ISN Virtual Worlds @ IBM Forum for Fashion Alliance

On the 20th of july 2010, ISN Virtual Worlds presented its solutions for the fashion industry at the IBM Forum in Milan, during an event for the fashion industry organized by IBM and the partners of the Fashion Alliance. ISN Virtual Worlds is in fact part of the Fashion Alliance by IBM, an Italian project promoted by IBM to offer innovative solutions for the fashion industry, through putting together selected partners to match the market needs with cutting edge solutions.
The Fashion Alliance is an initiative by IBM Italy and is formed by companies offering innovative solutions for fashion retail and new concept intelligent stores. These include interactive technologies for shops and virtual and augmented reality installations to enhance the shopping experience.
ISN Virtual Worlds, within the Fashion Alliance, provides solutions for online community management, virtual worlds, avatar and virtual assistants with artificial intelligence, 3D virtual shopping experiences and 3D simulation and training environments for company collaboration and internal knowledge transfer.

29

07 2010

3D Virtual Training

Introduction

Virtual training can earn companies a positive return on investment (ROI), with relative small investments. Smart companies provide employees with training opportunities to keep skills and knowledge at their top in order for employees to produce high-quality work, with all the advantages of a no-risks virtual environment to work inside. In the past, employees typically learned in classrooms led by expert instructors. but that scenario has been changing.

While face-to-face instruction offers the opportunity to interact in person with the instructor and classmates, and may be the first choice of most people, it is not realistic in today’s global environment: technology opens up new learning options.

Virtual classrooms and virtual worlds make up an array of environments for learning. Some are more instructor-led, and others are totally learner-driven. They are also cost-effective once the technology is in place and the company culture embraces other learning patterns.

Outside of subject areas where face-to-face interaction or real world testing is necessary, many researches indicate that no significant differences exist in the effectiveness of learning through virtual environments and collaborative tools.

Carefully developed 3D graphics and visuals can help better explain new concepts. Realistic environments, advanced physics simulations and even short videos and integrated multimedia contents contribute to a more visual and immersive approach to understanding concepts. That, combined with the instructor’s interactions, ensures a better and more effective way of learning. In fact, some animated sequences and scenarios in v- training would be difficult to safely and affordably duplicate in a classroom.

Interaction through blogs, wikis and discussion boards can help learners see other points of view. There is no danger of isolation for virtual learners, since they play in a immersive workspace with many other avatars and powerful tools used to reinforce the learning.

The opportunity to access specific sections of the learning content as many times as necessary to grasp key concepts provides a better overall understanding of the topic. Also, choosing the best time to learn puts the learner in a better frame of mind to learn.

While it may be tempting to assume a shift to v-learning is only about cutting costs, an over-reliance on the financial ROI justification risks compromising the current learning program’s effectiveness. Companies must objectively evaluate the financial impact on business when considering the adoption or avoidance of v-training. V-training can help address many critical business problems like supporting global employee learning, decreasing travel and expenses, and increasing productivity in a competitive environment. But companies need to do a careful assessment of the nature of internal and external learning at all levels of the business, especially the benefits, costs and risks.

travel and expenses, and increasing productivity in a competitive environment. But
companies need to do a careful assessment of the nature of internal and external learning at all levels of
the business, especially the benefits, costs and risks.

12

03 2010

3D Virtual Meeting Spaces

3D virtual meeting spaces and virtual workspaces are the most innovative way to meet, work and interact online with others. 3D virtual spaces or virtual worlds, are ideal communication platforms which allow real time simulations and interaction among users. We are used to keep in touch through e-mails, blogs and social networks, but what a virtual 3D space offers is a synchronous interaction between people, in a dynamic environment that can be anything fantasy suggests. A virtual world is a space not only to communicate, but also to share content and media, such as videos or images. For example users can have a virtual room with a slide projector where they can meet and watch and comment together any media content projected on a screen seen by all people present at the same time. On the other hand a user could organize a presentation of a business idea or his company to share with colleagues. Moreover, Web 3D environments are ideal for simulation and prototyping, as well as collaborative design. These applications make the best use of this new powerful technology. Learning through simulation has proven to be an efficient mean for training emplyees, managers and workers, on best practices or risk management. To read more about virtual worlds technologies applications, please see our Solutions section in our website.

