with us in the virtual world. When you arrive give me a shout out, my avatar is Dannette CiscoSystems.
Posted by Dannette Veale at 07:50 AM Permalink | Comments (0) | TrackBacks (0)
November 08, 2007
You are [Here]
If you want to know where a given space is on the path to being mainstream, there are few measures better than looking at the distribution of venture capital flowing into that space over the prior twelve months. In the case of the Virtual World market, the last twelve months have had somewhere in the neighborhood of 25 deals totaling $1.26B, ranging from investments in world developers, 'producers', and the supporting ecosystem of in-world economy and advertising companies. Including the Disney/Club Penguin and Intel/Havok deals, which skew the numbers heavily and account for 2/3 of all activity, you get a distribution roughly like this:
What does this tell us?
Out of $451M of non-acquisition money flowing into startups, the majority of it is round two. This generally means that there were many many startups with ideas for 'metaverse' platforms that were bootstrapped with the help of friends, family and angel investors (or deep corporate pockets, but we'll touch on that in a separate blogpost). Out of the 'many many', some suffered what we call 'execution failure', which is to say that they were unable to make their vision a reality, even in prototype form to demonstrate to venture capitalists for more funding. This left a subset of startups that had/have prototypes in-hand and were out looking to take their invention mainstream with the help of a capital infusion from the venture community. They had received their smaller A/first/Seed/Angel round(s) already, and were looking to expand.
Also interesting is the number of companies that have effectively retreaded their business models away from fully recreational or training simulations and are attempting to steer into consumer virtual world businesses. A number of startups have gone through their first two or three rounds of funding, at which point they were shipping product, only to take on one or two more rounds of funding and go back into product development mode to re-ship a retreaded product for a larger more consumer-focused mainstream user base.
One final thing to note are the investments in surrounding and secondary technologies, such as platforms (Intel/Havok), producers (CBS/Electric Sheep and Omnicom/Millions of Us), economies (Bessemer/Sparter) and advertising companies for virtual worlds (Microsoft/Massive, Intel/IGA, Time Warner/Double Fusion). This usually follows consolidation and more mainstream adoption of the primary technology (in this case, virtual worlds), but is showing up early this time around.
Effectively, if you see the majority of venture deals leaning towards rounds two and three, that means that you are on the verge of seeing a number of new products and platforms announced. Considerable potential energy. This should be a fun time to watch the industry and see the second generation of virtual world platforms emerge that integrate the key learnings and address the shortcomings of first generation worlds, and the consolidation of the market around key areas such as training, business collaboration, and social networking.
Posted by Christian Renaud at 06:58 AM Permalink | Comments (3) | TrackBacks (0)
November 05, 2007
Cisco Channel Partner Career Fair- Tomorrow in SL
We've received quite a bit of interest from 9 of our European Channel Partners, who will have a presence at our Channel Partner Career Fair on our Second LIfe campus. We've also received quite a bit of interest from potential candidates. The focus will be on our European Channel partners seeking candidates with Networking and IT skills for their various locations, and candidates interested in career opportunities in these areas. The event will be held on our Second Life Campus from 9-11 AM SLT, at this SLURL: http://slurl.com/secondlife/cisco%20systems%203/120/152/23/.
"See" you there!
Posted by Randy Sisk at 09:44 AM Permalink | Comments (0) | TrackBacks (0)
October 26, 2007
The many ways to Connect Your Life

How is your life connected? Would your experiences be richer if you could realize your vision of a connected life? Networked virtual environments provide a way for us to connect with each other, and these platforms provide a rich visual and social experience. Another aspect of being connected is the ability to access your media, your friends, and your real world environment from anywhere and anyplace.
To demonstrate the power of the Human Network, Cisco Systems earlier this year invited people to share their opinions on the future of the Connected Life. Cisco’s expert panel has evaluated and judged more than 600 contest entries and determined one grand prize (US$10k) and ten runner-up winners (US$1k), all of which will be announced on Tuesday, October 30, 2007 at Noon SLT. Location: http://slurl.com/secondlife/cisco%20systems%201/71/36/22/
Cisco will also demo some concepts of winning ideas on Cisco Systems Sim 1 Stage. Using a networked virtual environment such as Second Life allows the creation of content to convey ideas for a connected life and share the vision in a medium where people can connect with other. Join us Tuesday at our Second Life campus to share in the event and network with other people around the concept of a connected life!
