Showing posts with label virtual worlds. Show all posts
Showing posts with label virtual worlds. Show all posts

Wednesday, November 14, 2012

How will augmented reality shape society's future and the expectations of government?

Augmented Reality, or AR, involves the projection of information onto our physical landscape through some form of assistive device, such as the heads-up displays (HUDs) used in many aircraft, the use of a mobile device with a camera to photograph a location and add information or the upcoming Google Goggles, which promise a wearable AR experience.

There's many, many potential uses for this approach.

Doctors could monitor a patient's vitals and view an x-ray or CAT image over the area they are operating on, emergency workers could see a map of a building's interior, which tells them where to go to get around obstacles or even where people are trapped, business people and politicians could access public details of individuals they meet so they're never short of a name or small talk, street workers could view all the conduits under a road, or builders the wires and pipes in walls and floors in order to guide their activities.

Even tourists could use AR productively, viewing historical information on landmarks and tour routes as they travel around a city or country.

The potential for global information at one's eyeballs may even be a more profound leap forward than the internet's now established concept of global information at one's fingertips.

This isn't even new technology. Our grandparents were the first to have access to augmented reality devices, before computers, microwave ovens or mobile phones, albeit in a limited way.


The first HUD was invented in 1937, when the German air force developing the reflector sight, an approach that used mirrors to reflect a gunsight modified by airspeed and turn rate onto the glass in front of a fighter pilot's eyes. This improved their accuracy and effectiveness in air combat and began a race by other nations to develop similar approaches.

However the first electronic HUD wasn't created until the mid 1950s, when the British introduced the Blackburn Buccaneer, a low-flying bomber with the world's first inbuilt HUD. While the prototype flew in 1958, the production aircraft didn't enter service until 1968 and served until 1994, used as late as in the Gulf War.

It was noticed that the HUD improved the general abilities of pilots, despite being originally for targeting purposes only, and it was expanded to provide a range of additional information to help pilots.

The modern HUD was developed by 1975, by a French test pilot, featuring a standard interface to aid pilots switching between planes. Around the same time HUDs were first expanded into use on civilian planes and in 1988 the Oldsmobile Cutlass Supreme became the production car to feature a HUD, followed around ten years later by the first motorcycle helmet offering a heads-up display.

Experimental HUDs have been developed for ski goggles, scuba divers, personal battle armour and for fire fighter goggles as well as many other applications, with some of these very close to production ready.

Augmented reality is being integrated into computer, console or mobile games, many of which feature some form of virtual HUD. Our televisions display information on the screen about programs and channels and our mobile devices, with the right apps, can use their cameras to place additional information on real-time video.

With the range of uses for the augmented reality supported by these devices and the widespread exposure society has now had to the concept, the next step will be very interesting.

Once appropriate mobile augmented reality devices comes onto the market, such as the product Google is working on, there will be a market ready to adopt them. 

How will they be used in society? What policy challenges will they create?

A group of Israeli film makers has produced a seven-minute long short-film, Sight, which showcases some of the potential uses of augmented reality and some of the challenges and risks that societies may have to face.


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Monday, November 09, 2009

Collaboration within organisations increases productivity - new report

When I stepped into the public sector just over three years ago, in terms of workplace collaboration it was like stepping back twenty years.

I found that staff directories were merely lists of names, titles and phone numbers - without listing people's expertise, qualifications, experience, current projects and interests.

The only way to get to know and understand the skills of staff in most other areas was to discover them by word of mouth or meet them at work functions.

Collaboration was limited to face-to-face working groups, flying people around the country to attend meetings, or sending draft documents to others by email or on paper and asking for feedback. Sometime comments were returned written on document print-outs, in long-hand reminiscent of a doctor's prescriptions.

Even when document edits were tracked changes, compiling and reconciling the edits from different people in such a process could take days, if not weeks, before the document was ready to be recirculated for re-review.

While these collaboration systems were slow and clumsy, people - public servants - made them work. I worry about whether it also made best use of peoples' skills, departmental time and public money.

Recently Frost and Sullivan released a report which defined the productivity gains both public and commercial sector organisations can gain from more advanced collaboration techniques.

Reported in NextGov and titled Meetings Around the World II: Charting the Course of Advanced Collaboration (PDF), the report

surveyed 3,662 professionals in businesses and government agencies about their use of advanced collaboration tools such as voice-over-Internet Protocol, instant messaging or meeting via high-definition video to get their work done.
The report found that these collaborative tools delivered a return of 4.2x the organisation's investment and that 60% of workers felt that the tools increased their performance.

Is a 4x ROI sufficient to encourage government departments to invest in better collaboration tools? I hope so - and look forward to more productive collaboration with my colleagues in the years to come.

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Thursday, February 05, 2009

Can Australian government become more playful?