08

03 2010

THE AVATAR, OUR DIGITAL PRESENCE

At ISN Virtual Worlds we believe that Digital AVATARS and Web 3D virtual environments are the future interface for our everyday use of computer systems, both at home and work.
In the last 5 years the word “AVATAR” has become known to everyone, through web social networks and virtual worlds, but also in the massive media arena, such as the movie industry. We believe there’s a lot more coming behind our AVATARS and it is what will happen to the evolution of our Digital IDs on the Internet, whether it is a web or grid (web 3D) environment.
The first hints that the web and the desktop itself would go 3D came also from some Operating Systems such as Linux, with the multi-cube cube desktop, Mac Os with 3D menus and Windows Vista, with the semi-3D Aero interface. With the raise of Virtual Worlds, 3D environments had their true moment of connection with the web. As the web goes 3D, the AVATAR becomes more and more important to represent us on the web in 3D environments. So, as a natural evolution, it is assumable that the graphic representation of ourselves on web, our AVATAR, and our digital IDs, in terms of security keys to access web services, will eventually merge into a unique user identification interface, made of an alphanumeric key or ID and a visual representation as an AVATAR.
As Virtual Reality enters our homes and finds more and more business applications, our AVATARS will become increasingly important in our everyday life. It will be through our AVATARS that we will access tools and application and simulation environments. If the natural evolution of digital work environments is in 3D, then our AVATARS are the interfaces between us and our future interaction environments.

04

03 2010

More AVATAR Applications

ISN Virtual Worlds has been working intensively on efficient implementation of Intelligent AVATARS for training, marketing and customer care applications.
The most interesting results obtained in AVATARS applications are the ones enhanced with an atificial intelligence module. The AI modules developed by ISN for our AVATARS can be easily integrated with any existing knowledge base. By linking a company’s knowledge structured repository to the AI module of our AVATARS, the artificial agents are able to interact with people and interpret their actions or determine the depth of the information required by a given user. This includes managing access priviledges and recognising different users, to guide them to the relevant information they need. Our intelligent AVATARS can be integrated in different platoforms, including online 3D virtual worlds, but they can also be integrated in various appliances, such as ATM machines or other outdoor interactive displays.
In marketIng applications our AI AVATARS can be powerful assistants for customer care and for guiding customers through the purchasing process, while highlighting special offers and monitoring the users’ reactions or preferences and tastes.
Our Atificially Intelligent AVATARS have a vaste range of applications, they are easy to implement and permit a drastic cost reduction, especially in customer care applications, infomation management and service management.
For more information on our AI AVATAR products and services, please see the solution’s section of our website: AI AVATAR.

22

02 2010

AVATAR & AVATARS – Is the time ready for our AVATARS?

We have been waiting quite for long time here at ISN Virtual Worlds, for the coming out of the movie AVATAR. I remember my AVATAR talking about this movie with my AVATAR friend Bitser Scarfiotti back in 2007. Some blogs and articles were already talking about the movie AVATAR at the time and off course we knew it would be an important event to raise the attention of people on the “AVATAR phenomena”.
As probably most people know by now, the word AVATAR comes the Hindu religion and originally signifies a temporary body a God takes to come down to earth and perform certain tasks, that he cannot accomplish in his “God form”. The meaning we mostly know of, on the other hand, is the digital image of an AVATAR, in other words our identities in a 3D Virtual World or Virtual Simulation Environment. In recent years, with the birth of online virtual worlds, the AVATAR has become our digital alter ego, the virtual representation of ourselves, at times similar to us as we are in reality, at other times a representation of our beings, more than our bodies. We can use our AVATAR to enter any virtual dimension. We use our AVATAR to work, to meet other AVATARS, to dance with other AVATARS and listen to music together, to watch a movie in a virtual theatre with other AVATARS and share feelings and opinions, with AVATARS as an AVATAR. Today our AVATARS allow us to connect to a new dimension. Through our AVATAR, it is for us the first time we are truly immersed in virtual reality, begin to experience its rules, dynamics. Even its timing which in virtuality can be a different dimension too. Our AVATARs are not only a projection of ourselves, but our digital extension becoming a link to a new world, which can sometimes follow the rules of the world we know, or invent itself in a parallel dimension, that we can experiment only through our AVATAR.
On the other hand, the way the meaning of the word AVATAR is conceived in the movie AVATAR, is slightly different from our digital representation of ourselves. It is in fact more in line with the original meaning of the word AVATAR in the Hindu culture. In the movie, the AVATAR is used to enable humans to reach another planet and survive in its atmospheric conditions and to send soldiers to fight in form of AVATARs. It’s interesting to note how in the movie, the color of the skin of the AVATAR is an intense blue, just like in many Indian and Hindu representations of the God Krishna, taking human form through an AVATAR, with a blue skin.

