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Presentation to "Friends of Bauhinia" on 16th July 2009
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IMMERSIVE 3D “VIRTUAL WORLDS”
prepared for “Friends of Bauhinia”
16 July 2009, Hong Kong
Claus Nehmzow
1Monday, 20 July 2009
© Alcus International Ltd. 2009
3D “Virtual Worlds” and their applications
• Virtual Worlds-What are virtual worlds-Applications in business, education and public sector
• Illustration of use for public policy consultation• Technology and Implementation• Costs, benefits, risks
2Monday, 20 July 2009
© Alcus International Ltd. 2009
Virtual world: a real-time, shared experience
InteractiveAnonymous
Co-PresencePresence
Spatial
4Monday, 20 July 2009
© Alcus International Ltd. 2009
Virtual worlds continue to attract investment and a growing number of consumers
• Virtual worlds today have more than 300 million users - ... with 70% younger than 18 - 1 billion users predicted for 2012
• $919 million invested in virtual world companies for 12 month prior Oct ’08 - $1 billion prior to Oct ‘07 (Virtual Worlds Management)
• Virtual goods represent a US$1.5 billion market- ... $40 million per month virtual goods traded in Second Life
alone
Source: KZero, July 2008, Park Associates: Oct ’08, Strategic Analysis, Oct ’08, Virtual Worlds Management, In-Stat, Nov ’08, Virtual Greats
5Monday, 20 July 2009
© Alcus International Ltd. 2009
Age 8Age 30+
StardollMeez
Second Life15m
Mycosm
FootballSuperstars
LEGO Universe
Cars
IMVU
20m
vSide
vMTV 3mThere
Near
Robot Galaxy
Franktown
Club PonyPals
sMeet
Vizwoz
Habbo100m
Gaia
13m
Kaneva
Action Allstars
7m
goSupermodel
Whyville 3m
Home
PoptropicaWebcarzz
My Animal Family
Cyber Town
Moshi Monsters
Chapatiz
Webkinz
Handipoints1m
Club Penguin
45m
Twinity
19m
2m
Utherverse 2m
Black Mamba
Hello Kitty
HiPiHi GeoSimPhilly Amazing
Worlds
Xivio
Vivaty
Whirled
Barbie Girls
Chobots
Empire of Sports
Kiwi Heroes
6m
Frenzoo
Woogiworld
Jumpstart
Konstruction Zone
2m Buildabearville
20m
15m
SportsBLOX
My Mini Life
ERepublic
1m
Activeworlds 1m
Chugginton
SmallWorlds
Kidstudio
Live or open beta
In development/private betaCopyright K Zero 2008
Permission required prior to republishing
Launched in
vLES
Onverse
iheartland
Medikidz
Interzone
Kidscom
Lively
1.5m
No data shown for worlds under 1m registered accounts. Includes estimates.
www.kzero.co.uk21m
KooDooZ
SceneCaster 2m
Virtual Tweens
Planet CazmoGrockit
Digital DollhouseNeopets
Massively Me
10Vox
Oddcast
Green
Spineworld
MinyanLand
ClubCooee
1m
EGO
Visitoons
1.5mWeblin
24mWeeWorld Taatu
Muxlim
Rocketon
Age 5
2009
2008
2007
2006
2005
Yoggurt
Ourworld
Faketown
Closed/closing
Age 20
Age 25 2009 2008 2007 2006 2005
2005
2006
2007
2008
Age 15
2009
Age 13
Age 102005 2006 2007 2008 2009Dizzywood
Coke Studio
Virtual Worlds Registered Accounts Q4 2008
6Monday, 20 July 2009
© Alcus International Ltd. 2009 Source: OECD, ITU, Wikipedia, Alcus analysis
25
50
75
100
125
150
175
115.4
9.8
83 USA
Canada
Americas
7.7
Brazil
MexicoArgentina
##: broadband subscribers (millions)
10
Chile3.41.5
Europe
23 Germany
U.K.17.6
France18.3
Italy11.6Spain9.4
Netherlands5.9PolandSwedenBelgium
SwitzerlandDenmarkPortugalAustriaFinlandNorwayIrelandGreece
109.4
23.6
Mill
ions
of s
ubsc
riber
s (n
on-m
obile
)
24%
28%
broadband per 100 people
29%
28%
19%20%36%
24%
31%
29%
27%
5%
29%
7%
0.6%
25%
23% 1.5%
BICV: substantial growth potential?
Broadband is big and growing in Asia
Asia
30.6 Japan
Taiwan
6.8
China
Korea
SingaporeHong Hong Vietnam
88
15
157.2
IndiaAustralia6.2
5.54.2 NZ
7Monday, 20 July 2009
© Alcus International Ltd. 2009
Mobile phone usage in Asia exceeds the rest of the world and is still growing
744
292 USA/CAN
mobiles (millions)
Americas
Brazil
ColumbiaArgentina
Source: OECD, ITU, Wikipedia, Alcus analysis
151
Venezuela
250
500
750
Mill
ions
of M
obile
s
75
4741
Mexico
27other Latin America90 Europe
107 Germany
U.K.76
France
89 Italy
58
5041
PortugalGreece
537
SpainPoland
Netherlands20151467 other Europe
130%
mobiles per 100 people
150%
124%
116%47%
29%
53%
60%
88%
78%
124%
70%
116%89%96%
82%
122%
86%
79%76%
86%
Asia
347 India
Thailand
110
China
Indonesia
Korea, Bangladesh, Malaysia, Taiwan, Australia, HK, Sri Lanka, Sg, NZ, ...
