Innovation in Virtual Worlds Seminar, February 1

NVWN – The Nordic Virtual Worlds Network (www.nordicworlds.net) cordially invites you to participate in the Innovation in Virtual Worlds Seminar. This seminar is part of a series of Virtual Worlds events organized in the Nordics and its purpose is to stimulate knowledge sharing and networking among individuals and organizations interested in 3D Internet innovation.

When: Wednesday, Feb. 1, 2012

Where: Second Life: VCEI – Virtual Center for Entrepreneurship and Innovation on the Stockholm School of Economics Island in Second Life.

SLURL: http://slurl.com/secondlife/SSE%20MBA/194/74/2001/?title=SSE%20Virtual%20Center&msg=Welcome%20to%20the%20SSE%20Virtual%20Center

In addition, the event will be livestreamed on NVWN’s channel: www.livestream.com/nordicworlds, and can be followed in room Pub 5 at the University of Turku, Publicum building.

Program

SESSION I: Virtual Worlds Innovation 14-16 EET (GMT +2) / 4-6 am SLT

14.00 – 14.20 Presentation of NVWN Project and Innovation Seminar (Titiana Moldovan, Matti Näsi, NVWN Project Researchers, UTU)

14.20 – 14.40 Presentation of Star Stable Online (Sweden) by Johan Sjöberg, Co-founder

14.40 – 15.00 Presentation of Indusgeeks (India) by Siddharth Banerjee, CEO

15.00 – 15.10 Break

15.10 – 15.30 Presentation on Open Sim Community Research by Robin Teigland, SSE Associate Professor and Project Leader NVWN

15.30 – 16.00 Presentation on Future of Entrepreneurship and Innovation in Virtual Worlds by Eilif Trondsen, Ph.D., Strategic Business Insights

BREAK: 16.00 – 16.15

SESSION II: Future of VW Platforms 16.15-18.00 EET (GMT +2) / 6:15-8:00 am SLT

Panel Moderator: Robin Teigland, SSE Associate Professor and Project Leader NVWN

Participants:
-          Justin Clark-Casey, Core Developer of OpenSim (England)
-          Ilan Tochner, Co-Founder and CEO of Kitely (Israel)
-          Eilif Trondsen, Ph.D., Strategic Business Insights (USA)
-          Cemil Turun, Founder and CEO of Yogurtistan (Turkey)

Discussion and Final Remarks

The event is free of charge. In case you are not familiar with Second Life, you can join through our open channel at www.livestream.com/nordicworlds.

For additional information, please contact Titiana Moldovan (tpmold@utu.fi) or Matti Näsi (mjnasi@utu.fi)

 

NVWN – The Nordic Virtual Worlds Network is an international, inter-disciplinary project co-funded by Nordic Innovation, investigating entrepreneurship and innovation through virtual worlds and the 3D internet: http://www.nordicworlds.net

NVWN Presents to Nordic Innovation – January 19

On Thursday, Jan 19, 11:30 to 13:00 CET / 2:30 to 4:00 am SLT, Björn-Tore Flåten and Robin Teigland will present the NVWN – Nordic Virtual Worlds Network project to the project’s primary financial sponsor, Nordic Innovation. As described on its homepage, Nordic Innovation is a Nordic institution working under the auspices of the Nordic Council of Ministers to promote cross-border trade and innovation. Nordic Innovation aims to reach its target groups by creating partnerships between leading Nordic public and private sector institutions in the fields of trade and innovation.

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The session will be arranged as a Competence Seminar (Kompetanseseminar) for Nordic Innovation’s employees with the idea of giving an overview of virtual worlds as well as how they can be leveraged to improve competitiveness of the Nordic region. The NVWN project’s findings and examples related to entrepreneurship and innovation from the Nordic Region will be presented and discussed.

The event will be livestreamed and recorded on NVWN’s livestream channel: www.livestream.com/nordicworlds.

Please note that this event will most likely be in Norwegian.

/Robin

Academic Research Paper on OpenSim Community

Robin TeiglandPaul Di Gangi, and Zeynep Yetis recently finished an academic paper based on their research of the OpenSim Community. Below is the abstract. If you have any questions about their research, please do not hesitate to contact them.

Setting the Stage: Exploring Sustainability of a Private-collective Community

Abstract

While the nature of the firm has long been established as the dominant form of organizing for value creation, emergent forms of organizing such as the private-collective community model have recently gained attention from researchers and practitioners. Little is known about how such communities, where private goods from stakeholders are shared and freely distributed among a public collective, sustain themselves.  The purpose of this research is to examine how the resources, stakeholders, and overarching network structure in which these are embedded influence the sustainability of the community.  Using semi-structured interviews, archival data, and social network analysis, we explore these items in detail and provide initial findings from an ongoing research study of the OpenSim community.  We conclude with future directions, expected contributions, and the limitations of this line of research.

