Train for Success is back with a new season of meetings. Marquee speakers from IBM, Chevron, CSC, U.S. Army, and Stanford University will share experiences from the frontiers of 3-D, virtual-world learning projects, and lead virtual field trips every Thursday at noon ET (9.00 am PT/18.00 CET). The first session is September 16, when a panel of industry deep-thinkers will reflect on the state of enterprise applications for virtual worlds in the wake of recent industry changes. So spiff up your avatar and meet Train for Success in Second Life. There will be a couple of sessions in Unity-based platforms as well, which is where an increasing number of our client projects take place. Train for Success is a free service, no registration needed. Train for Success has been involved in some very interesting projects helping clients apply disruptive learning technologies and creative game and story-telling approaches:

· Developing a 3-D emergency response training simulation for a major government client that can be played as a single-player game and multi-payer role play.
· Our online brand training program for Ericsson included elevator-pitch training exercises with videos shot in a moving elevator.
· A product development simulation for American Eagle Apparel was developed in a Facebook format.
· A series of successful webisodes and podcasts for United Healthcare.

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Today is first day of the week and we continue our series of interviews with some virtual world experts filmed during the Roskilde Virtual Worlds Workshop in June for NVWN project.

We will listen 1) Yesha Sivan, head of information systems department at Tel Aviv Academic College, who is mainly interested in policy in virtual worlds to accomplish vision of virtual worlds and standards in virtual worlds 2) Remzi Ateş Gürşimsek , Phd student of The Department of Communication, Business and Information Technologies at virtual worlds research group, who is interested in cooperative design in virtual worlds. Remzi Ateş Gürşimsek is part of the Virtual Worlds Research Project at Roskilde University.

Yesha Sivan – Trends in Virtual Worlds
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Remzi Ates Gursimsek -Trends in Virtual Worlds
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Today we continue our series of interviews with some virtual world experts filmed during the Roskilde Virtual Worlds Workshop in June by Serdar Temiz of NVWN. Today please listen to 1) Thomas Kohler, Assistant Professor of Marketing at Hawaii Pacific University who studies the use of virtual worlds for open innovation/co-creation and 2) Carrilynn Reinhard, Post-Doc Researcher at Roskilde University who is interested in new approaches to media reception studies and dialogue communication studies, with a focus on the ways in with interactive digital media are or can be involved in either. Carrielynn is part of the Virtual Worlds Research Project at Roskilde University.


Thomas Kohler – Trends in Virtual Worlds
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Carrilynn Reinhard – Trends in Virtual Worlds
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During the Roskilde Virtual Worlds Workshop in June, Serdar Temiz of NVWN interviewed more than 20 workshop participants about the future of virtual worlds.  This post is the first of a series of posts in which you will find the videos of these interviews, and here you can see Edward Castranova and Claus Frisenberg Povlsen of Pop Art Lab providing their thoughts on virtual worlds.


Edward Castronova- Trends in Virtual Worlds
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Claus Frisenberg Povlsen – Trends in Virtual Worlds
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On Friday, October 1, 2010, the Roskilde VW Research Project will organize the workshop, Augmenting Reality in the Public Domain. Professor Gunnar Liestol from the Department of Media & Communication, University of Oslo will present his work on Situated Simulations, a new mobile augmented reality genre. The day will also cover governmental efforts to incorporate virtual worlds in tourism and education in Singapore, a discussion on the concept of engagement, and future plans for reconstructing aspects of the Sea Stallion Journey in an interactive experience platform.

Time and Location: Friday, October 1st 2010, 10:00 to 17:30, room 43.3.29, house 43, at Roskilde University. The workshop is open to all interested. Lunch is included so please register no later than September 24th to dixi@ruc.dk or phone +45 4674 3813. See arrival info and map here. For more information, check out Roskildes’s VW Research Project website.

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Check out John “Pathfinder” Lester’s new blog, Be Cunning and Full of Tricks, in which he writes about strategies to help pioneers in virtual worlds and online communities.  John recently gave a keynote at the Second Life Community Convention, and you can see the video here and his slides here.

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Quality in VWs

CCP are soon launching an addition to their game EVE online and there are lots of people working on designing the clothing for that. This is all very hush-hush but there is a sample on Youtube of what they are doing, and this is the best I have seen so far in terms of rendering and design. I can almost tell what kind of fabric is in those garments. They are true to their aesthetics which is darkworld/goth but that is a style that for some reason works very well in virtual worlds.

This looks so much better than the stuff they are doing in the Fashion research institute which you can see here:

I find what they are doing at the FRI very naïve and there is lacking some understanding of the fashion industry.

In general those clothing labels that are sold in SL are amateurish designed.