I'm a keen PC and console gamer, as are many of my friends around the same age.

In fact I've been playing electronic games since about the age of 8 - which means I've been playing for about as long as the average Australian gamer is old (30 years old).

While my parents feel I am a bit strange to be playing games at my age, actually I am in the majority. 68% of Australians play PC and console games (and 88% of households had a device for playing PC or console games), based on the Interactive Australia 2009 report from Bond University, conducted on behalf of the Interactive Entertainment Association of Australia (IEAA). Links to the report are below.


Now these are not people who simply pick up a game controller a few times a year. Half of all gamers play daily or every other day and another quarter play once a week, for an average game session of an hour.

Games are also not the teenage male preserve that some people appear to believe. 46% of gamers are female, with games such as The Sims, SingStar and Wii Fit doing a great deal to widen the demographics.

70% of parents play games - alongside 80% of their children (including mine).

About 84% of Australians aged 16-25 play computer and console games. That's almost as high as the number who watch TV or surf the internet. And 52% of those over 50 years classify themselves as gamers. That's more than use the internet!

In fact Australians paid twice as much on PC and console games as they did on movies in 2008 - $1.9 billion dollars, continuing a growth trend for games that has been reported over the last five or more years (incidentally music sales were much lower than movies).

Finally, 75% of gamers say interactivity in games makes them more educational
than other media.

So given the huge interest in gaming by the Australian public, shouldn't government be getting a little more playful in how it presents information?

Gaming in the public sector
We've already seen some successful gaming initiatives in Australian government, notably by the Department of Defence, who has developed a series of games to attract, interest and engage younger people to sign-up for a military career.

These mini-games have been quite successful, although they are not as large a production as America's Army - the US Army's game, which is as well-designed and polished as commercial game titles (and also quite fun).

There have been some other game-like entertainment activities produced by Australian agencies from time-to-time, particularly by Queensland Transport who has a kids' entry point similar to the US Federal government's kids.gov.

However there have been few attempts to provide solid entertainment-backed education or communications strategies for adults by the public sector. Maybe it's a dignity thing, but it seems that many Australian government agencies aren't yet ready to let down their bureaucratic hair and be playful.

I hope this changes in the future. In fact if gaming continues to grow I believe it is almost inevitable. I'd hazard a guess that the majority of public servants - like the majority of Australians, play games at least semi-regularly. As the average age of gamers increases (from 30 years old), so will the willingness of public sector organisations to experiment with more interactive and fun ways for citizens to engage with government.

Then again why wait?


Disclaimer:
I have been deeply involved with games throughout the last thirty years, so figured I should point out my bias here.

I am an avid player of games across online, PC, console and mobile platforms (often with my children), and a frequent visitor to the world of Azeroth (along with 10 million others).

I also have a background as an editor of an online gaming publication, in game review writing and in game design, both for commercial games (one as lead designer) and game-based activities for 'boring' companies (including many on this page - try out the rock concert!)

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Monday, January 19, 2009

A place to start for those totally new to Web 2.0

A great resource has been released via the Public Works Group to support people totally new to the concepts of Web 2.0 or social media.

Named, Your Social Media Journey Starts Here, the publication provides a basic guide to the latest online trends and how people are using the web to achieve their business and community goals.

Written by a public servant, it has very useful information for anyone in the public or private sector trying to get an understanding on online media.

The publication has been released under a Creative Commons copyright, meaning that you can modify it for use within your own workplace provided the author, Pam Broviak, is credited.

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Thursday, December 04, 2008

US Army gets a SecondLife

The US Army is about to set up several islands in the virtual world Second Life to explore the effectiveness of the medium as a recruiting tool.

Reported in The Inquisitr, the article, titled U.S. Army to setup camp on Second Life, the army is looking to provide virtual experiences, such as parachuting and using a weapon to entice new recruits to sign on.

Given that the US army is already using unmanned remote controlled robots, and the airforce is using remote controlled planes, some soldiers are already working in a video game-like experience, making this not too far a leap from virtual to real soldiering.

From the article, the US army is exploring these types of avenues in order to go where their audience is and start conversations, they cannot simply set up shopfronts or phone lines and wait for eager recruits to walk in the door anymore.

To quote,

What I find really facinating about these types of things involving the Army is that they seem to get what all this social mdia and technology is about better than most of the people trying to market it to businesses. They understand that social media isn’t about just setting up shop somewhere and controlling what happens. The Army understands that it is about going to where the people they want to talk with are and then creating a valid reason for a conversation to begin.

For the Army it isn’t a matter of finding a way to make money off of social media interaction. They are looking at purely from an outreach and conversation point of view. This doesn’t mean that they are seeing it as some pie in the sky either but instead are being quite realistic about its potential.
Can anyone think of other (public or private) organisations seeking to attract the best talent who might need to move beyond traditional recruitment methods?