Keywords:  private-collective model, online community, emergent forms of organizing, social network analysis, resource dependency, stakeholders, open source software, virtual worlds

The full paper may be downloaded here.

Maria Korolov wrote an article on the research in Hypergrid Business.

/Robin

Now Recruiting Members for NVWN Steering Committee

Apply to become a NVWN Steering Committee Member now!

Are you motivated to stimulate and facilitate networking and knowledge and resource sharing among Nordic individuals and organizations interested in 3D internet/virtual worlds and entrepreneurship/innovation?  If so, apply now to become a member of the NVWN Steering Committee. We are currently recruiting 6 – 8 members. Application deadline is February 7, 2012.

NVWN (The Nordic Virtual Worlds Network)
On Wednesday, November 9, 2011, the Virtual Center for Entrepreneurship and Innovation (VCEI) was officially launched. This was one of the objectives for a research project sponsored by NVWN – Nordic Virtual Worlds Network, which is a pan-Nordic, inter-disciplinary project focused on investigating entrepreneurship and innovation in relation to virtual worlds. The project runs from March 1, 2010 to February 28, 2012. As the research project is now coming to an end, NVWN seeks to continue its activities. Thus, as the community is growing, longer term strategic guidance becomes ever more important.



Although voluntarily serving on the Steering Committee is a modest commitment of time and effort (10-12 days yearly), the rewards are significant. As a Steering Committee member, you will have numerous opportunities to become involved in Nordic and international research projects and activities and to develop new relationships with Steering Committee members and others around the world. Please take a look at our website, www.nordicworlds.net, or our livestream channel at http://www.livestream.com/nordicworlds to learn more about our activities.  You may also visit our VCEI in Second Life.

NVWN Steering Committee
NVWN and the VCEI are to be governed by a Steering Committee of 6-8 persons comprising individuals from members of the community, both in the Nordic region and beyond. It will act as the governing body on issues such as events, networking, community building, strategy, financial issues, and evaluation.

Steering Committee Responsibilities

  • To organize networking events related to the 3D internet/virtual worlds and entrepreneurship/innovation (in world, mixed reality, and/or physical events)
  • To maintain the NVWN blog and other media channels, e.g., livestream, facebook group, twitter feed
  • To run the VCEI, e.g., to maintain and potentially develop the Center while evaluating the potential of switching to another virtual world platform
  • To perform outreach events, i.e., organize presentations on 3D internet/virtual worlds for people unfamiliar with them
  • To represent NVWN at global, regional and sub-regional networks and partnerships
  • To  develop, implement, monitor and evaluate the general policies and priorities for NVWN
  • To review longer term plans of action and their financial implications for NVWN
  • To review and decide upon planning and execution of NVWN programs and projects including the budget for the VCEI

Steering Committee Member Profile

As a steering committee member you should:

  • be committed to our mission to facilitate networking and knowledge sharing among individuals and organizations interested in 3D internet/virtual worlds and entrepreneurship/innovation in the Nordic region and beyond;
  • have knowledge about the main research issues and activities in virtual worlds;
  • have excellent knowledge of English;
  • have good networking skills and contacts with networks, industry, NGOs and possible sponsors;
  • preferably be employed at or affiliated with an organization interested in entrepreneurship/innovation in relation to 3D Internet;
  • have an interest in the Nordic region (Denmark, Finland, Iceland, Norway, Sweden) but do not have to live in the Nordic region nor be a Nordic citizen.

How to apply
If you are interested and think you meet the criteria, please apply! Your application should consist of a letter explaining your motivation and your CV. Send your application (in English) before February 7, 2012 to robin.teigland@hhs.se. For further information please visit www.nordicworlds.net or contact Robin Teigland at robin.teigland<at>hhs.se.

/Robin

 

Welcome to Presentation on vAcademia, Jan 18, 16-17 CET / 7-8 am SLT

Our next NVWN event will be a presentation on vAcademia on Wednesday, January 18, 16:00 to 17:00 CET / 7:00 to 8:00 am SLT. Please join!

Virtual Academia (vAcademia) is a new educational virtual world platform, developed by Virtual Spaces LLC in collaboration with the Multimedia Systems Laboratory at the Mari State Technical University, Russia. vAcademia is focused specifically on education and provides an extended set of tools and features for conducting effective classes and lectures: convenient classrooms, interactive whiteboards, text and voice communication, and uploading 3D objects. The key advantage of vAcademia over other education-focused virtual environments is the ability to make 3D recordings of classes (virtcasts). This feature allows the creation of a new type of 3D content and has been showcased in Hypergrid Business.

