Virtual Worlds Shows Promise For Collaborative Work -- With Hurdles To Be Overcome

Ericadriver_2By Erica Driver

The Virtual-Worlds Consortium for Innovation and Learning and SRI Consulting Business Intelligence today released the results of an online survey conducted early in March 2008 titled "Virtual Worlds and Collaborative Work: Survey Results." The organization surveyed 81 people who are active users of virtual worlds (e.g., Second Life) about the use of virtual worlds for collaborative work. Most survey respondents (about 85%) were in North America; the rest were in Europe and Asia. Fewer than 20% of respondents are using virtual worlds mostly for pleasure and fun; 58% have a strong interest in how these technologies can serve for work. Some of the key findings:

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A New Kind Of Meeting Space: Agree/Disagree Floor

Ericadriver_3By Erica Driver

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Virtual Worlds For Collaboration: When You Remove Constraints, You Change The Possibilities

Ericadriver_5By Erica Driver

This weekend I listened to a great panel discussion about virtual worlds and their impact on the future of work at the MetaverseU conference at Stanford University . The panelists were Byron Reeves, Co-Director of Stanford’s Human Sciences and Technology Advanced Research center, Christian Renaud, Chief Architect of Networked Virtual Environments for the Cisco Technology Center, and Reuben Steiger, CEO of virtual worlds agency Millions of Us. The key takeway from the panel: work is changing dramatically and virtual worlds have a potentially — though not inevitably — huge role to play.

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Good Practices For Mixed-Reality Meetings

Ericadriver_6By Erica Driver

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Virtual Offices For All: Return Of The Serendipitous Interaction

Ericadriver_8By Erica Driver

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Blended Real Life / Second Life Meeting Shows Promise

Ericadriver_9By Erica Driver

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Early Web Cam Experiences Can Detract From, Rather Than Add To, Videoconferences

Ericadriver_10By Erica Driver with Henry Dewing

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Microsoft RoundTable: An IMAX Movie Experience After Listening To FM Radio In Your Car

by Erica Driver.

This week I had a 2 ½ hour conference call with one of our clients. Normally I wouldn't blab to the world who we work with. But I think it's necessary here in the spirit of full disclosure — I'm about to rave about a first-time experience I had during a meeting with Microsoft using a Microsoft product called RoundTable.

A couple of my Forrester colleagues and 6 or 7 people from Microsoft were in a conference room in Redmond, Washington and I was in my home office in Rhode Island. Microsoft set up a Live Meeting Web conferencing session and had a RoundTable audio/video conferencing device on table in the meeting room. During the meeting, I had a screen like this one on my desktop (see screenshot below). It showed the PowerPoint slide we were discussing as well as a panoramic video of everyone in the conference room and a close-up of whoever was making the most noise in the room at the time. If we had been using the voice capabilities of the RoundTable device, rather than a separate conference bridge, the video close-up would have switched to whoever was speaking at the moment (including me, if I had had a Web camera on my laptop).

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What Does It Matter That Second Life Is Vacant?

by Erica Driver.

I'm doing a lot of research on using virtual worlds for work these days and have been spending some time in Second Life. One of the characteristics I notice is that there seems to be a dearth of people (avatars) around. Does it matter? Well, it depends what your expectations are. If you think of Second Life as "sort of like the Web," where you can teleport alone (surf the Web) from island to island (Web site to Web site) then it shouldn't matter that most islands you'll visit are devoid of human presence. Think about audio and Web conferencing tools: an audio or Web conference is "vacant" until one or more of the expected parties join in, and we consider that perfectly acceptable. But if this is your expectation, it may freak you out more than a little bit if you see an avatar fly by you unexpectedly or an unknown avatar suddenly materializes next to you and addresses you via the chat window.

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Lags And Crashes Plague Forrester Second Life Experiment

by Erica Driver.

Yesterday a small group of Forrester analysts and research associates held a team meeting in Second Life to try to figure out whether meeting this way is a viable alternative to the usual teleconference.  Teleconferences are terrible. While we're talking and listening, there's not much to look at but our computer screens (which are constantly blinking at us with new emails and IMs and reminders of all the tasks we haven't completed yet) so inevitably we end up multi-tasking. And in teams that have been around for a while people know each others' voices but not so for new teams. So when people on the call forget to introduce themselves before they say something, the first few words are lost while listeners try to figure out who's talking, and then the next few words lost while you try to recreate the first few words.

While we had some fun yesterday trying on free T-shirts, teleporting to otherworldly locations, and taking some carnival rides, the sentiment of most of the participants was that Second Life isn't really ready for prime time team meetings. If it was tough for us it will be tough for other information workers. Here's why:

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