Saturday, January 12, 2008

Forrester on Virtual Worlds for Work


January 7, 2008
Getting Real Work Done In Virtual Worlds
by Erica Driver, Paul Jackson
From the Forrester site
Virtual worlds like Second Life, There.com, and more business-focused offerings are on the brink of becoming valuable work tools. Major companies and public-sector organizations — such as BP, IBM, Intel, and the US Army — are investing heavily in virtual world technologies. But it's still early, pioneering days. You've practically got to be a gamer to use most of these tools — setup can be arduous, navigating in a 3-D environment takes practice, and processing and bandwidth requirements remain high. But within five years, the 3-D Internet will be as important for work as the Web is today. Information and knowledge management professionals should begin to investigate and experiment with virtual worlds. Use them to try to replicate the experience of working physically alongside others; allow people to work with and share digital 3-D models of physical or theoretical objects; and make remote training and counseling more realistic by incorporating nonverbal communication into same-time, different-place interactions.

Virtual worlds will soon be as important as Web to companies
Forrester says 3-D Internet will vastly improve collaboration and corporate training
January 9, 2008 from Computerworld
While virtual worlds like Second Life have come under fire for failing to provide enough value to businesses with established storefront operations, a new Forrester Research Inc. report argues that the 3-D Internet will be as important to companies in five years as the Web is today. The "Getting Work Done in Virtual Worlds" report released by the IT research firm this week concludes that executives should begin investigating and experimenting with virtual worlds soon because of their promise for remote collaboration, training and the ability to build and share 3-D models. The report said that today's collaboration tools offer far more limited benefits to companies. For example, the inability to see the gestures of fellow meeting goers causes problems for attendees in different offices, the report noted. In a virtual world, people can have their name, job title and business unit associated with an avatar that can attend meetings and have access to virtual buildings, rooms, equipment and people, Forrester said. The avatar is controlled by information in an enterprise directory and access control system, it said.

"You can easily direct your avatar to express gestures and emotions … plus you can leave behind real-world unpleasantness such as the poor heat in your cubicle while your next door neighbor is burning or the loud guy talking the phone next to you," according to the report. "[In meetings] you always know who is talking and who's anxious to jump into conversation because they are waving their hand or jumping up and down in the corner of the room. "In a virtual meeting room, you can see who is present, and more importantly, who is multi-tasking, who has raised a hand or who has been away from their keyboard so long that their avatar has fallen asleep," the report said.

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