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Roadmap Construction

   Kickoff Workshop

       10/14/08
Core Proble!

    After a 20 year history of commercial virtual
    worlds, the only mass market success stories are
     a) MMOs
     b) the recent success as kids’ entertainment.




2


                                             Virtual Worlds Roadmap
Roadmap Questions

    1. What are the differences between what
    we have today and mass-market successful
    virtual world-based products?

    2. How and when can these differences be
    overcome?




2


                                          Virtual Worlds Roadmap
Roadmap Goal

    Accelerate the mass market use of virtual
    world-like technologies by documenting and
    publicizing the answers to these questions.




2


                                           Virtual Worlds Roadmap
Roadmap Tasks
    Application-centric process

    1. Define applications where VWs have value
        - describe the unique additive value in detail

    2. Detail technical, feature, and business
    requirements for each application

    3. Describe what barriers impede executing each
    requirement

    4. Publish a timeline, cost, and method
    for overcoming those barriers
2


                                                         Virtual Worlds Roadmap
What the Roadmap is NOT
    Not: Creating standards
    Not: Thinking about interoperability
    between virtual worlds unless that is a key
    requirement for a specific application
    Not: Focusing on any particular existing
    VWs platform other than as occasional
    examples
    Not: Worrying about a specific definition of
    “virtual worlds” but rather including any type
    of “connected visual computing” that
2   has key value for a given application.
                                               Virtual Worlds Roadmap
Step #: Define Applications
                 Example Applications & Categories

    Virtual meetings / presentations   Dating
    Education / e-learning             Retail shopping
    Data visualization                 Community communication
    Conferences                        Social networking
    Training / simulation              Simulation from real-world sensors
    Collaborative & public design      Advertising / marketing
    Real-world live events             Healthcare applications
    Virtual-only events                Product R&D
    Entertainment storytelling         Customer service
    Casual gaming                      Machinima production




2


                                                               Virtual Worlds Roadmap
Example: RW Live Events
     To be sufficiently specific, this
     topic should be further divided:

              Conferences
              Professional presentations
              Meetings
              Music concerts
              Sports
              Classes




2


                                           Virtual Worlds Roadmap
Example: Conferences
    What is the value added with a visual virtual
    space?

          Social presence. Useful for networking & sub-
          group conversations.



          Everything else critical for virtually attending a
          real-world conference could be achieved with a
          regular Web site - video stream, chat during
          presentations, identification of who is present




2


                                                               Virtual Worlds Roadmap
Example: Conferences
    What are key requirements to achieve this
    value that are at least sometimes missing
    today?
         • General ease of use
         • Simplicity for conference organizers
         • Navigation focussed on core value
         • Networking features: identification of
         position, background, interests
         • Group conversation features
         • Scalability of social features
         • Cost of hosting
         • Demonstrated incentive for conferences


2


                                                    Virtual Worlds Roadmap
Example: Conferences
    What effort is needed to overcome these gaps?


    •   Creating software using today’s technology

    •   Demonstrating revenue potential for conferences




2


                                                     Virtual Worlds Roadmap
Example: Conferences
    Conclusions:

    •   This could be a near-term mass market success
    • Investment should be focussed on creating the
    successful software product needed

    Comparison:
               Conferences   Sports        One-off Consumer   Concerts
                                                Events




             More Likely              Possible                Less Likely



2


                                                                            Virtual Worlds Roadmap
Contrasting Exam




13


                   Virtual Worlds Roadmap
$nd Example: Enterpris%
        Virtual Meetings
    Conclusions:

    For mainstream business meetings, this take 4+ years
    to achieve mass adoption, because
    • Such meetings require that the environment not
    take over essentially all of the computing power of
    one’s machine
    • Substantial value may not exist until gestures and
    expressions are automatically conveyed via webcam
    & avatar
2


                                                   Virtual Worlds Roadmap
Main Web Site:

      www.virtualworldsroadmap.org



     Draft Wiki on Applications:

      virtualworldsroadmap.wikispaces.com




15


                                            Virtual Worlds Roadmap

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VWs Roadmap: Train for Success

  • 1. Roadmap Construction Kickoff Workshop 10/14/08
  • 2. Core Proble! After a 20 year history of commercial virtual worlds, the only mass market success stories are a) MMOs b) the recent success as kids’ entertainment. 2 Virtual Worlds Roadmap
  • 3. Roadmap Questions 1. What are the differences between what we have today and mass-market successful virtual world-based products? 2. How and when can these differences be overcome? 2 Virtual Worlds Roadmap
  • 4. Roadmap Goal Accelerate the mass market use of virtual world-like technologies by documenting and publicizing the answers to these questions. 2 Virtual Worlds Roadmap
  • 5. Roadmap Tasks Application-centric process 1. Define applications where VWs have value - describe the unique additive value in detail 2. Detail technical, feature, and business requirements for each application 3. Describe what barriers impede executing each requirement 4. Publish a timeline, cost, and method for overcoming those barriers 2 Virtual Worlds Roadmap
  • 6. What the Roadmap is NOT Not: Creating standards Not: Thinking about interoperability between virtual worlds unless that is a key requirement for a specific application Not: Focusing on any particular existing VWs platform other than as occasional examples Not: Worrying about a specific definition of “virtual worlds” but rather including any type of “connected visual computing” that 2 has key value for a given application. Virtual Worlds Roadmap
  • 7. Step #: Define Applications Example Applications & Categories Virtual meetings / presentations Dating Education / e-learning Retail shopping Data visualization Community communication Conferences Social networking Training / simulation Simulation from real-world sensors Collaborative & public design Advertising / marketing Real-world live events Healthcare applications Virtual-only events Product R&D Entertainment storytelling Customer service Casual gaming Machinima production 2 Virtual Worlds Roadmap
  • 8. Example: RW Live Events To be sufficiently specific, this topic should be further divided: Conferences Professional presentations Meetings Music concerts Sports Classes 2 Virtual Worlds Roadmap
  • 9. Example: Conferences What is the value added with a visual virtual space? Social presence. Useful for networking & sub- group conversations. Everything else critical for virtually attending a real-world conference could be achieved with a regular Web site - video stream, chat during presentations, identification of who is present 2 Virtual Worlds Roadmap
  • 10. Example: Conferences What are key requirements to achieve this value that are at least sometimes missing today? • General ease of use • Simplicity for conference organizers • Navigation focussed on core value • Networking features: identification of position, background, interests • Group conversation features • Scalability of social features • Cost of hosting • Demonstrated incentive for conferences 2 Virtual Worlds Roadmap
  • 11. Example: Conferences What effort is needed to overcome these gaps? • Creating software using today’s technology • Demonstrating revenue potential for conferences 2 Virtual Worlds Roadmap
  • 12. Example: Conferences Conclusions: • This could be a near-term mass market success • Investment should be focussed on creating the successful software product needed Comparison: Conferences Sports One-off Consumer Concerts Events More Likely Possible Less Likely 2 Virtual Worlds Roadmap
  • 13. Contrasting Exam 13 Virtual Worlds Roadmap
  • 14. $nd Example: Enterpris% Virtual Meetings Conclusions: For mainstream business meetings, this take 4+ years to achieve mass adoption, because • Such meetings require that the environment not take over essentially all of the computing power of one’s machine • Substantial value may not exist until gestures and expressions are automatically conveyed via webcam & avatar 2 Virtual Worlds Roadmap
  • 15. Main Web Site: www.virtualworldsroadmap.org Draft Wiki on Applications: virtualworldsroadmap.wikispaces.com 15 Virtual Worlds Roadmap