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Re: [x3d-public] {Filename?} Second Life is much more than a chat room--it "changes everything," says IBM's Irving Wladawsky-Berger.
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- Subject: Re: [x3d-public] {Filename?} Second Life is much more than a chat room--it "changes everything," says IBM's Irving Wladawsky-Berger.
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- Date: Tue, 19 Dec 2006 11:03:21 -0800
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A: Wladawsky-Berger: It has to be integrated.
In looking for more on this I found lots about IBM's grid
computing backbone for our WWW.
For sure, the emerging grid computing standards and
implementations will find a place in integration of realtime
distributed Web 3D.
As an aside, last week I visited SETI after not looking at it
for over 5 years and hooked it up. If this is grid computing,
there are many projects available and it has improved
a great deal in the last 5 years.
Best Regards,
Joe
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Subject: [x3d-public] {Filename?} Second Life is much more than a chat
room--it "changes everything," says IBM's Irving Wladawsky-Berger.
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IBM's virtual pioneer | Newsmakers | CNET News.com
Q: How will Second Life be integrated with other parts of the Internet?
Right now, there's not too much overlap.
A: Wladawsky-Berger: It has to be integrated. We need to make it easy to
interoperate with other virtual worlds on the Internet and be able to go
back and forth between virtual worlds and Web sites in an easy way. The
problem now is the lack of standards like we had with HTTP, HTML (languages
for sending and describing Web pages), etc. We need to create them across
virtual-world platforms as well as Web sites.
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Newsmaker: IBM's virtual pioneer
Second Life is much more than a chat room--it "changes everything," says
IBM's Irving Wladawsky-Berger.
By Stephen Shankland
Staff Writer, CNET News.com
Published: December 18, 2006, 4:00 AM PST
See all Newsmakers
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newsmaker Irving Wladawsky-Berger has overseen IBM's efforts to catch waves
that have swept over the computing industry--e-commerce, Linux, open-source
software, grid computing. His new responsibility: guiding Big Blue into
virtual-reality realms such as Second Life.
Wladawsky-Berger was exposed to high-end 3D visualization technology from
his supercomputing background. He believes that Second Life--even though its
computing infrastructure is "painfully slow" today--is an example of how
graphical interfaces will transform how humans deal with computers and with
each other.
Rather than slowly processing information from e-mail and Web browsers,
immersive 3D environments communicate on a deeper level--what
Wladawsky-Berger describes as "broadband into our brains."
He's involved in IBM's January launch of a new business focusing on what he
described as IBM's "3D Internet and virtual-world efforts."
IBM plans to open 12 new islands of Second Life real estate to the public
by Monday, and Wladawsky-Berger has high hopes that the property will be
helpful for training, meetings, commerce and other business activities.
The only IBM site in Second Life, a mock-up of its Almaden Research Center,
offers helpful pointers for Second Life newbies who want basic control of
their virtual representations, called avatars. Tips include how to handle
objects, chat with others, gaze around a room or teleport to new locations.
The virtual incarnation of Wladawsky-Berger spent an hour in CNET's Second
Life offices talking to News.com's Stephen Shankland and fielding questions
from the audience.
To start, why don't you tell us what you do at IBM and how you came to be
interested in Second Life.
Wladawsky-Berger: I am vice president of technical strategy and innovation
at IBM. I have been very interested in visualization for a while now because
of my association with supercomputing, where visualization is commonly used.
As game technologies have become increasingly popular for advanced
visualization, including MMOGs (massively multiplayer online games), I have
become very interested in SL.
Our brains are wired for sight and sound--that is what makes Second Life
different from chat.
I have seen a lot of sophisticated visualization in science and engineering
applications, but they have not been immersive in the sense of (having)
people and avatars in the picture. The appeal of Second Life and similar
environments is that they are both visual and immersive.
When I first heard about Second Life, I was skeptical that it was more than
a glorified chat room. But now having tried it, I feel like there is a bit
of a sense of place--more than just me sitting behind a keyboard. Do you
agree?