634
141
1,742
Pakistan
Japan
7988
70 VietnamPhilippines68
205
1,000
1,250
1,500
1,750
8Monday, 20 July 2009
© Alcus International Ltd. 2009
Private and public sector organizations are using virtual worlds for serious business
•recruiting•training
•developer partner network management
•b2b marketing
•internal collaboration
•IT training
•Internal sales conferences
•collaboration
•surgeon training, operating theatre
•conferences
•design collaboration
•academic education•conferences
•consumer marketing
•cruise missile launch training
•recruiting•training
•health care seminars
•Recruiting•b2b marketing, conferences
9Monday, 20 July 2009
© Alcus International Ltd. 2009
Hong Kong: “Frenzoo”, youth fashion world, incubated by Cyberport/SERAP
• Teenage girl fashion consumers• Skype founders invested in 2007• Incubated/based in Hong Kong but
global reach
25 Million Users
10 Million Users
30 Million Users
Fashion3D Avatars
• 1st to market• Proven biz model• Unique technology
3D Fashion World
10Monday, 20 July 2009
© Alcus International Ltd. 2009
Singapore is aggressively investing in building 3D virtual world capabilities
• Singapore Issues Tender For Youth Olympics Aug 2010, Educational Virtual World
• Interactive, user generated content, games/activities• Extensible beyond games• Part of a larger investment fund
Source: Virtual World news, Singapore government RFP, March 2009
11Monday, 20 July 2009
© Alcus International Ltd. 2009
Obama used virtual worlds to encourage live (!) discussions of his Ghana speech• Broadcasted into Second Life and
Metaplace
• Avatars gather to watch and discuss
• Virtual panelists: musician and activist, D.N.A.,, Ambassador Kenton Keith, and African historian Professor Tim Burke.
• Embedded into Facebook, Twitter, digg, etc.
Source: Draxtor Despres, Rikomatik.com, July 2009
12Monday, 20 July 2009
© Alcus International Ltd. 2009
Cigna has launched a virtual healthcare pilot, integrating web...• Custom brand experience
• Registration easy and simple
• Consistent branding, visual language, graphic design
• Circular, extensible design
• Emphasis on human interaction
13Monday, 20 July 2009
© Alcus International Ltd. 2009
... virtual seminar, social community, interactive learning, and games
Source: Cigna, vielife
14Monday, 20 July 2009
© Alcus International Ltd. 2008
IBM, Intel, Sony, Lenovo, Sun are using virtual worlds for sales & training
• IBM- $320,000 savings on $80k inv.- >200 participants• Sony Electronics- replaced 15 city tour- 50% savings• Lenovo - training 15-20% of sales force- from 25 to 40% conversion• Intel - $265,000 savings on 35k inv.- 150 participants
Source: Nortel, ThinkBalm, VentureBeat, January 2009, BM/Linden Lab case study, March 2009
15Monday, 20 July 2009
© Alcus International Ltd. 2009
Today’s public consultation example: West Kowloon redevelopment
• Website, online “discussion” boards, “multi-media”• Low res pictures of small models• Discussion events in Hong Kong venues
17Monday, 20 July 2009
© Alcus International Ltd. 2009
Website and discussion forums: one way communication, some dialogue
18Monday, 20 July 2009
© Alcus International Ltd. 2009
Pictures: poorly representing the true future experience
20Monday, 20 July 2009
© Alcus International Ltd. 2009
Future consultation including a virtual world
• Real-time dialogue between officials and citizens, “embedded” in relevant media
• Experience in midst of a much more realistic simulated environment
• Easily accessible: young people, handicapped
• Contest and competitions possible
• International reach
22Monday, 20 July 2009
© Alcus International Ltd. 2009
There are multiple technical platforms out there to support business virtual worlds
• “Second Life” by Linden Lab (Public, TeenGrid, “Nebraska”)• “Olive” by Forterra• Open Sim, open source• “Wonderland” by Sun, open source • “Lucid” by HK Polytechnic University• Protosphere• Qwaq• Game engine combinations, eg Unity• others
24Monday, 20 July 2009
© Alcus International Ltd. 2009
A virtual world experience should be integrated into wider “Web 2.0”(PC & mobile)
Virtual World
25Monday, 20 July 2009
© Alcus International Ltd. 2009
Cost varies widely, but one can start small
• Cost components include -Design & implementation- Software licenses, hardware hosting-Web and other integration
• Easily extended and scaled, starting with prototypes and pilots and scaling up to full production systems
27Monday, 20 July 2009
© Alcus International Ltd. 2009
Risks are both real and perceived
• Monitor and censor transient, real-time verbal “content”/conversations
• Too much openness• Security
28Monday, 20 July 2009
© Alcus International Ltd. 2009
Business usage increases significantly, mostly for training, meetings, conferences
• Business users expect significant economic value in 2009 (based on previous success experience)
• Immersive meetings, internal and external, training
Source: ThinkBalm Immersive Internet Business Value Study, Q2 2009
~30%: US$50k to <1mio
29Monday, 20 July 2009
© Alcus International Ltd. 2009
Benefits stem from cost savings, broader marketing reach, and higher effectiveness
• Cost savings: reduced travel and time savings, no need for physical venues
• Better reach: “Generation Y”• Effectiveness: better results through virtual world
characteristics• Other benefits include- inclusiveness- health benefits, risk mitigation
30Monday, 20 July 2009