Mikhail Fominykh from the Norwegian University of Technology (NTNU) will present on behalf of vAcademia.

Location: The VCEI – Virtual Center for Entrepreneurship and Innovation in Second Life and Livestreamed on NVWN’s channel.
Time: January 18, 16:00 to 17:00 CET, 7:00 to 8:00 am SLT

About vAcademia
In order to support educational process, an integrated proprietary Learning Management System was developed. The LMS is optimized for vAcademia; however, a Moodle interface is also available. vAcademia provides a set of classroom tools for collaborative learning, such as pointer, drawing tool, slide show presentations, desktop sharing, application sharing, web camera support, and online polls.

The platform is currently in beta and available at http://vacademia.com/. Universities and colleges are welcome to try out the platform.

Watch an introductory video
Watch a tutorial video

About the Developers of vAcademia
vAcademia is being developed by Virtual Spaces LLC in collaboration with the Multimedia Systems Laboratory at the Mari State Technical University, Russia. The team has been working on developing multimedia educational resources for more than 10 years. They started in the 1990s with developing multimedia CD-ROMs, and some of them received international awards. The Virtual Chemistry Lab is a well-known example. Among the largest products developed by the team, there is a module-based chemistry course for schools, containing 1500 educational modules with rich multimedia content. Later, Virtual Spaces started the development of 3D educational simulations and virtual worlds, such as Virtual City of Yoshkar-Ola and Virtual Academia. The company is also developing educational apps for mobile devices.

Additional information about their projects:
http://www.mmlab.ru/projects/index_en.shtml
http://www.mmlab.ru/products/index_en.shtml
http://virtyola.ru/index.php?lang=english
http://vacademia.com/site/about

About Mikhail Fominykh
Mikhail Fominykh is a PHD research fellow at the Faculty of Social Sciences and Technology Management, Norwegian University of Science and Technology (NTNU) and a PHD candidate at the Faculty of Information Technology, Mathematics and Electrical Engineering, NTNU. Mikhail graduated from the Computer Science department at the Mari State Technical University (MarSTU), Yoshkar-Ola, Russia in 2006. He has also worked as a 3D graphical designer at the Multimedia Systems Laboratory at MarSTU. From 2007 he participated in a number of local and international projects, including three European projects: Travel in Europe, TARGET and CoCreate. He plans to submit his doctoral thesis in the beginning of 2012. The preliminary title is “Three-dimensional virtual environments in education: collaborative work, design of tools, and community support”.

We hope to see you at our next NVWN event!

/Robin

Report on the Virtual Center for Entrepreneurship and Innovation (VCEI)

One objective of the NVWN project was to create a Virtual Center for 3D Internet entrepreneurship and innovation. One of the reasons for this was that we observed that many 3D Internet efforts were conducted in innocent isolation from one another. As already announced, on Wednesday, November 9, 2011, the Virtual Center for Entrepreneurship and Innovation (VCEI) was officially launched.

Nordic Innovation, the primary financier of the project, has received and accepted the report, which details the development of the virtual center and explains the choice of platform. The Center is now open for use by entrepreneurs, researchers, and others interested in entrepreneurship and innovation in virtual worlds. Several project members of the NVWN project are also planning monthly seminars focusing on entrepreneurship and innovation in virtual worlds. This means that the center will fill a need beyond the NVWN project period.

The report can be downloaded here: 09045 – NVWN Milestone1314 WP5 Dec2011.

If you are interested in learning more about the Center or you would like to use the Center for an activity, please contact Bjørn-Tore Flåten: bjorn-tore.flaten<at>uia.no. The Center can be used free of charge.

/Bjørn-Tore Flåten

Notes from the Field: VW Research at ICIS 2011

The 32nd International Conference on Information Systems (ICIS) http://icis2011.aisnet.org/ was arranged in Shanghai, China from December 4 to 7 2011. Bjørn-Tore Flåten attended the conference and presented a joint paper with Robin Teigland, Paul Di Gangi, and Elia Giovacchini related to private-collective knowledge communities*. ICIS is the major annual meeting of the Association for Information Systems (AIS), which has over 4,000 members and represents universities in over 95 countries worldwide. It is the most prestigious gathering of academics and practitioners in the IS discipline, and provides a forum for networking and sharing of latest ideas and highest caliber scientific work among the IS professions.

