If you've been watching the development of videogame technology and user interfaces, you might have noticed that we're getting closer and closer to the point where the Matrix becomes a reality. At some point in the future, most of us will be socializing, working, and having fun in a vast virtual landscape -- also known as the 3D Web, the metaverse, or the hypergrid.
But there are some issues that need to be addressed. I'm not talking about the technical stuff -- that part is easy and inevitable. The pioneers of the new 3D Web have some major philosophical differences on a number of subjects. How these get resolved will help determine the future evolution of the Internet, and, possibly, the future business model of your company.
Issue No. 1: copyright
There's a school of thought that information should be free, and an entire industry of pirates and activists is working to help that time come about. But it's not just traditional digital content that's at stake, like music, videos, software, and e-books. As the number of virtual world platforms proliferates, so does the trade in pirated 3D content, such as virtual designer clothing in Second Life.
Corporations have two battles to fight here: First, they must ensure that the virtual content they are using in their own virtual worlds does not infringe anyone's copyright. Second, they have to protect their own virtual content from illegal copying.
To help with the former, companies need to carefully track the licenses of the content they acquire. This could be tougher than it seems: As enterprises work on their content management strategies, they should be prepared to handle a growing volume of content requiring a lot of memory, which may be difficult to index or search.
Protecting proprietary content from illegal copying and distribution requires the ability to find and track the content. This isn't possible with today's technology -- there are too many different platforms with different standards, and no comprehensive search methods on the platforms that do exist.
Meanwhile, bigger battles will be fought in the courts and legislatures about how copyright should be enforced -- something that all of us have a stake in, and should be keeping an eye on.
Issue No. 2: patents
The use of software patents has been controversial from the early days of the Web. Patents are an expensive drain on our economy and speed of innovation. Recent high-profile battles over mobile technology underscore that, under the current system, everyone loses -- vendors as well as customers. Patents have become a nuclear arms race.
Virtual worlds are not immune to this, with companies rushing to patent many basic -- and obvious -- virtual world technologies.
Unfortunately, there's no solution here other than legislative actions -- to eliminate software patents entirely, or to limit their length, or to make it a lot more difficult for corporations to get new patents for vague and dubious innovations.
Issue No. 3: walled gardens
In the early days of the Internet, most commercial content was located inside walled gardens like AOL and Compuserve. Over time, most commercial Internet service providers either dropped their walls or went out of business, and companies opened their email systems.
But some walled gardens remain. Many games, for example, remain locked into proprietary platforms. And most large corporations have behind-the-firewall intranets where they keep their proprietary information under lock and key.
With the exception of the 100-some worlds that are connected via the
hypergrid, today's virtual environments are all walled gardens. You can't teleport from Second Life into World of Warcraft, for example. And you wouldn't want to -- someone could build a nuclear bomb inside Second Life, teleport it to a medieval city in World of Warcraft, and nuke all their enemies. Similarly, game content creators wouldn't want to see their proprietary content, which they spent millions of dollars designing, showing up on other worlds.
Over time, however, many publicly-oriented and social worlds are likely to drop their walls and allow free teleports in and out, and there will be battles over standards and security. Some are already trying to paint this issue in philosophical or moral terms.
Enterprises fall on both sides of this issue, and it's simply a matter of practicality.
When they're using virtual environments for training, rapid prototyping, collaboration, meetings, or conferences, for instance, many companies wouldn't want their competitors to be able to wander in and look around. On the other hand, corporations may also want to have a public presence for public events, marketing games, customer outreach, and investor relations.
It's not an either-or situation, and companies need to be careful to choose platforms that meet their needs.
— Maria Korolov is president of Trombly International, an editorial services company that provides coverage of emerging technologies and markets. She has been a journalist for more than 20 years.
Security. Making sure that people can't bust into the system and mess it up, making sure that the system can't mess people's computers up, etc.
Identity. Who are you? How do you decide who gets to know about what parts of you? How do people get their bona fides to give them access (see Security). How do you shut yourself off from annoying people or annoying activities?
Maria - I've been hearing about how great 3D interfaces are since Second Life hit its first wave of popularity in 2006 -- remember that Anshe Chung BusinessWeek cover? That was six years ago, and the 3D Web seems no closer today than it was then. Indeed, it seems further away.
You describe the Gartner Trough of Disillusionment. I see no reason to believe that the 3D Web or virtual worlds or whatever you call them will ever rise from that trough.
The way I see it, you have to look at the games industry to see where general and business users are going to be in five to ten years.
And the games industry is bifurcating. We've got the casual, mobile and AR games. And we've got the huge, immersive, 3D games. The former are ubiquitous, but the latter are earning huge amounts of money.
Call of Duty made around $1 billion in its first two weeks, more than any other single entertainment product, including Avatar 3D. You can't call that a dead-end technology.
Immersive 3D games are, in fact, less efficient than 2D games. Anything you can do in 3D, you can do faster in 2D. Moving an avatar through city streets is slower and more difficult than moving, say, PacMan through a maze.
But the benefit is that its more engaging and compelling.
There was a similar transition twenty years ago, when we went from DOS and command-line interfaces to graphical interfaces with icons and mice. Typing a command was faster than using a mouse, and I remember many folks dismissing the new GUIs as kids' games and threatening to die before they'd ever use a mouse.
But it's not just that 3D is more engaging. It also creates social ties.
