Monthly Archives: April 2008

Fashion Arrives in OpenSim

Portrait of the Designer and her 18,604 prim build….

Who better than a real life apparel designer to bring fashion to OpenSim?  Once I realized that attachments worked….I got busy. 

Admiring the haze of the gazillion tiny little prim leaf lights…

Very busy.

A view of the looping ‘tree branches’ of the community center

So busy that by the end of the day, in fact, I had a full outfit for myself in the IBM OpenSim Shengri La Spirit.  Hair…check.  Shoes…check. Necklace. Earrings. Check. Check.  Flexified prim skirt. Check.  Fluffy little shoulder trims. Check. Check.  And of course, a nice mesh outfit underneath it all, plus a nifty custom skin I whipped out just for the heck of it. 

Shoes.  You know something has really arrived when a woman can find shoes.
What woman can be complete without her shoes?

I think I look much better now…

Computerization comes back to its fashion roots…
how far we’ve come from the Jacquard loom.

Adjusting attachments without a pose stand is brutal, especially when you don’t have an AO helping you out.  Or even anything to sit on, really. 

Jewelry…ah yes.

Still, after a few tweaks, I got everything to work.  Attaching hair to the skull means you can’t edit yourself (we may want to look into this…) Digging around in one’s skull to find earrings…also not so fun.  A pose stand would help. A LOT.  No pressure, team,  I think having it by Friday would be adequate. 

Admiring the prim wax drips on the candle
(and Script Wizard Dale’s nifty flame!)

Editing your attachments ON your body is a bit problematic, as if you try to tweak a linked bit, the physics engine shoots you off into outerspace.  And the edited bit doesn’t always go where you think it should go.  This is an issue.  Another issue – well, in making jewelry….shoes…and hair…especially hair….sometimes the X and the Y coords get confused and flip.  Not all the time,  but always on the torus.  We may want to check this out.  I’ll work out some hair over the weekend and see if I can’t pin it down to something more like a bug report.

A nice view of things to come

O, and shoes – I need an invisibility script.  Script Wizard Dale? pretty please?

After all this, I think I need a drink….

Fashion has arrived in OpenSim in full twig.  From the tips of my hair to the pointy little stiletto heels of my toes, we got it.   In this case, going first meant, well, styling.  Another historic moment for the Fashion Research Institute and IBM, as we drive towards the future.  Big Blue and Fashion.  Who knew?  Buckle up, y’all and put a scarf over those curls…we’re in overdrive.

Eureka!! Pay Prim! 18,604 prims in IBM OpenSim Shengri La Spirit

OK. I admit to feeling more than a little smug about this one. We hit the artificial prim limit sometime this afternoon (I confess I wasn’t really paying attention so I didn’t get the glory shot)…and then we went on to set a new high: 18,604 prims of beauty on IBM OpenSim Shengri La Spirit.

I had quite a lot of visitors today – Script Wizard Dale, in response to my requests for various things, came in and spent some time coding up some things – now we have running water, mists, water spray, and of course, flames. Yesterday’s experiment with the butterflies turned out to be pretty nasty…buggy bugs! ack! But, as I like to look at it, without my butterfly fixation, we wouldn’t have humbled the Blade and hence, we couldn’t fix the underlying issue. So, viva la papillons. I look forward to my butterfly swarm back in action soon. 

 

 

 

 

 

 

 

 

At one point, Zha and Script Wizard Dale were both in, fiddling about. Zha, of course, has a fixation about height. Dale, for some unknown reason, opted for a Dwarf av. Barefoot, of course. Speaking of barefoot, I was very happy to have created some adorable little slip-in platform stilettos. I keep forgetting to drag an invisiprim over to put in the transparent prims, and in any event, I am having issues with the platform disappearing under my prim floor. But! they’re cute and they attached and so what this now means is:

Stampede of the attachments! Yes! hair! Yes! Jewelery! Yes! Prim skirts! The mind boggles.

Dale said he has some poses laying around somewhere, so those are next. He mocked me up an ‘almost chair’ which may rapidly be replaced with a real pose ball (as opposed to the physics enabled medicine ball he kept chasing around the build pad…). Go team!

Spirit is coming along nicely…what I love about building in here is that even at 18,000 prims…it’s obvious this is not a build that could be done anywhere or anywhen else. Each of the teeny, tiny, little sculpted prim leaf lights on the twined branches; each of the prim petals and leaves; right down to the individual ice cubes in the lemonade glasses – all require resources that anything less than Spirit’s Blader server simply can’t provide.  I love how the tiny little prims create a misty haze around the central build…

And, we’re not even halfway into our prim allowance….

So, to make up for a picture shy post before….IBM Open Sim Shengri La Spirit at 18,004 prims.