Posted by Randy Sisk at 09:56 AM Permalink | Comments (0) | TrackBacks (0)
October 19, 2007
Ode to Interoperability
For those of you who were not at the Virtual Worlds 2007 Conference and Expo last week, there were a number of announcements by ourselves and others that were not product specific in nature, but rather more focused on overall industry development.
First among those was the launch of the Metaverse Market Index (MMI), which is an effort spearheaded by Nick Wilson at Metaversed and Prof. Robert Bloomfield at Cornell University. The MMI is an organization that was recently developed by and for the industry to track adoption, economies and use activity of virtual worlds. This is an important step in the maturation of the industry, as we move beyond early vendor-specific approaches to measuring the market to a more industry-common measure. This will clear up any ambiguity for people outside of the industry when trying to separate fact from hype, as well as allow people within the industry with a common yardstick (meter-stick for those not in the coalition of the metrically challenged) by which to monitor the growth of the industry.
Next, and possibly more contentious, is the notion of the Virtual World Interoperability Forum. This requires a bit more elaboration......
There have been discussions going on within the game-driven virtual world community for many many years to determine what level of interoperability, if any, these platforms need to share. Obviously, there is considerably less motivation for me to take my Halo soldier into WarHawk, or my World of Warcraft character into an Entropia Universe-based game, as it disrupts the narrative. Two of the critical elements of these games is suspension of disbelief and immersion, which is interrupted by the injection of non-narrative-consistent elements into the gameflow. This is a valid rationale to keep these environments as walled-gardens, and the business models around these worlds are about customer retention and subscriptions.
This is less true when you contrast non-game-driven platforms such as Second Life, Forterra, Proton Media and Kaneva, which are more general purpose and are being increasingly adopted as a shared workspace for social, B2C and B2B collaboration. In this case, you do not have a Tolkienesque world populated by Orcs and Elves disrupted by a Powerpoint presentation on next month's forecasts, but the ability for enterprises and individuals to choose their best-suited home domain and then seamlessly move from administrative-domain to administrative-domain based on the task at hand. I can't help but take a network -centric perspective and compare this to Intranets, Extranets and the Internet. Some times I transact business within my own administrative domain (M&A discussions come to mind), some times I need to include a trusted development partner, and sometimes the use case is a public forum.
It is unrealistic to assume that the entire industry will fit cleanly into one business model (Web based vs. Thick-client) or that one world platform has both the physics necessary for medical or meteorological simulations and is also the optimal business virtual shared workspace platform simultaneously. There will be, as there is for the Web ecosystem as well as social networking sites specifically, different tools for different jobs.
What I am most interested in is interoperability between these different tools, knowing that we will have them. If I have an optimized public environment where we have an active conversation with our customers and partners, it would be best to have that interface cleanly and transparently with my enterprise collaboration platform that I use for engineering collaborative development so I can seamlessly shift between the two as I do today with my web browser.
To anticipate the next point, which is 'why dont you use the former exclusively for your internal collaboration?', the answer is that in some cases you legally cannot. If you have logging of IM and possibly voice as well, as is the case with Second Life, then I am violating Non-Disclosure agreements if I discuss a partner development effort with another Cisco employee within Second Life, as I just disclosed it to the Linden Labs chat logs. If they access those is irrelevant, I have disclosed the information to a third party. If they didn't log that information, then we have secondary questions about datacenter security to discuss. This is where WebEx has an advantage, as they are able to securely compartmentalize customer interactions within each company's administrative domain.
To bring this back to the WIIFY ("What's in it for you?"), the benefit to business of interoperability is that you have freedom of choice to pick a provider of the environment that best suits your use case (simulation, training, collaboration, etc.) without it being segregated from the benefits of the network-effect of the Internet and the many tens of thousands of active users of other virtual worlds. It doesn't have to be an 'either-or' decision, with all of the risk of sunk development costs shouldered by the customer, but rather 'and also' as the platform you choose can interact with other virtual world platforms.
This is probably a good a time as any to point out the elephant in the room, which is outside data. When we talk about these virtual worlds, we discuss them as some other place distinct and separate from The Great Conversation (to appropriate a great Clifton Fadiman phrase) we call the Internet. This is an error of reasoning in my opinion, as it assumes that the platform is what is central to the conversation versus the content. Where is the value derived, in the platform itself and how it handles the physics of wind and tree leaves, or in the content you are receiving in the form of collaboration with other individuals and the contextually relevant data you are discussing? Obviously, the latter.