Wladawsky-Berger: Yes, totally. There is something very human about visual
interfaces. I almost think of text-based interfaces, including browsers, as
"narrowband" into our brains, whereas visual interfaces are broadband into
our brains. Our brains are wired for sight and sound--that is what makes
Second Life different from chat.
How long have you been in Second Life?
Wladawsky-Berger: I have been in it for a couple of months now. I saw it in
use for a few months beforehand, and then I took the plunge around October
or so.
Do you have an official role at IBM, trying to bring others in--either other
IBM employees or others in the industry?
Wladawsky-Berger: Not really an official role, but I have been playing a
strong role in helping us start our 3D Internet and virtual-world efforts.
We are launching a new EBO in this area in January--that is, emerging
business opportunity--much like we did with Linux and grid (computing).
In the Second Life area specifically?
Wladawsky-Berger: Second Life is one of the main areas, but not the only
one. I really believe that highly visual and collaborative interfaces will
become very important in the way we interact with all IT (information
technology) applications in the future.
This may be one of the most revolutionary changes in IT because it changes
everything and transforms the applications. Second Life is a very good
platform for collaboration, but there will be other styles of visual
applications as well.
How will Second Life be integrated with other parts of the Internet? Right
now, there's not too much overlap.
Wladawsky-Berger: It has to be integrated. We need to make it easy to
interoperate with other virtual worlds on the Internet and be able to go
back and forth between virtual worlds and Web sites in an easy way. The
problem now is the lack of standards like we had with HTTP, HTML (languages
for sending and describing Web pages), etc. We need to create them across
virtual-world platforms as well as Web sites.
You oversaw some of IBM's early work with the Internet, correct? E-commerce
for example. Do you think that Second Life is just an extension of that, or
is it qualitatively different?
Wladawsky-Berger: I think that virtual worlds and collaborative worlds like
Second Life are a major extension to the Internet. That is what it reminds
me of the most. Do you agree?
I see it as an extension--the revolution already happened.
Wladawsky-Berger: You mean the Internet revolution?
Yes, the Internet revolution. The real change was moving to online
communities and virtual communication. A virtual presence.
Wladawsky-Berger: I honestly think that as we learn more about visual
interfaces, we will have another very serious revolution in field after
field and industry after industry, because changes in interfaces invariably
are followed by major changes in applications.
I'm willing to be persuaded.
Wladawsky-Berger: Well, it takes time for these things to unfold. The tools
are still very primitive. We are just learning at this stage, but I am
pretty convinced that profound changes will come in science, business,
engineering, medical, learning and training and, of course, entertainment.
IBM's Almaden island is open to the public, and I understand that you'll
open up a dozen more in the next few days. What will Big Blue use all those
sites for?
Wladawsky-Berger: We will use them for a variety of purposes: some internal,
to hold internal meetings among people with IBM--the "intra-islands"; some
external to have meetings with clients. Some will be for experimentation. We
wanted space for all kinds of activities.
We have some audience questions that are relevant here. Gwyneth Llewelyn
asks: Can you give a good example of a "killer application" that could be
deployed by IBM inside Second Life? I understand that internally, it's being
used for employee training. Would training or e-learning be the killer
application for Second Life?
Wladawsky-Berger: For sure, learning and training will be one of the major
killer apps, but not the only one. For example, we like the idea of creating
virtual branch offices for our people in the field. Close to 50 percent of
our work force is mobile--mostly sales or field people. That is very
efficient, but it can be lonely. It would be nice to have something like the
old branch office, where people can congregate to work, chat and just plain
hang out.
CONTINUED: Prospects for return on investment...
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5 comments
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Irving is a Joke at IBM
kmchugh1
Dec 19, 2006, 1:24 AM PST
IBM and SECOND LIFE??????? Where?
play7
Dec 18, 2006, 5:27 PM PST
My money's on Irving
dccmatthew2
Dec 18, 2006, 12:42 PM PST
Straight Talk On VR and Standards
Len Bullard
Dec 18, 2006, 6:31 AM PST
Read more comments >
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