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Wednesday, November 05, 2008

Building a catalogue of Government 2.0 best practice

A public wiki has been created to capture examples of best practice Government 2.0 initiatives from around the world.

It's just starting out but already has some great examples of how different governments are using tools like blogs, wikis, video and social networks to achieve their objectives and better service customers.

If you have an example to share, or want to learn from the experiences of other egovernment practitioners, visit the site at Government 2.0 - Best Practices

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Friday, October 03, 2008

Recruitment in the age of Second Life

Missouri's state government is struggling to manage the need to competitively attract and hire IT professionals in the face of a wave of baby boomer retirements.

Their solution, as detailed in the NextGov article, Cat's in the Bag!, has been to explore new (and cheap) ways to reach young professionals - even when they come dressed as a cat with a red bowtie to the first job interview.

The CIO of Missouri has been holding virtual career fairs using Second Life.

As discussed in the article, it's important to seek new employees where they congregate and feel comfortable, rather than solely relying on techniques that worked in the past, but do not reflect the cultural bent of highly qualified applicants today.

Seeking technologists and trolling for employees with disabilities in virtual worlds makes sense. Techies are well represented there due to their curiosity about new computer frontiers. And the disabled, especially those with physical handicaps, often are attracted to worlds where those problems no longer hinder them.


For an investment of only a few hundred dollars per year in virtual worlds his ROI is excellent - and the little cat with the red bowtie, the avatar of a recent computer engineering graduate, now has a job at Missouri's Department of Natural Resources.

The opportunity cost for other organisations not yet using digital aid recruitment tools is only likely to grow over time.

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Wednesday, September 17, 2008

US Air Force planning to create its first virtual air base

According to the NextGov article Air Force opens bidding for virtual air base, the US Air Force is preparing to launch a virtual air base where airmen will attend courses in a 3D virtual world.

Simulators have long been used in training pilots and astronauts, due to the fatal consequences of mistakes by novices. This air base takes it a step further, with the Air Force looking to support up to 75 simultaneous users in a geospatially accurate real-time training environment.

As described in the NextGov article,

The service initially hopes to create two furnished virtual classrooms that can stream audio and video, and to allow users to design their own avatars in uniform with a variety of physical attributes and appropriate rank. The synthetic base also must include buildings, vegetation, signage, roads, security, a flight line with planes and the ability to exchange documents, photographs and video. Once it buys the software and training, the Air Force expects delivery within two weeks.


The system, termed MyBase, is seen as a key component in the Air Force's future training programs. Here's a video from them explaining more...



This type of learning environment is adaptable to many different functions - including virtual seminars and roadshows, collaborative meetings, presentations, media events, group-based activities and real-time or time-delayed course training. Several universities in the US have already made courses available via 3D virtual worlds such as Second Life.

In Australia we've seen some exploration of these technologies by the Victorian state government in its Melbourne Laneways project for public consumption.

My view is that some of the more immediate benefits for the public sector are in internal use of such environments by geographically diverse agencies to create learning and collaborative environments.

In fact the ATO has demonstrated such an environment already in its ATO Showcase as one of the innovations they are exploring for future roll-out.

For public use of these environments today by government the equity issue needs to be well considered.

Personally I've always felt that gradual degradation is an appropriate approach, providing a virtual 3D environment for broadband users, degrading to voice and powerpoint for 'thin' broadband and dial-up users, down to distributed multimedia for computer users without internet connections and to hardcopy or physical meetings for those without computers.

The other consideration is the proportion of the audience falling into each of these groups, and if this has not been established I'd be very cautious about providing more advanced options.

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Tuesday, August 19, 2008

Mapping the social media landscape - a guide for understanding

It can be very daunting for communications professionals to build an understanding of the social media landscape, grasping its scope and diversity and use this knowledge to select the right tools to meet their communications needs.

On occasion I've spoken to other marketers and PR professionals who have said that the sheer diversity and complexity of the social media landscape makes it easier to simply avoid the area, rather than spend the time necessary to make good decisions.

Increasingly organisations will need to take their first steps into this area - social media is in widespread use by internet users and they are talking about you.

The first step to understanding any landscape is to map it - fortunately there have been a few efforts in this regard already.

Possibly the first consolidated attempt was by Robert Scoble, who published the Social Media Starfish last year.

Pictured below, the Starfish provides one way to visualise the different categories of interactions and capabilities of the different social media tools.



A video explanation of the Starfish is also available as below.


A second approach, released more recently, is the Conversation Prism, pictured below.

This was released by Brian Solis, principal of Future Works and author of PR 2.0.