So why today is it so highly lauded when a virtual world succeeds in importing existing data from outside their world? Why wasn't this permeability between virtual worlds and useful data planned from day one? I think this is an artifact from the gaming side of the VW family tree, as you were disincented to disrupt the Middle Earth narrative and business model by interfacing with Amazon or Netflix or Credit Suisse. This is the opposite when you talk about a general purpose virtual shared workspace, as you can only talk with another human for so long before you want to point or reference something pertinent to the conversation.
This is a key component of interoperability, which is interoperability with the rest of the world. Virtual Worlds should not be some 'otherplace' which requires immigration of outside datastores one shipload at a time, but rather an overlay collaboration environment that leverages the vast corpus of the Internet.
The rest of the minutiae of interoperability, be it in avatars or polygons, is important but not the big WIIFY. I am only partially concerned that the appearance of my avatar be the same in the public and private domains, but I am concerned that whichever representation of me that is best suited for the environment inherits the entitlements and policy/privileges that my identity allows me. That can even include, as is explicit in the OpenID model, anonymity with entitlements.
One other carry-over from the entertainment domain is the concept of virtual currencies. If we have just painstakingly killed a dragon, we are not going to want to denominate the booty in Euros or Swiss Francs, but in the gold pieces consistent with the game narrative. Conversely, If we are consummating a multi-year consulting agreement, we wont want to denominate the contract in Lindens or There-bucks. By continuing to perpetuate virtual currencies in general-purpose worlds used for business, we are adding a layer of complexity (and distraction) that is unnecessary.
The WIIFY of virtual currencies is whatever is easiest for your transaction. If that means you have to pay VAT on negligible in-world transactions because sovereigns have not yet determined the proper taxation regime for virtual worlds, it is going to discourage serious commerce and marginalize virtual worlds as a serious platform for widespread adoption. Lets leverage the elaborate and proven interoperability of world currency markets and avoid the potential for confusion, added complexity and extra risk inherent in walled-virtual currencies.
There is much more to be said on the topic of interoperability, however I will save it for future blogposts.
In the interim, the 'call to arms' for this space is that I would encourage anyone interested in the long-term benefits and viability of virtual shared (work)spaces to focus on breaking down the early barriers to interoperability and encourage widespread standards and adoption so we can reap the benefit of the network effect of user adoption.
Posted by Christian Renaud at 07:38 AM Permalink | Comments (1) | TrackBacks (0)
October 15, 2007
Virtual Career Fair- Cisco Channel Partners

Speaking of hosting meet-ups in virtual places, and reducing carbon footprint, our public presence in virtual worlds is about providing a place for our customers, stakeholders, partners, and others, our ‘worldwide virtual family’, to meet for different purposes. Cisco will be hosting our first Cisco Channel Partner career fair at our Second Life campus, between the Channel Partner pavilion and the Technology Center building on Cisco Systems 3. Why have a Second Life career fair?
Innovative tools such as networked virtual environments attract innovation-minded employers and candidates, increasing the possibilities for a well placed match of employee and employer. It allows for a low cost, “low friction” way for possible job candidates to meet prospective employers and for employers to meet candidates in a rich multi-modal environment. The cost of providing a space and for staffing and attending is minimal. Candidates will be able to use chat, IM, and SL voice to interview possible employers, and employers to better connect with candidates. If you are job seeking in the networking and IT arena, you will have an opportunity to meet our partners and have access to a wide range of Partner IT/Networking career opportunities within the European geography. The event will be held November 6th from 9-11 AM Pacific Standard Time, for our European Channel Partner participants and their prospects. Register at:
https://secure.partnertalentportal.com/europe/events/
Posted by Randy Sisk at 05:38 PM Permalink | Comments (4) | TrackBacks (0)
E-Meetings and the Environment
I had written previously about the opportunities to reduce air travel by substituting virtual meetings for physical meetings, however reading through the excellent work already being done for Blog Action day has really got me motivated to make a change today.
I'd like to make a bargain with you......http://blogs.webex.com/webex_interactions/2007/10/cost-benefits-o.html
For the remainder of the year, don't fly. Neither will I. Instead, we will use the amazing array of tools at our disposal, from Telepresence to WebEx to avatar-mediated communications, to approximate the magic of physical proximity.
