Second Life, IBM in open Borders for Virtual Worlds
Posted on Wed, 10 Oct 2007 00:28:45 CDT | by Luigi Lugmayr
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By Scott Hillis
SAN FRANCISCO (Reuters) - IBM and Linden Labs, the operator of the Second Life
virtual world, said on Tuesday they will work on ways to eventually let people
use the a single online persona in different online services.
Interoperability is emerging as a key goal of the nascent virtual world
industry, which attracting hundreds of millions of dollars in investment on the
hopes that video-game graphics and rich 3-D environments will supplant flat Web
pages.
Currently, people who create a character, or avatar, in one virtual world cannot
take that identity into another service.
Designing a detailed avatar can take well over an hour, so a closed system
discourages customers from abandoning that investment. But it is also a barrier
to growth since few people bother to start the process anew in multiple virtual
worlds.
An open system would let people create one avatar that would keep the same basic
appearance and customer data no matter where it was in cyberspace.
"It is going to happen anyway," said Colin Parris, IBM vice president of digital
convergence. "If you think you are walled and secure, somebody will create
something that's open and then people will drain themselves away as fast as
possible."
Linden Labs, whose Second Life is one of the market leaders with about half a
million active users, is betting that an open system will reward interesting
worlds with more customers and punishes dull ones with an exodus of users.
But such a virtual passport system may be years away, if it doesn't first fall
prey to the kind of conflicting interests that occasionally bog down efforts to
draw up standards in the fast-changing technology industry.
IBM's Parris said the effort would first focus on studying situations where the
ability to travel between virtual worlds is most in demand. The nuts and bolts
of how to make different software work together will come later.
IBM and Linden announced the partnership ahead of a virtual worlds conference
that starts in San Jose, California on Wednesday and is expected to discuss the
formation of industry standards and other issues.
Most participants are start-ups but the event has also attracted services and
hardware heavyweights like IBM and Cisco , as well as software and entertainment
giants Microsoft and Sony .
The event itself is seen as something of a coming-of-age milestone for an
industry that is starting to be taken seriously as a provider of useful business
tools and not just a quirky offshoot of the video game sector.
Conference organizers say some three dozen companies that offer virtual worlds
or related software and services have attracted about $200 million in investment
over the past year -- a figure that rises to $1 billion if you count Disney's
purchase of kid-oriented online world Club Penguin, and Intel's acquisition of
Havok, whose physics software is widely used to make virtual objects behave
realistically.
© Copyright 2007 Reuters.
Photo:
A undated computer grab shows the avatar of Second Life founder Philip Linden in virtual world Second Life, March 15, 2007. IBM
Posted on Wed, 10 Oct 2007 00:28:45 CDT | by Luigi Lugmayr
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