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 Home > Technology > Tech Trends

Virtual Worlds: Live Beyond the Real

Continued from page: 1

Rahul Sah and Saurangshu Kanunjna

Saturday, April 05, 2008

Opportunities for enterprises
The virtual world contains 3-D representations of people and landscapes from the real world. It's a world where users are life-like representation of themselves and they interact with each other through messaging, voice or even video. Second Life, which is considered as the next phase of Internet revolution became widely popular for social networking and is now becoming a host to various activities happening from enterprises. Due to high membership and the option to manage and customize avatars and virtual properties easily, it has become the choice of platform for enterprises aiming new business opportunities to venture into the virtual world. Enterprises are foraying into Second Life for exploring more business opportunities that they can harness from the virtual world of Second Life. They are buying lands and building stores on Second Life for hosting their products and services on the virtual world. Some of the key areas where enterprises have explored business opportunities include:

Marketing: Virtual world provided organizations with an innovative way of promoting their business. With virtual world sites sites such as Second Life, organizations have got the opportunity to open their stores in the virtual world, where the users can go and check out the products of their choice.

Dell uses Second LIfe as a platform for users to configure their PCs or notebooks

Dell, one of the largest PC and notebook manufacturers went a step further and rather than just showcasing their products on Second Life, they gave users an opportunity to configure their own PC/notebooks; the user can then have the same configuration PC/notebook shipped to his place after confirming the transaction details over the Dell's website, which is connected to Second Life. In fact, companies like BMW, Adidas and Toyota also have their storefronts in Second Life for brand awareness and marketing. An avatar (user) can visit Toyota's store, learn about the car and not only that, he can even go for a test drive (though in the virtual world) and use all its features. Interesting way of luring customers. Isn't it?

Communication and Collaboration: Second Life allowed users from various geographical locations to connect to a virtual meeting place as an alternative to conference calls and video conferencing. Such kind of a setup is appealing, readily-available and interestingly it won't cost a bomb for the enterprises as they needn't to invest on the hardware and installation costs of the conferencing hardware tools. A simple webcam and an audio device will enable an employee to connect to a virtual meeting and participate, while for an actual web conference or meeting the organizations might have to spend an exorbitant amount. A viable option for the enterprises having multi-country presence; such a meeting place for conferences and meetings will be far less cheap and more collaborative.

Companies like IBM and Sun Microsystems explored the social networking and collaboration aspect of the virtual world. The IBM employees developed avatars, which could interact and conduct meetings in a virtual environment. Sun Microsystems used Second Life as an alternative for conferences, seminars and even announcements. Their 'Project Darkstar' was announced on Second Life; they even shared their Q3 fiscal reports via Second Life with their worldwide employees.

Sun's MPK20 allows employees to work in collaboration and interact with each other in a 3D virtual work environment

Education and Training: Virtual world has created new avenues for distance learning. There are many educational institutes having a presence in the Second Life-like Harvard University is already there. The enterprises can conduct training sessions for their customers in a virtual environment wherein they can get the knowledge and usage-training right from their homes. Sun, IBM, Cisco etc are effectively harnessing the potential of second life for training their employees at minimal costs.

One of the best uses of Second life toll date is done by an Egyptian company, IslamOnline, which has hosted a close replica of the Hajj pilgrimage. Not only do the users get familiarized with the Hajj rituals, but they also get a chance to exercise these rituals in a 3D virtual environment.

Experimenting:Companies are using Second Life as a platform to test and develop products, before they actually start building them. They are also using it for getting feedbacks on the product before they've actually launched it in the markets to predict user acceptance. For instance, Starwood Hotels built a concept hotel called Aloft Hotel and used the Second Life residents' feedback for refining their plans before starting the construction of the hotel. Nike and Adidas too used this platform to gain consumer's feedback for their new shoes before its actual launch.

Building Second Life Spaces

compression and graphics rendering. Most of the enterprises who buy land or islands in Second Life's virtual world are not building the virtual properties by themselves. There is a scripting language called Linden Scripting Language, which is used to design and build the virtual properties in the Second Life's landscape. But making appealing and impressive Second Life property is not an easy task. There are technology companies specialized in developing a real-life enterprise's virtual presence. Crayon is one such company which built the virtual properties for Second Life. In India companies like Anantara Solutions and IndusGeeks are helping enterprises to build their virtual presence felt by leveraging Second Life as a platform for business.