What's the bargain? I promise to pay $1000 out of my own pocket per airline trip that I take between now and the end of the year. Where does that $1000 go?
The Nature Conservancy. So the result is a win-win, either I fund the Nature Conservancy to look into solutions for combating rising emissions, or I reduce my share of airline-related emissions. I don't drive to work or else I'd suggest the same for cars. If you are game, then publicly promise to do the same.
There are a number of us in the virtual world space that travel from virtual world event to virtual world event to speak and do business, and the question always arises 'why cant we do this virtually?'. Well, if 30 or more speakers were looking at $1000 fines each for flying, I bet you'd see a really big virtual world event conducted in the virtual world.
Feel free to track me on Dopplr to confirm I am keeping my side of the bargain. How do I reach you again?
Postscript: Excellent post by Michael in our WebEx team here.
Posted by Christian Renaud at 12:24 PM Permalink | Comments (0) | TrackBacks (0)
October 09, 2007
A geek in a virtual world
Hi all. My name is Dannette Veale and I work in Corporate Events here at Cisco. Let me start by stipulating I am not super-technical like my fellow virtual worlds bloggers, who should have capes and related insignia to indicate their super hero status :-)
However I am a geek, always have been and always will be I am proud to say. Specifically I am a science fiction/cyberpunk/anime/gaming geek; so virtual worlds are right up my alley of interests.
At Cisco, I am tasked with programming virtual events in networked virtual environments…so virtual events for all you readers to learn from and enjoy, hopefully. Much of my work time is spent on Cisco’s islands in Second Life as Dannette CiscoSystems.
I get these types of questions/comments a lot:
1) Why does Cisco pay me to play?
2) Why would I participate in a virtual event instead of a webcast or forum?
3) Why would I use this virtual thing? You got to be kidding me…maybe my kids but not me!
My responses are usually something like:
1) Why does Cisco pay me to play?
1a) Second Life (and most virtual worlds for that matter) is not necessarily a game. I game a lot: MMORPG (Wow), Console (Lego Star Wars is my current addiction, all though Resident Evil for the Wii is a serious contender) and PC (Pyschonauts being one my favs right now) so I now of what I speak. The key difference with games is they have clear objective you are supposed to accomplish where as most virtual worlds are open ended user driven experiences. Sure you can game in them but that is up to you, not part of the system. Cisco pays me to program virtual events because we believe that networked virtual environments offer an exciting and rich collaboration experience.
2) Why would I participate in a virtual event instead of a webcast or forum?
2a) In this day and age do we really do one thing instead of another? I know I for one use all types of communication methods for learning as well as disseminating information out. However, there are intrinsic differences between the live webcasts, forums, and virtual events Cisco offers.
-- Live webcasts allow immediate Cisco to you/you to Cisco but ‘walls’ exist between you and your fellow peer attendees. However they are very easily accessed anytime, anywhere.
-- Forums allow for peer to peer but not in real time. However the discussion can be on going and have hundreds of contributors to a single entry.
-- Virtual events combine the best of both; real time Cisco to you/you to Cisco as well as peer to peer. Also, virtual events enable you to do things you may not be able to do in real life events. For example I can provide a heads up display (HUD) to virtual event attendees, which when worn enables them to have text based chat translated on the fly into their native language. However, virtual events usually require an application download, some amount of ramp up for the user to get comfortable with the UI and usually have to limit the number of attendees to the event.
3) Why would I use this virtual thing? You got to be kidding me…maybe my kids but not me!
3a) This is the same rhetoric folks gave me about webcasts back in the day but we all know that isn’t true today don’t we? So why use virtual now…I am not sure how to explain it scientifically but there is something about interacting with an avatar in a graphically rich environment that acts as a catalyst for creative thinking. “Thinking outside of the box” just happens more naturally it seems. I know this sounds a bit cliché and maybe nuts but I have confidence that there are smart people out there doing research right now on this very subject.
To quote a character from Rudy Rucker’s novel Mathematicians in Love: "Crazy means illogical. I'm logical. Therefore I'm not crazy. Note that a system can be at the same time logical and unpredictable."
Looking for feedback from all you logical yet unpredictable readers. Comments, critique, general assessment, virtual event requests, or whatever strikes your fancy!
