The word 'Virtual,' has had a great impact on the IT industry. Virtualization
has opened up new vistas for the IT industry and solved many a problem. Now is
the time to go beyond platform or resource virtualization and look toward
something totally different, a Virtual World. A world where everything is as
real as you can get, just that it exists on virtual space. Virtual worlds are
computer—based simulated environments where people can interact via 3D avatars.
These avatars could be textual or two dimensional, but the most common and
interesting ones are 3D Avatars. Virtual worlds are modeled in such a manner
that they replicate real life in virtual space. While creating them, people take
the liberty of adding elements as per their fantasies. In one of the most
popular examples of virtual world, called 'Second Life,' people can fly from one
place to the other; which by any stretch of imagination is not possible in real
life. So even though this experience is very close to the world we live in,
still at the end of the day it's only virtual and can be defined and modified by
people as per their will and fancies.
Another platform for social networking?
Social Networking has been in news for some time now. Orkut and Facebook
have revolutionized the way we use Internet, and redefined interaction via web.
Social Networking has become so popular that even enterprises have realized the
importance of some of the features on offer in these sites and many of them have
integrated these features on their portals. But the time has come to look a
little further and take social networking to a new horizon. Virtual worlds have
opened up that new horizon for people, where static pictures have been replaced
by animated avatars. Even though virtual reality has been in existence since a
long time, it recently hogged the limelight with sites such as Second Life
getting popular. So like Orkut and Facebook, are sites such as Second Life also
about social networking? Even though it is a strong factor resulting in the
popularity of these sites, there are other better opportunities to be explored
in this field. For eg, the opportunity to have your own house designed the way
you want it, to earn money by playing games and using the money to buy property
in a virtual world. You could also explore the opportunity to open your own
office and showcase your solutions to the rest of the world. Similarly,
opportunity to make a presentation to the outside world or even get a job in one
of the MNCs by entering their office and being interviewed in virtual space.
How does a virtual world work?
Whenever a user tries to explore a simulated world, the virtual world
software instigates him to manipulate the different elements of the modeled
world and thus experience telepresence. The simulated world may have rules based
on the real world or some hybrid fantasy. These rules could be anything ranging
from gravity, topography, locomotion, real time action, communication etc.
Communication amongst users could be via texts, visual gestures, voice or
through touch. To use a virtual world environment, one needs to install client
software on his system that already has a high-end graphics processor. Some
virtual world software don't require any kind of installation and can be
accessed via web, however, such kind of applications consume a lot of bandwidth.
In Second Life, avatars can be customized to reflect the personality of the users |
Cyberpunk and Snow Crash
These two names form the backbone of virtual world. Both are a work of
fiction and helped build the base for Virtual World. Cyberpunk is a science
fiction that focuses on high-end technology and features advanced applications
of cybernetics coupled with a degree of breakdown or radical change in social
order. Snow Crash falls in a similar category and is part of the same fiction
from where Metaverse came into existence. It describes the vision behind the
current work on fully immersive 3D virtual space. Metaverse portrays an
environment where humans interact as avatars with each other and with software
agents, both socially and economically. So, in cyber space it replicates the
real world without its physical limitation. Snow Crash is a unique usage
scenario for Metaverse and shows how it can be implemented, used or how it acts
as an interface with or compliments the real world.
Second Life: The secret behind its success
Second Life is a name that has become the face of virtual world and has
revolutionized the way people interact using Internet. Like other virtual worlds
it has been inspired by the Cyberpunk literary movement and Snow Crush. Linden
Research Inc, commonly referred as Linden Labs, is the developer of the notion
called Second life and hence the currency used in Second life is called Linden
Dollar.
Using a downloadable client program, called 'Second Life Viewer,' users
within second life, commonly referred to as 'residents' can interact with each
other through motion avatars, hence providing an advance level of social
networking combined with general experience of a Metaverse. Residents can
explore, meet other residents, socialize, participate in group activities,
create and trade items.
Enterprises can use virtual worlds for holding meetings and conferences apart from just using it for social networking |
Why Second Life has become more famous than any other virtual world is
difficult to answer. It could very well be a much hyped promotion of the site or
due to the Metaverse they have created. It could also be due to the fact that
they haven't kept it limited to social networking and have allowed enterprises
to leverage maximum benefits out of the virtual environment. They've opened up a
new horizon for enterprises to explore and help them to grow their business and
decide strategies based on the feedback of residents. Add to it the simplicity
and user friendliness of the site, and you have a hot property in the virtual
world. Second Life does have a strong competitor in IMVU, There, Active Worlds,
Kaneva, etc which are making their presence felt in the international market
slow and steadily. But what most of these sites lack is the variety of features
that Second Life has to offer, and the lack of an exciting environment such as
Metaverse. They only cater to either 3D chatting or socializing, whereas Second
Life provides much more avenues within virtual world, those which can be
implemented in real life too. Second Life has a touch of real life in it, which
others lack. It would be interesting to see if any of these sites can provide
the same facilities as provided by Second Life, but as of now Second Life
remains the de-facto standard of virtual worlds.
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 |
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