Assuming I have established a viable case for the 3D virtual workplace in post 1 and 2, what about the actual planning, design and virtual architecture required to support it? Obviously a personal favorite of mine is Wikitecture, which I think could also be a very useful tool in virtual workplace development, but there are quite a few new tools being developed, such as MIT’s virtual conference rooms that have the potential to make virtual meetings even more effective than real life ones. I think it will be interesting to see what Peter Quirk comes up with in this area as well. His most recent post (found here ) has some interesting thoughts on the topic, especially observing the immediate realities of Second Life interface, and what can be done to improve it for virtual work. The 3D cameras Mitch Kapor recently demonstrated will certainly improve the capacity to more naturally communicate in a virtual world. |
Keystone on the Exodus to the Virtual Workplace
Finding people on Twitter
In Britain, the prime minister's office decides people should be able to find out what their premier is doing; as of today, more than 2,000 people do. During an interview at the SXSW festival in March, audience dissatisfaction with Sarah Lacy's interviewing style with Facebook founder Mark Zuckerberg spills over into silent but powerful discourse among the audience: one calls it a "train wreck". People fleeing from fires in California say where they are; that proves more useful and timely than official goverment information. |
Neptune Club 4
Neptune Club 4, originally uploaded by jeanricard.broek.
Builders: Sean Augustus & Tories Canetti
slurl.com/secondlife/Iron%20Fist/205/49/26
The potential of advertising alliances in virtual worlds
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A Zemanta Posting Example
The environment of the Metaverse
The Metaverse appears to its users as an urban environment, developed along a single hundred-meter-wide road, the Street, that runs the entire 65536 km (216 km) circumference of a featureless, black, perfectly spherical planet. The virtual real estate is owned by the Global Multimedia Protocol Group, a fictional part of the real Association for Computing Machinery, and is available to be bought and buildings developed thereupon.
Users of the Metaverse gain access to it through personal terminals that project a high-quality virtual reality display onto goggles worn by the user, or from low-quality public terminals in booths (with the penalty of presenting a grainy black and white appearance). Stephenson also describes a sub-culture of people choosing to remain continuously connected to the Metaverse by wearing portable terminals, goggles and other equipment; they are given the soubriquet "gargoyles" due to their grotesque appearance. The users of the Metaverse experience it from a first person perspective.
Within the Metaverse, individual users appear as avatars of any form, with the sole restriction of height, "to prevent people from walking around a mile high". Transport within the Metaverse is limited to analogs of reality - by foot, or vehicle, such as the monorail that runs the entire length of the Street, stopping at 256 Express Ports, located evenly at 256 km intervals, and Local Ports, one kilometer apart.
Source: http://en.wikipedia.org/wiki/Metaverse
Installing Zemanta
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