Posted by Dannette Veale at 06:55 PM Permalink | Comments (3) | TrackBacks (0)
October 01, 2007
Mass Extinctions and the New Math
465,003,915
That is how many aggregate subscribers are claimed by 44 of the top self-proclaimed virtual worlds.
443,230,979
That is the entire population of Mexico, the United States and Canada.
We are all accustomed to the early stages of any technology when individual companies attempt to set the rules and language that will be used for the ensuing battles. There have been expensive fights over simple things like rather to call the aggregation of ISDN B-channels 'MLPP' or 'Bonding', IP telephony vs IP-PBXs, and so on. There are very tangible benefits to defining the market you are going to compete in. This is Law 5, the Law of Focus, in the classic marketing work The 22 Immutable Laws of Marketing by Al Ries and Jack Trout, "The most powerful concept in marketing is owning a word in the prospect's mind."
This is still going on in the virtual world sector, as every platform with an avatar calls themselves a 'virtual world', and attempts to define the rest of the market around their paradigm. What typically follows this Cambrian explosion of platforms and competing technologies (and semantics) is that there is a 'great rationalization' (a 'KT Period', to mix my periods/eras/eons/epochs). This space is rapidly becoming ripe for it's own.
When I was adding up the numbers of virtual world subscribers, one thing that was immediately evident was that there is no common denominator for how platforms reported their users, or traffic, or economies. Since this is still an early market without a common language, each company is reporting whatever statistics make their platform look more attractive to potential end-users and content companies. As the old saw goes....'Lies, Damn Lies, and Statistics'.
The next step in the maturation of this market, if it wants to grow beyond it's current size, is for the industry to agree on two things:
1) There needs to be an agreed common taxonomy of virtual worlds. You can slice and dice the market by 2D vs. 3D, web-based vs. client software, apples vs. oranges, but we need to find a common set of language by which to differentiate the QQ and Cyworlds from the ActiveWorlds and Kanevas from the Metaplaces and Toontowns. Until then, you have emoticon-on-steroids avatar chat in IM and Social Networking sites being compared apples to apples with narrative driven virtual worlds like World of Warcraft or Runescape. It's not apples and apples at that point, it's apples and orangutans.
2) There needs to be a common market index. There are some very good starts at databases to track the virtual world platforms, but where they are currently deficient is in capturing and analyzing the key metrics for this industry, as Gartner Group and others do for the networking industry. Until we get to a common set of metrics by which we measure these platforms, we can't accurately compare them or determine their real measures of success. This is a critical piece as we see more traditional advertisers step into the virtual arena, as you can rest assured that they will want rigorous statistics as to the degree of impact of their advertising message. Go ask the advergaming companies if you don't believe me.
Once we get to the common semantic understanding and a common denominator for metricizing these platforms, then we can get down to the real business of rationalizing them against one another with the goal being heterosis, resulting in fewer platforms of the best possible offspring with the best attributes of each.
When we have fewer platforms with better attributes, then non-early-adopter individuals and companies can evaluate which platform(s) is best for the application, without the present concern of investing large amounts of time and money on one of the many virtual world species that doesn't make the evolutionary cut.
Posted by Christian Renaud at 08:21 AM Permalink | Comments (1) | TrackBacks (0)
September 27, 2007
Virtual Worlds 2007 Conference- San Jose
For those of you who will be on the left coast, we strongly encourage you to attend the Virtual Worlds 2007 Conference and Expo on October 10-11 at the San Jose convention center. We have the honor of presenting alongside some very smart people in industry like Jeff @ Amazon, Cory at Multiverse, Ron @ Proton Media, Edward Castronova, Ian Hughes @ IBM, Christian and Reuben from Millions of Us, Tony O'Driscoll, Jerry Paffendorf, Paul and Matthew @ Intel and the unstoppable Ren Reynolds. The last VW Conference in New York in March was an excellent event that was standing-room-only.
We'll be kicking off the second day of the conference with a keynote presentation on getting serious with virtual worlds as a collaboration technology for businesses. We also will be hosting the attendee lounge, so please stop by and say hello, lounge, and enjoy the free drinks!
Posted by Christian Renaud at 11:31 AM Permalink | Comments (2) | TrackBacks (0)
September 24, 2007
Walking the Talk
When industry and press pontificate about the future of work, they seem to have a similar utopian vision with some common attributes:
1) A 'Virtual' workforce scattered all over the world, with job responsibilities and skills that are not based on geographic location
2) Rich collaboration tools to facilitate sharing of information and joint work
3) 'Hollywood' style of work, based on 'free-agents' coming together for a project and then moving on to the next project.