Krishna AVATAR

Krishna AVATAR

As an AVATAR is used to bring humans to live on another planet, the more “terrestrial” and actual version of our AVATAR, if not on another planet, can brings us into a new dimension for working and interacting with people and projects we work with.

If you have not tried to be an AVATAR yet, don’t lose time and experience a truly immersive environment, click HERE to create your AVATAR and begin your experience!

Simulation environments and online collaboration and interaction systems in 3D, are the future environment where we will perform a large part of our activities every day.

Prepare you AVATARS! Internet is already becoming 3D.

09

02 2010

Oasis Foundation Virtual World: a new way of caring.

ISN Virtual Worlds, in partnership with Memory Dome, is proud to announce the roll-out of the Oasi Foundation Virtual World Project. As of November 2009 the work has started to produce a significant project of social impact in virtual worlds. The project consists on building an innovative communication platform and a tool for assisting disabled people and give them a new possibility to work from home and through the use of computers and virtual worlds technologies.
The project is commissioned by The Oasis Foundation, which is an Italian nonprofit organization that provides medical care and assistance to disabled and elderly people, as well as assisting patients in different types of treatments for a number of diseases. The project is managed in partneship with Memory Dome, a digital media company based in Rome. The Oasis Foundation is based in Troina, a village in Sicily, where the organization has a vast area of land dedicated to its medical and care facilities. The whole area of the Foundation is almost self sustained, farming its own land and cattle and producing a variety of dairy products. The primary mission of the Foundation is to assist the weak, in all forms and ways.

The project for the Oasis Virtual World consist in creating a number of virtual facilities where specific activities are held, to give a possibility to disabled and ill people to do an activity or work from home, through the virtual worlds technology.
ISN Virtual Worlds has planned and is currently building a space of 6 virtual islands, composing the virtual environment of the Oasis Virtual World. The environment is based on the SL Grid technology of Linden Lab and is hosted on a private estate with restricted access to the Oasis Community Members.

The virtual world of the Oasis Foundation will provide 2 main functions:

1. Act as communication and collaboration environment to inform, communicate and interact with the public in an innovative way.
2. Be a collaboration and activity platform for the disabled.

Some of the activities which will be held include:

1. Virtual Learning sessions on various topics in the Oasis Virtual University.
2. Conference and conventions in the various meeting areas of the virtual world.
3. Workshops for virtual goods production.
4. A virtual school for video production and machinima, connected to a real life TV.
5. Assistance and help sessions for families. Contact with a psychologist.
6. Exhibitions of different kinds.
7. Sessions and discussion on religious topics, cultural differences and lectures.

The staff involved in managing and running those activities is all employees or voluntary personnel from the Oasis Foundation or people from the community, assisted by ISN Virtual Worlds tutors and staff.

What is important about this project besides the goals, is that for the first time in such a project, especially in the nonprofit sector, an organization is allocating RL personnel and resources to manage ongoing virtual activities in a virtual world. Most virtual worlds projects in the past years have been sort of “left there” by companies and organizations. The main reason being the lack of resources to allocate to the management of this new channel, especially during a crisis period. That is why one of our goals within this project is to demonstrate the potential of virtual worlds, in a use case where an organization truly invests not only economic resources, but also allocates dedicated human resources full time on the project and for a long lasting period, namely 3 years.

The Oasis Foundation Virtual World will open in April 2010. Registration and access to the virtual environments will be possible through the website. A customized SL Grid viewer is also available to navigate the Oasis Virtual spaces, it will be downloadable for free from the website.
The project first phase is due to last 3 years and it will produce one of the most significant use cases in virtual worlds.

19

01 2010

Thinking ahead

Can you envision a greener society, with different needs and goals from the current one? Can you conceive of a sustainable and functioning economic system without the dramatic impact on the planet? Can you imagine a truly participatory governance system?

In a world where population increases at fast pace and resources are lacking, being able to elaborate large amounts of data and simulate conditions, becomes increasingly important for our society.

Online immersive collaborative environments make better living conditions, less pollution and more free time to spend with People.

Crowd sourcing will be future of thinking, acting and planning.

Look at the bigger picture.

All these thoughts are imagined by People and people will make them happen. One day.