 

 

The REAL value proposition of virtual worlds

This morning I read yet another pundit’s informed view that virtual worlds are ‘just another marketing platform.’  I don’t know how people get to be a ‘pundit’, but they don’t seem to need any real knowledge, or they wouldn’t say such uninformed things.
 
Given what we know about virtual worlds – not just OpenSim, not just Second Life(TM), nor any of the others – it should be obvious by now to anyone using them for any length of time that the user base, the consumers, just isn’t there in any real, meainginful metric.  You have hardcore gamers, you have nongamer early adopters, but what you don’t have is what makes the grist for the marketing wheel:  namely, the mass market consumer.   
 
Given that I spent the last several years successfully designing product for the mass market, I am rather more intimately acquainted with that marketplace than the pundits who want businesses to roll their brand campaigns into virtual worlds.  When I designed a product style, I put anywhere from 300,000 to 1,000,000 units into production for the North American marketplace alone, and I could safely expect to sell 18-20 such product styles.  Given the statistics out there, I think anyone can see that real mass market numbers just don’t equate with the consumer actually being in any one given virtual world at any given time, to receive a marketing message to ‘buy my stuff’.  The mass consumer just isn’t there yet.  She will not be there until enterprise steps up and figures out how to use virtual worlds specifically to enable themselves to do business more efficiently and effectively, and then pays to harden the virtual world in a way that makes them ready for business, which will have the collateral effect of making the user experience consistently easy.  Then and only then will we see mass market adoption of virtual worlds.
 
Until then, enterprise enablement is the real value proposition for virtual worlds.  Virtual worlds enabling enterprise to conduct business more efficiently.  It’s not brand extension, social networking (consumers, remember?)  or even collaboration.  Sure, all of these are important trends, but they are trends that are time units away from seeing their full florescence.
 
RL businesses entering virtual worlds to use as another marketing channel need to understand that their consumer base probably isn’t there yet, so these businesses need to use caution about rolling out branding campaigns.  Think about what sort of ROI they really expect, and get real about returns.  Tie any virtual world marketing into a longer term, full marketing campagin with the full bricks and mortar backing and you’ll get buzz.  But I would be seriously surprised if any enterprise is getting anything more out of a VW than a good, targeted direct mail campaign would give them. 
 
Likewise, the case studies for using virtual worlds for collaboration are fairly well known by now, including some of the pitfalls businesses may experience in bringing their workers into a virtual world, and what sort of accelerants and benefits they can hope to achieve.  It’s harder to put metrics to achievement with regards to virtual collaboration, though, especially metrics that the executive staff is going to get excited about.  Savings improve margin, so talking about travel costs and travel time saved is great, but savings don’t actually increase the company’s top line.  
As an executive, I am always looking at both the bottom and the topline of my company.  A solution that enables me to address both of these concerns is something I’ll look at closely.
 
We’re more forward about our use of virtual worlds, because I do see the very real value of using virtual worlds to enable business.  That’s where I see the real money is – and anyone looking at my product development numbers realizes pretty quickly that I’m all about making my numbers.  We’re specifically interested in using virtual worlds to enable product design and development both synchronously and asynchronously.  This is where businesses will see huge gains in productivity, in savings, in waste reduction, and in business intelligence and management metrics.  The Fashion Research Institute currently has a research agreement with IBM, to investigate how to best use virtual worlds in this way.  We are specifically addressing the apparel industry, which is an old and traditional industry that has never been computerized in any meaningful way. 
 
Our initial results have shown that the entire process of design work can be expedited using virtual worlds, substantially reducing development time.  Substantial waste can be cut from the process with concurrent time and cost savings. Executives have data transparency and management metrics for an area that has been traditionally resilient to any attempts at time management. 
 
The ease of collaboration helps with the product development process, but the true value proposition for us lies in the inherent nature of virtual worlds like Second LifeTM: 3-D modeling capabilities, real-time design capability, persistence of the work space, and above all, the data transparency to all stakeholders in the design and development process. 
 
We’re using OpenSim as our virtual world of choice for our enterprise solution.  OpenSim is open source, and it’s still being developed.  It has some advantages, in that it uses the standard Second LifeTM client to connect to an OpenSim backend.  New users can be trained to use virtual worlds using Second LifeTM, which has deep user-generated content and a rich, immersive experience which is critical to user acceptance.  When the user is trained to use virtual worlds, they can be easily brought into an OpenSim backed environment with no loss of accuity to the user.  The user ‘sees’ the same user interface and does not have to learn a whole new set of commands. 
 
Virtual worlds used to help business do business is where enterprises will see real value for their investment. Ultimately businesses that do not make the digital leap will simply not be able to compete against businesses who have cut their costs and have better business intelligence data gathered from their virtual world installations.