During the conference, the Journal of Virtual Worlds Research http://jvwresearch.org/ arranged a morning seminar discussing the future of research on Virtual Worlds. Particularly, the participants expressed a need for more field studies related to synthetic environments. The managing editor, Dr. Yesha Y. Sivan from the Metaverse Labs and the Academic College of Tel Aviv-Yaffo, also challenged the audience with the question of what virtual worlds really can offer compared to face-to-face interactions and transactions. Thus, the journal is particularly looking for field studies of initiatives and activities in virtual worlds.

Three of the papers presented at the conference specifically dealt with topics related to virtual worlds research. First, Research Fellow Sabrine Schiele from the University of Cologne reviewed prior media theories and corresponding conceptualizations (such as presence, immersion, media literacy and emotions) to assess the value of virtual embodiment. The paper highlights that in inter-reality (i.e., interaction between real-life and virtual worlds), individual differences in perceiving and dealing with one’s own and other’s emotions influence the individual performance. If you are interested in her work, please contact her at schiele [at] wim.uni-koeln.de. Second, from the Cox School of Business, Associate Professor Ulrike Schultze (http://www.cox.smu.edu/web/ulrike-schultze) presented a paper dealing with avatar as sociomaterial entanglement. The author argues that virtual worlds offer new opportunities to explore technology-enabled work and play “in ways that do not rely on a priori boundaries between people and technology, online and off-line identities, and actual and virtual reality.” The paper explores how users of synthetic environments construct agency, identity and reality in situated practice by making agential cuts.

Finally, Professor René Riedl (http://www.rene-riedl.at/)  from the University of Linz focused on the opportunities for economic transactions offered in virtual worlds. In the paper “Trusting Humans and Avatars: Behavioral and Neural Evidence”, Riedl argues that trust becomes of utmost importance to reduce uncertainties in such transactions. The paper relies on a multi-round trust game to explore the concept of trust in these settings. The findings suggest that participants trusted avatars to a similar degree as they trusted humans. On the contrary, the results revealed differential responses within the brain network depending on the interaction partner. In sum, the results propose that in virtual worlds, trust behavior in human-technology interaction resembles that of human-human interaction. On a neurobiological level the findings advocate that “thinking about an interaction partner’s trustworthiness activates the mentalizing network more strongly if the trustee is a human rather than an avatar.”  If you are interested in the full version of the papers, please see the conference website: http://icis2011.aisnet.org/.

*Based on the community of eZ Systems http://share.ez.no/, the world’s largest Open Source Content Management Software Company, the paper suggests a framework for the organization-user dynamics found in these communities. The findings propose that organizations can strike a balance with a community of individuals external to its formal organizational boundaries to co-create value via knowledge contributions. The paper received extended interest from the audience blended with critical remarks and specific suggestions for future work. Those interested in knowledge communities, do not hesitate contacting one of the authors.

How to Kickstart your Education Project Using Kitely – Today at 1:00 pm CET

Ilan Tochner, CEO of Kitely, will make a presentation on “How to Kickstart your Education Project” on Monday, Dec 5, 1:00 to 3:00 pm CET (4:00 am to 6:00 am SLT) on SSE’s island in Second Life.

If you cannot make the session in Second Life, we will livestream this on our NVWN channel. You  will also be able to watch a recording of the event later on this site.

To learn more about Kitely, please view the below MoodleMoot presentation.

And here is their latest blog post, which describes some of the changes that Kitely has made since Ilan gave the above MoodleMoot presentation.

Here is the transcription from when Ilan presented for NVWN in June 2011.

We hope to see you there!

/Robin

NVWN Event on December 1st – Live streaming

On December 1st, from 13:00 (GMT+1) we will be streaming live the  NVWN Event : Cross-media Storytelling in Film and Multimedia Production. Join us, click on the link or the image!

We are also Live in Second Life at the NVWN VCEI Center.

Working in 2D and 3D: Through the Eyes of Two 15 Year Olds

During the week of Nov 7-11, my 15 year old daughter and her friend worked with me as part of the internship program at their junior high school, Mörbyskolan, here in Stockholm, Sweden. I arranged for them to do a few specific tasks as part of this internship: 1) Design my website, 2) Build an office in Second Life, and 3) Help with the launch of the NVWN VCEI (Virtual Center for Entrepreneurship and Innovation in Second Life).

For the first task, they quickly discovered iWeb – the Mac program, and by Tuesday at lunch they had already designed and filled my website with content from my CV and that they found on the internet: www.robinteigland.com. (I had already bought the domain name so they just had to figure out how to publish the site on the web.) I was quite surprised at how fast they accomplished this task and I was very pleased with the result!