I'd have a hard time telling you the folks I spoke to on the phone or emailed the past couple of weeks. It all blends together. But I remember the people I met face-to-face.
And the folks I met in an immersive 3D environment -- I remember them as if I had met them in person, not as if I'd called them or Skyped them or emailed them. This makes a dramatic difference for such applications as collaboration, team building, mentoring or sales.
I don't think 3D will ever replace 2D. You're not going to want to drive around randomly looking for a store when you've got a phone book right there on your desk. Similarly, the Web is a great way to find information, communicate with people, and consume media.
Where 3D comes in, is that it allows us to share experiences that will increasingly feel more and more life-like. These are not competing technologies, but complementary ones.
And it will take time. Personally, I believe it requires someone to come out with a decent 3D-based operating system -- probably, first, for home entertainment systems, then for education, and finally for general use. (Following the same progression as 2D GUIs made.) It will also require a decent 3D browser, which we don't yet have, and a company or companies to step up and invest a great deal of time and money into marketing the platform.
We'll get there eventually. And, I believe, it will change the way we work -- and do a lot of other things, as well -- even more dramatically than the Web did.
Maria, I'm not seeing the need for this 3D Web for business, with the exception of training applications. It seems that everything you can do in 3D, you can do more easily using conventional tools, without all the baggage of 3D.
The industry trend for the past half-decade or so has been in the other direction: With mobile devices, wireless, and the Internet of things, we're not going into cyberspace; we're bringing the Internet into the world and taking it with us. Advances like Google Glass and self-driving cars will only accelerate that trend, and leave virtual worlds further behind as a dead end technology that was fascinating for a while, like Gopher and magic lantern shows.
I'm always keeping an eye out for use cases, but typically don't go after users aggressively unless I've got an assignment -- and users are much more likely to talk for a high-profile publication, like for my Network World piece last year:
The vendors want to see their names in print, and they lean on their customers to talk.
There's only so many of these I can write though. We're at the bottom of the Gartner hype cycle for virtual worlds, and there's only so much interest in this technology, especially since everyone is focused on the big changes in the mobile space.
I think the interest will return once we have a usable hypergrid browser. Right now, all the work is happening behind the scenes, within corporate and government firewalls. The public-facing stuff is all in isolated islands -- lots of different social platforms, game platforms, etc... The public-facing worlds tend to be built on proprietary technology, are pretty expensive, and require that users create a new avatar for each one. You get burned out on avatar creation pretty quickly.
I believe an easy hypergrid browser which will let people travel from world to world easily, a kind of 3D Netscape, will trigger the next growth phase.
It doesn't look like we're there yet. But, for all I know, there's a kid in the basement somewhere finishing one up right now.
The growth of the World Wide Web also coincided with the switch from DOS to graphical user interfaces, so folks were using the same input methods -- clicking their mouse on things -- both on their desktops and on the Web. I believe that helped adoption quite a bit.
Finally, the third leg of Web adoption was AOL, which sent disks to every man, woman, child and dog in the country. That was a massive marketing campaign to get folks to go online, and it also helped pave the way for the Web.
I think we need all three things to happen again -- or at least two of the three -- in order for the 3D Web to really take off.
A good, easy browser. A 3D environment on everyone's desktop and a new user interface mechanism (hand gestures, maybe?). A big marketing push by someone would just be icing on the cake.
Until then, we're looking at a deployment here, a use case there -- not enough to build momentum or public interest. After you do one story about it, all the others sound the same.
It's when you connect everything together that the sum becomes greater than the parts, and each new participant makes the networking more and more valuable.
Maria, I was among those who was overenthusiastic about Second Life and VWs in 2007-8, and it's certainly possible that I've swung too far back in the other direction.
In other news: Bah, humbug.
We'd love it if you could share with our community examples of real-life VW implementations, when companies are ready to go public with them.
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In the fall of 2011, around 160,000 students in 190 countries enrolled in a Stanford-sponsored online course about artificial intelligence. About 23,000 completed the course and got certificates, including 248 who got a perfect score. The university offered the same course the old-fashioned way to students sitting in Stanford classrooms. None of the those students got a perfect score.
I don't wear a watch. I haven't worn one years. If I'm carrying a phone -- any phone -- I always know what time it is and don't have to worry about time zones or daylight savings time. And I don't want to have an iPod or an iPhone that I can wear on my wrist. Again: Why? If I want to sport one while jogging, there are plenty of bands you can already buy that do that.
Organizations are expending enormous resources to improve their internal productivity by implementing cloud, adding collaborative applications, and investing in analytics solutions. Individually, we can improve our own productivity, even during sometimes lengthy meetings, by using free note-taking apps like Evernote or Microsoft OneNote.
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Wells Fargo uses social software to replace email chains and help its sales team collaborate more effectively to land deals, according to Kelli Carlson-Jagersma, VP Collaboration Strategy for Wells Fargo. Mitch Wagner spoke with Carlson-Jagersma at the E2Innovate conference
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While NFC's original goal was to enhance mobile commerce applications, it is finding its way into a number of other uses, which is creating both opportunity as well as challenges for IT departments.
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Edmunds separates customers into segments based on the info it collects on its site and from partners, and uses that to push out custom content, said Brian Baron, director of business analytics for Edmunds.com, at Predictive Analytics Innovation Summit.
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