If you are not thinking these thoughts, you are not listening to what is really happening.

“Because looking across the landscape of deep global recession, environmental crisis, and ongoing technological transformation, it is clear that we are at the beginning of a large-scale organizational transformation that will impact everything we do—from how we organize production to how we grow our food to how we govern ourselves.”

This is the time to really think of how to be a better part of this planet and begin thinking of technology as the primary mean for reaching this goal and for a better living.

11

12 2009

ISN Virtual Worlds’ looking for Junior Game Coders

ISN Virtual Worlds, società attiva nel settore dell’Information Technology, specializzata in web 2.0 e virtual worlds, cerca una figura neo-laureata o laureanda con specifica formazione negli ambiti della programmazione di videogames da inserire nel nostro team di sviluppo, in una posizione full-time o part-time, con ampie prospettive di crescita in ruoli prettamente IT.

La figura ricercata verrà coinvolta nelle fasi di sviluppo di mondi virtuali e giochi su piattaforme 3D.

Job Description: supporto nella creazione e debug di codice sorgente da integrare in 3D engines, nelle seguenti aree:

  • Programmazione di mini-games e script in LUA
  • Game flow debug
  • GUI coding and customization

Profilo Richiesto:

  • Età 23-28 anni
  • Laurea in Informatica, Scienza dell’informazione o Ingegneria Informatica
  • Spiccata passione per la programmazione in genere
  • Conoscenza avanzata del linguaggio di scripting LUA ed esperienza comprovabile nella sua programmazione finalizzata al gaming
  • Ottima conoscenza del linguaggio C++ e della piattaforma di sviluppo Microsoft Visual Studio
  • Conoscenza delle problematiche di ottimizazione del codice per le performance e la scalabilità
  • Conoscenza delle librerie grafiche DirectX e OpenGL e rispettivi SDK
  • Conoscenza di PHP, MYSQL, HTML e business object
  • Conoscenza di JAVA e JAVASCRIPT
  • Predisposizione a lavorare in team dinamici e multi-disciplinari
  • Buona conoscenza della lingua Inglese

Plus:

  • Precedente esperienza nello sviluppo di livelli e mods per i maggiori engine 3D attualmente sul mercato (Unreal Engine, CryEngine2);
  • Conoscenza della matematica e fisica che sottostanno ad un motore 3D
  • Passione per i video games ed i mondi virtuali
  • Creatività e desiderio di lavorare su tecnologie e progetti innovativi

La tipologia contrattuale sarà in linea con le caratteristiche del candidato.

11

12 2009

ISN Virtual Worlds’ looking for 3D Game Artists

ISN Virtual Worlds, società attiva nel settore dell’Information Technology, specializzata in web 2.0 e virtual worlds, cerca una figura neo-laureata o laureanda con specifica formazione negli ambiti del concept design e della modellazione 3D da inserire nel nostro team di sviluppo, in una posizione full-time o part-time, con ampie prospettive di crescita in ruoli creativi.

La figura ricercata verrà coinvolta nelle fasi di concepting e sviluppo degli elementi grafici per la creazione di mondi virtuali innovativi e gaming integrato.

Job Description: supporto nella creazione di 2D e 3D art per lo sviluppo di ambienti virtuali interattivi, nelle seguenti aree:

  • Modellazione di oggetti e strutture 3D
  • Creazione di textures
  • GUI Art
  • Animazioni e creazione di effetti particellari
  • Terrain editing

Profilo Richiesto:

  • Età 22-28 anni
  • Esperienza di almeno un anno nel modeling and texturing preferibilmente rivolto al game development
  • Conoscenza avanzata di 3D Studio Max e/o Maya (o equivalenti programmi 3D)
  • Conoscenza avanzata di Photoshop (o equivalenti programmi 2D)
  • Conoscenza delle problematiche di ottimizzazione dei modelli “low-poly” per gaming
  • Conoscenza delle tecniche di animazione dei modelli e personaggi
  • Forte motivazione, buona capacità di comunicazione e elevata attitudine al lavoro in team
  • Buona conoscenza della lingua Inglese

Plus:

  • Precedente esperienza nell’utilizzo di SDK ed editor dedicati allo sviluppo di videogames (Unreal Engine, CryEngine2)
  • Passione per i video games ed i mondi virtuali
  • Creatività e desiderio di lavorare su tecnologie e progetti innovativi

La tipologia contrattuale sarà in linea con le caratteristiche del candidato.

11

12 2009