As the science fiction author William Gibson once said "The future is already here, it's just not evenly distributed."
Take a look at the picture above, which I grabbed this morning during one of the weekly team meetings we regularly have using Second Life. Each person on the team has a different functional role, and each one is coming from a different geographic location (I would have liked to have said 'different time zone', but two are in Central European Time, and two are in Central US Time.)
Since we are all in the incubator group at Cisco, we are accustomed to coming together for a project, working together, then moving on to the next technology scouting opportunity. Not exactly Hollywood, but we all have the same agent. ;-)
To tie this back to the three attributes of the future of work above (with all apologies to, and no reference to, Tom Malone's great book of the same name), we score about 2.5 out of 3, allowing for the fact that you do not have a rich WebEx-type of collaboration opportunity using Second Life, but you benefit from the magic of physical proximity and the serendipitous aspects of virtual worlds.
Personally, I'd like to find an intuitive way to combine the benefits of rich collaboration (app share, screen share, etc.) with the approximation of physical presence that you gain from immersive environments, without burdening the collaboration with a bunch of moving your avatar around to gain the proper perspective on the screen.
Any good ideas? Has anyone seen a good implementation of shared collaborative workspaces + 3D avatar presence that wasn't a nightmare to use?
Posted by Christian Renaud at 10:29 AM Permalink | Comments (0) | TrackBacks (0)
September 14, 2007
Virtual Environments and their effect on the Network
On September 6th, we held our first Networkers TechTalk in Second Life, Virtual Environments and their effect on the Network. It was well attended and there were some very good questions from the participants.
Some of the attendees reported problems with their audio streams during the event, so here is the mp3 archive of the event, as well as this pdf of the slides. As you will hear during the preamble to the presentation, this is all a 'work in progress', and we have plans to drill deeper into the virtual worlds listed as well as explore the network impact of other implementations. If you happen to run into Dannette CiscoSystems avatar in Second Life, you may want to thank her for painstakingly editing out all the 'ums' and 'ahs' from this MP3.
The executive summary of the entire talk is that the traffic of virtual environments is sporadic based on the architecture of the world (cache-intensive vs. minimal updates to a static world), and bandwidth is generally limited to around 500kbps with a few exceptions. The key learning is that the 'network hygiene' of most of these worlds, when it comes to security, is still 'sub-optimal' (borderline miserable). Cisco suggests that customers keep virtual world traffic on a separate guest wireless network until more secure and consistent implementations emerge.
We'll be elaborating on this recommendation in future blogposts, as well as developing a best-practices design guide as soon as our travel schedules subside a bit.
Posted by Christian Renaud at 04:12 AM Permalink | Comments (1) | TrackBacks (0)
Announcing the Cisco Industry Solutions Partner Network
For those of you who did not see the announcement, Cisco has announced a new tool for our channel partners and application service providers to interact, the Industry Solutions Partner Network (ISPN). This is a 3D immersive environment for our channel partners to discover the wide array of solutions available from our ASP partners.
To quickly dispel any confusion, this is not a user-created-content, avatar-customized, free-roaming experience as experienced on the Cisco Virtual Campus in Second Life, but a 24/7 3D tradeshow with easy navigation targeted specifically at our Channel partners. As you know (if you are reading this blog), there are a number of different species of virtual worlds, ranging from pre-scripted web-based flash worlds, walled and open 'free-roaming' worlds, and hybrids. Each species has it's own best uses, as there is no 'one-sized-fits-all' solution.
We'll be releasing more details in the near future, however here is a sample screenshot of the environment because a picture is worth a thousand blog-words. ;-)
Posted by Christian Renaud at 02:07 AM Permalink | Comments (0) | TrackBacks (1)
September 05, 2007
Sustainable Futures and Virtual Consumption
At the World Future Society meeting in Toronto in 2006, Peter Hesseldahl, the excellent technology writer, made an offhand remark to me that I am reminded of almost daily. He quipped that, for most people, 'the amount of resources you consume is an indicator of your social status'. Exempli gratia..a private jet trip to Paris for dinner equals a high status (and buckets of emissions).