What is unattractive for me as a designer to work designing virtual clothing and sell them in a virtual world is that all systems are lacking, such as retailers and the wholesale market. It is mostly designers selling their creations in one place and for not so much money. Even though the turnover overall is not so bad I think that one company cannot earn enough money to make good revenues. It is hard to imagine that a virtual label can become a valuable one long term.

The fashion industry in SL is more like a game or a craft market.

I do think that a virtual good/clothing can become very valuable items and possibly  collector’s items. For that to happen then the design has to be of quality and groundbreaking and a personal work of an artist/designer with a serious vision and career, and it has to be in connection with what is happening in the industry outside of the VW.

For a talented and ambitious designer to want to work with virtual goods then the product has to be valuable and important in and outside of the Virtual World it is created in.

I have been looking for designers and artists that are doing quality things with virtual goods/worlds. Miltos Manetas is a greek artist that created an artpiece called ipollock.com that was later sold to a major collector. You can see it here http://www.ipollock.com. Click on a canvas to start.

This is an important art piece that was sold for a lot of money and will be valuable long term.

A lot of big fashion companies have done things in SL such as American apparel, they have a store and HM that did this design competition in SIMS 2. This is only marketing and it works well as such. If the aim of this design competition of HM was to get a lot of ideas from the public then they would not have done it in a VW.

 

On September 4 (12:00 am to 12:00 pm SLT), Pop Art Lab will present the Art Breaker event in Second Life, the launch of an inter-reactive art/sound installation collab consisting of 4000 prims. The following artists have been selected (and have started rezz on specially designed platform at 3rd level in Pop Art sim):

Bryn Oh
Abstract Baroque
Misprint Thursday
Misu Susanowa
Sunn Thunders
Binary Quandry
Sabrinaa Nightfire
Sledge Roffo

Hope to see you there!

 

Some information on virtual economies/virtual goods

I was wondering whether there were other virtual world economies similar to Second Life and Entropia Universe/Planet Calypso where the VW platform provider supports the trading by individuals of their virtual currency for RL currency through the virtual world itself. So far I have not found any, but I did find that First Meta Exchange supports the trading of virtual currencies for USD and EUR for the VWs of Toribash, IMVU, Frenzoo, FriendsHangout, and SL. It was unclear as to how active this site is though; the latest news and announcement on FMX was from September 2009.

Here are links to some reports/research/websites on virtual goods, virtual economies, and avapreneurs that I found during my searching:

Please feel free to comment and add more interesting links here!

 

Call for Participation and Proposals

4th Annual Workshop on Learning and Research in Second Life at Internet Research 11.0 Conference, Gothenburg, Sweden, Wednesday Oct 20, 2010 and in Second Life

DESCRIPTION
The 4th annual workshop on Learning and Research in Second Life aims to improve the understanding of Second Life as a Learning and Research environment by inviting researchers and educators to share experiences, discuss and develop research and education in and about Second Life and virtual worlds. This year the workshop invites discussion on the aspects of the main conference topics of sustainability, participation and action in addition to other current issues of research and education in Second Life. The workshop will consist of networking, group work and short keynote presentations.

ORGANIZERS
Kim Holmberg (Åbo Akademi University, Finland) Ph.D. (Kim Zwiers in SL)
Isto Huvila (Uppsala University, Sweden and AVO-project at Åbo Akademi University, Finland) Ph.D. (Ab Marvin in SL)
Professor Terry Beaubois (Montana State University, US) Director, Creative Research Lab (Tab Scott in SL)

FEES & LOGISTICS
Date: Wednesday, October 20, 2010.
Time: 9:00 a.m. – 5:00 p.m.
Location: Chalmers student union building, room TBA and in Second Life.
Fee: 330 SEK (~35 EUR) for onsite participation.
Lunch and coffee included.

SUBMISSION & PARTICIPATION
To apply to the workshop, you are expected to send your CV and a short Letter of interest (1 page) describing your interest and experience in Second Life and virtual worlds, and topic(s) and/or questions you would especially like to discuss during the workshop. Indicate clearly in your application whether you intend to participate in Gothenburg or via Second Life. Submissions are open from this date onwards and should be sent as soon as possible by email to isto.huvila(a)abm.uu.se . Invitations will be sent to selected applicants starting from 15 August, 2010. The final deadline for applications is September 15, 2010 or when 35 invitations have been sent.

Applicants from organizations that require an accepted refereed paper to participate in the workshop, may submit a full paper that will be formally peer-reviewed on request.

Submissions are encouraged from professionals, faculty and graduates.

CONTACT
Isto Huvila, isto.huvila(a)abm.uu.se or by IM (Ab Marvin) in SL.

More information on the conference at http://ir11.aoir.org