Technologies behind Virtual Worlds
The Web 2.0 technologies combined with advanced graphic rendering technologies have made it possible to create Virtual Worlds. Along with the availability of high-broadband coupled with progresses in PC's computational and graphic capacities, it has become possible to make these virtual worlds available to users over the Internet onto their browsers or a client program installed on their desktop. The success and popularization of virtual world has to be attributed to the recent advancements in graphics technologies both in terms of software and hardware where rendering real-life images onto a computer screen at a high frame rate has become possible.

The above reasons have attributed towards the easier reach of virtual world environments to the users across the Internet. But which technologies are used in creating such virtual worlds is something to wonder about. Virtual Worlds like Second Life and Sun's MPK20. Virtual Workplace is built on open standard technologies combined with Web 2.0 standards for user interactivity. Though the client-side program of the Second Life is open source, the main software of Second Life is based on C, C++ and other proprietary technologies. For simulating such a vast world space a powerful backbone of server capable of calculating and rendering millions of users simultaneously. At Linden Labs, they use around 2000 servers to run Second Life.

Mainly the open source 3D virtual toolkits like Project Wonderland or Croquet are used for creating virtual environments. The Croquet SDK is powerful enough that provides developers with an infrastructure for creating and deploying deeply collaborative multi-user online applications and metaverses on and across multiple operating systems as well as devices. Its architecture makes it easy to develop virtual world applications without having to put in a lot of efforts and expertise in understanding how replicated applications work. On the other hand, the Project Wonderland toolkit is built upon Sun's Project Darkstar server infrastructure which provides scalability and security needed for multi-user enterprise grade applications for the virtual world. This toolkit provides means to the developers for creating virtual world, avatars and the animations within it. Virtual worlds created using Wonderland can have shared applications, live and immersive audio/ video where an exploring user can see and hear much in the same way as happens in the real world.

The scripting language used to control and manipulate objects in the Second Life is Linden Scripting Language (LSL), which is similar to C. LSL determines how the objects will behave, controlling the waving of virtual hairs, driving a virtual boat or automobile, or behavior of a virtual gun etc. Everything in Second Life is a combination of prism, textures, and LSL scripts. Also the building tools which are used for creating landscape objects are based on geometric primitives. The technology used for streaming voice and video uses VoIP with video compression and graphics rendering.

Most of the enterprises who buy land or islands in Second Life's virtual world are not building the virtual properties by themselves. There is a scripting language called Linden Scripting Language, which is used to design and build the virtual properties in the Second Life's landscape. But making appealing and impressive Second Life property is not an easy task. There are technology companies specialized in developing a real-life enterprise's virtual presence. Crayon is one such company which built the virtual properties for Second Life. In India companies like Anantara Solutions and IndusGeeks are helping enterprises to build their virtual presence felt by leveraging Second Life as a platform for business.

Second Life is not the only place where lots of activities are happening in the virtual world; companies like Sun, Google and Microsoft are now venturing into this arena to create their own virtual spaces. Sun's MPK20 Virtual Workplace is a virtual 3D-environment concept where employees within an enterprise can accomplish their work, share documents and interact with colleagues. Employees working in their virtual MPK20 team room can turn and talk to any other colleague in the room regardless of a person's physical location. This capability provides single place for distributed teams to work, collaborate and communicate.

The road ahead
The virtual worlds have no longer remained a disruptive world to the real-world for loners and geeks. It has evolved through the constraints of technology and is rapidly being accepted as a world that will co-exist with the real-world to form social as well as business associations. It is a must for an enterprise to keep itself informed about the happenings in the virtual world so that they can also evaluate the business prospects for them through this next-gen of business models where the user experiences the close to real-life 3D simulation of the product or services.

Second Life and other virtual worlds have demonstrated that the next-gen Internet revolution will be in the field of virtual world where the interface for content and communications will transform from 2D to a 360 degree 3D experience.

We imagine that in future an employee can log in to his office in virtual world and commence his official work right from his home. Well, just an imagination, but possible too. So, all those who have still not explored the opportunities in the virtual world or have maintained a distance from it-get ready, the action is on and you've to keep it rolling.

Rahul Sah and Saurangshu Kanunjna

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