At the same time, individuals and corporations are increasingly focused on more sustainable futures for the planet. Clever programs like the University of Hawaii's Futures Project seek to engage students to compete for which dormitory can be most energy efficient, hybrid-auto owners are fine-tuning their driving style to squeeze extra fuel efficiency and mileage, and collaboration technology is constantly providing us with new options that can help reduce our individual or corporate carbon-footprint by approximating the 'magic of physical proximity'.
Networked Virtual Environments provide an excellent example of a collaboration technology that has the potential to drastically reduce the need for travel and the resultant emissions.
(begin shameless plug)
As an example, starting tomorrow at 1200 Pacific time, Cisco is extending our Networkers at Cisco Live TechTalk series into Second Life. At the first Networkers TechTalk in Second Life, I'll be (somewhat self-referentially) discussing virtual worlds and their effect on the network. (Here is the location) The participants will likely be the standard Networkers attendees, which is to say Chief Network Officers, network managers, network architects, collaboration experts, and security specialists.
(end shameless plug)
The best part of the experience is that we'll have a virtual amphitheater full of like-minded colleagues discussing network architecture and security, and none of the attendees will need to travel to a physical amphitheater to participate. We'll all be attending as avatars from our respective locations, and the only emissions generated will be created by our energy-efficient laptops.
This leads me to the second part of this post, which is how we can begin to substitute 'virtual consumption' for physical consumption. As we begin to spend more time in virtual environments for collaboration, we also begin to accumulate clothing and bling for our avatars (and possibly even lodgings for our virtual selves). Perhaps we can begin to guide those who would normally be conspicuous consumers (and emitters) and make it trendy to be virtual consumers instead.
We already intermediate our avatars with our physical selves. Byron Reeves, who participated in our 'Collective Intelligence in Synthetic Environments' mixed-reality workshop last February with the Santa Fe Institute, Stanford, and MIT, spoke about this at the recent Virtual Goods Summit. He said that 'the same neurons fire when an avatar smiles at you as when a real person does'. So if we are biologically hard-wired to believe that avatars are people really smiling at you, can we also trick ourselves into believing that we are profligately consuming resources (and thus satisfy the consumption = status urge) when actually we are just expending just a few electrons?
Or, have I completely slid off my rocker? Comments or suggested medication welcome. :-)
Posted by Christian Renaud at 07:34 PM Permalink | Comments (5) | TrackBacks (1)
August 23, 2007
Making 'Over the Network' better than 'Over the desk'
In 1998, when we were building the original Cisco IP Phones, we spent a lot of time talking about 'better than' features that would improve the voice communication experience over the standard PSTN/PBX voice model. At the time, we ran into an established hardware chain that didn't support wideband handsets, DSPs without G.722 support, and so on.
We are at the same point in Networked Virtual Environments today, with a few caveats.
When you communicate or collaborate over the desk with someone, you benefit from four of your five senses. You can see them, hear them, smell them, and shake their hand. Generally, I try not to use my sense of taste in meetings, unless it's sampling the local coffee.
When you have an 'over the wire' or 'over the network' interaction, you use fewer senses. Lets summarize the pros and cons for now, and some possible technology opportunities to address the shortcomings:
Sight- You can still see the other party (albeit as they want to be perceived, not as they physically may appear), but not their body language. This is a big disadvantage, as we have all read the studies that say how much non-verbal behavior contributes to person-to-person interactions. This is a drawback. This is a feature that Telepresence offers (high quality video, visibility of the other party's body language) that is better than NVEs.
What can we do to address this? Well, we can intrusively interject biometrics/affective sensors to determine mood or disposition and have that trigger animation overrides, wire up algorithms to your webcam to mirror facial queues, and develop pleasing animations triggered on your force of impact on the keyboard and the amplitude and pacing of your voice (as is done today in call centers to detect angry customers). That'd be a good start, but obviously nowhere near as 'signal rich' as an over the desk interaction.
There is still some opportunity to leverage 3D displays when those technologies mature.
Touch- Keyboard and Mice. Until we get better sensors and force-feedback gloves, we have the industrial-age keyboard and same old mouse. I have a drawer full of nifty I/O devices that I hope will one-day supplant the keyboard/mouse duo, but the applications and user interfaces are a direct byproduct of the I/O devices in use.
It will be fun when we can reach across the virtual table and shake each others hand, and feel it.