For the Second Life tasks, I showed them how to create an avatar and install Second Life. I also showed them some stores in SL and the marketplace and gave them some Lindens for purchasing items. They had fun designing and styling their avatars, and once they found some good stores, they seemed to enjoy shopping and purchasing the items. By Friday, not only had they managed to build and decorate the office, but they also created a relax area in a cave that we have on our SL island.

For the third task, my daughter’s friend helped with the launch of our center. She greeted people when they arrived, showed them where the auditorium was, and took lots of snapshots during the event.

I was curious to see how they experienced their tasks working with the 2D and 3D internet and prepared some questions for them.  Below you will find their unedited answers. (Please note that English is not their first language.)

A) Website

Q. How difficult/easy was it to design the website?
A. It wasn’t that hard to do since we had the program iWeb on the computer. iWeb already had different themes to choose among so it was easy to use, which is good for beginners like us. The bad thing is that you need to have a Mac to use this program.

Q: What did you think about working together on this site?
A. It was fun to learn about how to design and “post” a website and fun to do it together so you get different perspectives and opinions.

Q. What did you like the best about this?
A. The part where we got to design the page. It was fun to see how you can put in different widgets on the page just by putting in the URL.

B) Second Life

Q. What did you think about Second Life?
A. At first we were a bit skeptical about the whole thing but when we got our avatars and started to explore “the world” we discovered the use in “the game”. For example you can have conferences, presentations, meetings etc. with people from all across the world.  It’s not that fun to be in Second Life if you don’t have a particular reason to be there as building an island or meeting someone, since then the only thing you do is wander around.

Q. How difficult/easy was it to use Second Life?
A. At first it was a bit difficult to know how to control your avatar and changing clothes etc. but as in everything you learn over time. It was easier for us to learn since we had an instructor that could help us.

Q. What did you think about the designing and building experience?
A. Since the whole thing is in 3D you experience the whole thing much more realistic.

Q. What did you think about working together on this?
A. It was almost easier to work on this together than the website since we both had our own computer to work on. This made it much more fun since we could have our own avatar and both be active at the same time.

Q. What did you think about the use of money and the ability to buy things? stores, etc?
A. We think it’s good but also think that you should be able to play games so you can win money and not have to buy it with real money.
Another bad thing is that most of the stores was filled with crap.

Q. What did you think about the seminar that you attended and took photos for on Wednesday?
A. It was fun but I think it may have been a bit one-sided for the visitors, even though it was great that there is a lot of ways to communicate like either joining a chat, use the microphone or even show how you feel by doing built-in gestures. It could get a bit boring since there is a lot to do within the visual effect area. But the most good thing about having an event like this in second life is that you don’t have to go somewhere IRL and that people from all over the world can come and see.

Q. How was it to interact with people you did not know during the seminar?
A. Since most of the people who where at the event knew my instructor I felt safe because all I really did was to help them find the premises and similar. But I think you have to be careful with people you don’t know and be careful to give out too much information about yourself since you don’t really know anything about them, just like on the internet.

C) 2D vs 3D

Q. How would you compare designing the website with designing/building the office/cave in Second Life?
A. It’s completely different from each other. The website is more like designing a page, almost like drawing a picture and the cave/office is more like designing a room in real life, just that you couldn’t touch it.

Q. How would you compare working together on the website vs on Second Life?
A. As we said before it was better to work together in Second life since both of us was active at the same time and we could both establish our ideas in SL.

D) Other and Future

Q. What did you like to do the best this week?
A. It was fun to see that all the work we had put down on iWeb actually paid off and became a real website. We got a clear result.

Q. What did you learn this week?
A. We learned how to create a website and design it. We also learned how to use Second Life which may be useful in the future.

Q. How might you use a website or Second Life in your schoolwork or extracurricular activities?
A. Second Life may be useful when we need to communicate and discuss essays and projects with teachers and other students. It would be great if the teachers had their own place where they could publish their presentations and similar things.

Q: How would you like to use virtual worlds in the future? Or how do you think they could be used in the future?
A. We think it would be cool if you could create an avatar that looks just like you and then go shopping in the big clothe-chains and that they could make their products realistic so that you could try the clothes on and see how they would fit and then order them from SL so you get them IRL.
We also think they will be useful for meetings and presentations etc. in the future so you don’t have to go somewhere.

What we don’t want is the virtual worlds to take over so that everyone is addicted to their computers and get unhealthy etc.

——

In summary, I was very impressed with their ability to learn how to work and create things in both 2D and 3D. For the most part they needed very little guidance and with the help of Google, they managed to answer most questions themselves.

And most of all, it was great fun for me to have this opportunity to work with them as well during this week! A big thank you to them!!

/Robin