In a report in ZDNet, Brian describes the Conversation Prism as a tool that "helps chart online conversations between the people that populate communities as well as the networks that connect the Social Web." The article, ‘Conversation Prism’ helps corporations visualize social media strategies, provides a good overview of how the tool works.



Of course these maps are only a start. The social media environment is evolving as technology improves and smart people come up with new ways to facilitate human interactions via digital channels.

However now that we do have these maps, we can begin to understand the social media landscape in more detail, and apply the right tools for our communications needs.

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Thursday, August 07, 2008

The strategic benefits and risks of permeable boundaries for government websites

In the 'old days' before the internet, the boundaries of government reports, brochures, fact sheets, policy statements and other discrete documents were hard and unyielding.

While a document might feature several attributed quotes and some purchased stock art, all of the content was owned by the organisation that created it. This was a logical approach given the mediums available.

The first government websites followed the same approach. Each was a discrete island containing its own text, images, maps and code. The only enhancement was to link to other websites (sometimes wrapped in a warning that people were leaving one silo to enter another).

Today the internet has matured further as a medium and we have seen a thaw in this approach, albeit an uneven one.

Many government websites (but not all) have discarded their warnings on leaving the site. Some sites now effectively cross-link between knowledge centres, regardless of which departmental or private sector site they live within.

I've even seen some sites embed external functionality, such as Google Maps or Youtube videos, and a few allow other sites to reuse or embed government information or functionality through RSS or other means.

I am very glad to see this shift from rigid to permeable boundaries occurring. It provides a number of strategic benefits for government.


Strategic benefits of permeability

  • Greater reach
    Just as governments site their customer-facing offices in high traffic areas to improve reach, in the online channel government must have presence in appropriate sites.
    With permeable boundaries government can be where people choose to congregate, in social networks such as MySpace or Facebook, or media sites such as NineMSN.

  • Reduced duplication (information/effort)
    With permeable boundaries there is less effort required in re-inventing the wheel. Government agencies can embed publicly available tools in their sites and link to pre-existing information repositories.
    This allows the government to focus on filling the gaps where there are currently no tools or information rather than wasting money on replicating what already exists.

  • Improved awareness and trust
    Research demonstrates that people trust who their friends trust - word-of-mouth is a key influencer of decisions and behaviour.
    Permeable boundaries allow government organisations to become part of the network of friends. By engaging openly across existing communities over time this integrates government with these communities, making them a trusted member rather than an aloof outsider.

How to build permeable boundaries

These are quick thoughts on easy ways to start turning rigid into permeable boundaries.
  • Provide your media releases via RSS/Atom and promote them with your key partners.

  • Display audio-visual material using popular mediums, for example using Youtube for video, Slideshare for powerpoint slides, Scribd for documents.

  • Use existing third-party tools to deliver key features rather than building new tools, for example using Google Maps for map-based functions, Google for website search, Weather.com for weather information, Blogger or Wordpress for in-site blogs and Footytips for an internal football tipping competition.

  • Use Govdex to develop an extranet to share information with trusted strategic partners.

  • Engage officially with existing online communities where there is clear benefit for doing so, for instance with online forums related to your area of business, with appropriate social networks and industry groups.

  • Build an appropriate and managed presence in a virtual world, such as Second Life.
And manage all these online initiatives, just as your agency would manage a new shopfront or service. Online engagement isn't tick-a-box, it requires ongoing commitment to succeed.

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Friday, August 01, 2008

Government using virtual worlds for recruitment purposes

The government of Ontario has launched a job recruitment program in Second Life, one of the best known virtual worlds.

The program allows potential employees to virtually practice being a firefighter, civil engineer, medical technician or another public service profession to gain some insight into the demands of the role before deciding whether to seek a job in the area.

Quoting from the launch release,

The attraction is open 24/7 in the virtual world, and allows users to self-select the tasks they'd like to do. Once users have experienced the range of experiences available to them in Second Life, they can choose to be contacted in the real world to obtain more information about a job or to arrange for an interview. Second Life, an online, 3D social network, is home to the experience, and all users need do is sign up for a free account, and teleport themselves to the OPS Careers Island, a part of the Activ8 Island Complex owned and operated by TheSLAgency.

The interactive shop organized the virtual experience in Second Life as a part of their strategy to bring other government and public service clients into the virtual world. Managing Partner Joe Mastrocovi notes: "No longer do job seekers have to be bored by static websites explaining what jobs they could have; the virtual world offers us the opportunity to create virtual experiences for people so they know instantly whether this type of job is suitable for them."

This isn't the only government initiative in Second Life. A selection of other agencies around the world have begin using the virtual world as a testbed for various initiatives, ranging from Victoria's Melbourne Laneways to NASA's Explorer Island.

A selection of other government initiatives are listed in the Second Life wiki.

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