Smell- Nothing we can do here, but I do recall a 'smell over IP' company at either Interop or Macworld in the early 1990s. Perhaps someone smart acquired those patents. ;-)
Hearing- Same as or better than. I can have spatial, wideband audio in a Second Life meeting today. Why is this better? I can get the same audio experience of an in-person meeting but across a broad geography. This makes a ton of difference in the overall experience, as any early-adopter of SL voice can attest.
So where is the better than given these disadvantages? It's in achieving your overall goal quicker, with the right people, information, and context.
Because this is an electronically mediated interaction, we could augment the interaction with another person in ways that are infeasible to do in-person. You could record entire meetings like you can with TiVo and television, and mine that data for later decisions or content. You could have documents, websites, media, past meetings, in orbit around your virtual table to support the decision or conversation at hand.
You could also easily create and interact with 3D models of data, which is very useful in those instances we have all run into when your 2D spreadsheet or presentation has a lossy impact on the topic at hand.
You could mine the metadata of the conversation and recommend people that need to be present at the conversation that aren't there (the local subject matter expert, perhaps?).
These are the areas that need the most attention, in my opinion. We have the tools now, recommendation engines, inference engines, and need to apply those to our collaboration modalities. There is some great work being done in academia right now including the MIT Media Lab, Eurecom, and Coventry University's Serious Games Institute along these lines, which will help accelerate the 'better than' of these environments.
Posted by Christian Renaud at 10:36 AM Permalink | Comments (2) | TrackBacks (0)
August 22, 2007
How to 'Engage'
Mitch Wagner at Information Week is one of those rare technology writers who can step back from a new topic and provide some perspective. In his recent article "Five Rules For Bringing Your Real-Life Business Into Second Life', he crisply articulates the secret sauce for what differentiates a useful presence in Second Life to an empty island, with an emphasis on 'Engaging'.
He gave us more credit than we are due in his article, as we are all still learning, but he did mention how we re-tooled our presence in Second Life to make it more about talking with people than talking at people. This, for us, is 'Engaging'.
When we originally entered Second Life (officially in December 2006) we were like many companies with toes in the water. We had two islands that were segregated between marketing and products on one island, and training, support, Networking Academy, our Executive Briefing Center, and the Cisco Technology Center buildings on the other.
We had planned to do a gradual rollout of new content and some interaction, however the experience of participating quickly changed our direction. By April, we had redesigned our presence in SL, added four islands, and had the governance and infrastructure in place within our company to scale for the foreseeable future.
The first aspect, the redesign, was in direct response to how our customers, partners. Second Life Cisco User Group and employees told us they wanted to use our 'Virtual Campus'. We did away with buildings for the most part so avatars could get in and out easier, and adopted a user-centric model of navigation, so users could decide where they wanted to go (products, training, technology, building in the sandbox) and get quickly there.
We spent most of our time thinking about how to best engage with visitors to the virtual campus, so we created many spaces for 1:1 interaction, 1:few, and many:many. This is the primary use of the campus, to have the conversations that result in shared benefit.
We also added infrastructure for our own employees entering SL, with two more employee islands with a company store, orientation area, internal meeting rooms, and so forth. This gave employees a safe place to experiment without fear of looking foolish (and naked) in front of customers.
The second part was the governance and infrastructure within our company. We have custom avatar creation tools for employees with our own 'code of conduct' agreement, an internal Wiki for employees to share learnings, internal blogs, mail lists, an avatar directory that can be linked to an employee's corporate directory page, and so on.
We also recognized that this technology is as organizationally-agnostic as our corporate website, Cisco.com, so we created a 'stakeholders meeting' of vested parties to participate in the governance and operations of our presence in Second Life, and to avoid the 'tragedy of the commons' and disorder that has plagued other large sites. Each group within Cisco, from product groups to training to human resources, meets to discuss how to best use this technology to amplify their dialog with our customers and partners.
So Captain Picard's 'Engage' order was actually multiple orders, as it was:
- Engage with your customers and partners. Talk with them, not at them.
- Engage with your employees. Teach them how this tool can be used.
- Engage your company. This technology has great opportunities if you engage broadly within your organization.
As I said at the beginning of this post, we are all still learning. Cisco has as much to learn as any company, despite our prior experience in IP Communications and Collaboration technologies. We look forward to learning together with you during this exciting time.
Posted by Christian
