Forrester Research: 3D-Internet ist in fünf Jahren Alltag
3D-Internet: In fünf Jahren Alltag - pressetext.schweiz Eher ein alter Hut und leider kein Verweis auf die Studie, auf die sich die Pressetext Meldung bezieht. Deshalb hier der direkte Link zu den…
Consiliera aka
Gaby K. Benkwitz
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Forrester Research: 3D-Internet ist in fünf Jahren Alltag
3D-Internet: In fünf Jahren Alltag - pressetext.schweiz Eher ein alter Hut und leider kein Verweis auf die Studie, auf die sich die Pressetext Meldung bezieht. Deshalb hier der direkte Link zu den…
Training und Kollaboration in 3D-Welten
managerSeminare hat heute einen Artikel veröffentlicht über die vielfältigen Möglichkeiten für Unternehmen, virtuelle Welten für Themen wie Weiterbildung, Teambuilding und internationale…
Crowdsourcing: Products from the "people formerly known as customers"
Interesting (while promotional) video about the impact of Crowdsourcing on product development and change of whole markets. The author of the book he’s promoting with this trailer likes two definitions for crowdsourcing best:
The White Paper Version: Crowdsourcing is the act of taking a job traditionally performed by a designated agent (usually an employee) and outsourcing it to an undefined, generally large group of people in the form of an open call.
The Soundbyte Version: The application of Open Source principles to fields outside of software.
I liked a definition he offers in the video (near end) even better: “(the former examples) show how these successful forms of crowdsourcing came up organically from the people formerly known as customers, from people formerly known as the audience”.
By the way: Croudsourcing is a concept that has massively been played out in the sci-fi novel “Rainbows End” by Vernor Vinge, as my friends on FF know all too well ;-)
Study shows: Social Media's strategic role acknowledged and adopted in the US corporate world

The University of Massachusetts Dartmouth Center for Marketing Research recently conducted one of the first statistically significant, longitudinal studies on the usage of social media in corporations. The new study compares corporate adoption of social media between 2007 and 2008 by the Inc. 500, a list of the fastest-growing private U.S. companies compiled annually by Inc. Magazine.
Review Summary:
- From familiarity to usage to importance, social media is expanding rapidly within the Inc. 500.
- The bottom line is that the Inc. 500 continues to learn about social media at a very quick pace.
- For the first time, growth in familiarity, adoption and importance to mission has been documented in a statistically significant, longitudinal study. If the Inc. 500 is embracing social media at this record pace, can the rest of corporate America be far behind?
Kzero: Mapping the “Virtual Worlds” with Google insight
Interesting experiment by Kzero: they entered the term “Virtual Worlds” in Google new geographical trend tool and posted the resulting maps from 2005 through 2008. I think Asia might be under-represented in Google insight because Google rates only 3rd or 4th search engine in Korea … and according to an expert in the Asian digital media industry it is seen as highly deficient on features, even regarded as third rate. China has it’s “own Google”, too, Baidu, so imho these maps are highly inaccurate and show strictly the “western” world’s engagement in virtual worlds. Kzero’s article »
Virtual Worlds News: Q&A: Sears CMO Richard Gerstein on Marketing Across the Metaverse

SLim: Thin Client for Second Life; Avatars Also to Get Phone Numbers (and a mailbox)

SLim will be an IM client with voice (like Skype) for computers that are prevented from accessing Second Life, either by old hardware or IT departments and firewalls. This could help the Second Life Grid better suited for organizations and collaboration because people could oparticipate in inworld meetings using just a lightweight Instant Messaging client or even by phoning in with a normal phone.

