As promised a more specific ‘commercial’ follow up to my previous post on this topic which was more ‘story’ centric. I am developing & producing a range of Augmented Reality (or if you prefer AR, ‘blended or layered media’) applications at the moment. I have also been asked to present at a few conferences and create a detailed white paper on the implications of AR for government & business looking at privacy, legal, copyright & crime issues. As readers of this blog will know I also lecture, run workshops & work with creative teams to come up with future ‘social entertainment’ based around virtual worlds and augmented reality.
But the purpose of this short post is to simply list and try to categorise the many types of business Augmented Reality apps appearing in the market. The first manifestations of AR appeared in the late 60s, became real in the 70s and by the 90s were already being used by major companies. Now portable computing is finally powerful enough to deliver AR to anyone who has a smart phone or latest generation PC or console. But first my simple definition of Augmented Reality.
Information, 3D models or live action blended with or overlaid onto the physical world in real time. A camera & attached screen is used to view the combination of reality & real time virtuality. Devices or systems commonly used for AR include
But the purpose of this pretty detailed post is to simply list and try to categorise the many types of business Augmented Reality apps appearing in the market and to try to identify opportunities.
Ever since I joined Twitter (GaryPHayes) I have been fascinated by the subtle ‘etiquette’ of being followed, following and timely updates (as well as the enormous growth and creative potential twitter now affords). It is also interesting watching those traditional media brands and celebrities with a non-twitter and web 2.0 online reputation enter into the fray. What effect do they have? Do they corrupt this young new channel before it has found it’s own feet or is the invasion of old brands and celebs part of its maturation?
Laurel Papworth has far more in-depth coverage of this movement and etiquette across many and various posts on her main blog here but one thing became evident to me as traditional media and celebrities started to ‘infiltate’ Twitter – the instant emergence of old world, short head, long tail distribution. Those brands (individual and companies) already popular in other media on setting up in twitterville started to gain followers like magnets, they swarmed to them – in many cases regardless of what they were tweeting (film and pop stars particularly). We also see old form media channels such as news updates, emerging as useful ‘feeds’ and gaining instant popularity too. Merging with all these are the new stars, traditional bloggers find the transition to micro-blogging easy and so on and so on…
As Twitter has an open API the stats are relatively easy to pull out and there are quite a few sites that do much better analysis than mine below such as TwitterFacts blog, Damon Cortesi and TweetStats. For my little effort below thanks to Twitterholic and its dynamically updated top 1000 (based on followers), I was able to do a quick big picture overview – data taken on the 17 March 2009 !. Before we dig down into the charts themselves a quick high level stat on the Top 1000 tweeters
The top 1000 tweeters have generated 3.45 million tweets and are following 12 million but being followed by 35 million. (note: followers and followings are of course not unique, but the updates/tweets are)
The first chart is what I simply call theÂ Twitter Long Tail. Starting at the far left with top tweeters CNN Breaking News and Barack Obama at 543k and 486k respectively we move across to the 1000th top tweeter in the world Brad Will with just under 8k followers. I have highlighted a few random tweeters in-between for reference – key thing to note of course is the obvious almost perfect Long Tail shape (I would imagine over time this would smoothe even more – we are still early days)
The highlighted selection here include world renowned bloggers Robert Scoble and Darren Rowse (problogger), passionate artistes Imogen Heap and Stephen Fry, TV getting in on the act Ellen Show and Letterman plus trad media and social media folk. It is interesting for example that The Ellen Show Twitter ID appeared on the 16 March and generated around 200 000 followers off the back of one show – sadly there were only a handful of updates and virtually no following back, a poor user experience – traditional media really needs to make sure it doesn’t corrupt these ‘delicate’ new media channels as it so often does and then tells everyone they don’t really work!
While we are on the global view worth noting that adding all the followers up (thats means each persons follower amount) we end up with 35 million (remember that will contain many duplicates). The point though is to demonstrate the short head’ness here where followers are effectively a ‘rating’ (abstract) of popularity.
Of that 35 million totalled followers
55% are in the top 100
67% are in the top 200 and
85% are in the top 500
To demonstrate this rather spookily smoothe long tail curve I removed the top 50 (that have rather exponentially big figures) and looked at the top 50-500. I started to think also here about the number of updates – do updates bring in followers or is it all about pre-twitter trust and reputation – of course its a to be calculated mix of the two of them – but look below at updates and position…
I went further down this road and looked at the top 100 and their update distribution – the spikes are named. Fascinating again to see that updates do not equal popularity (OK that’s obvious and I will stop labouring that one) but there is a significant high amount of updates going on the in 13-30 areas – remember though we are looking at the creme-de-la-creme of tweeters here and might be too ‘zoomed in’ for meaningful insight?
If your still with me, for reference, here is a quick snapshot of the top 50 World tweeps based purely on following (now you can go and follow them all!). As I keep saying this is not the whole story as we can see – for example CNN following 1 person (is pure broadcast) and Al Gore with only 14 updates (is pure pre-twitter reputation – or 14 amazing world shattering tweets?! – I will go with the former). Of course automated tweeting is rife and there are many in the top thousand who have or are resorting to bots to send messages in their ‘down time’. More after the list…
Some time ago I thought a twitter quotient that took into account updates/followings too is important and the chart below is the same top 1000 tweeters now ordered by a Gary algorithm (made famous on Twitter Agency and Laurel’s post of Australian Journalists on twitter), which changes the landscape significantly. Reproduced from my little contribution to twitter agency here.
Here is a little formula I just cooked up called the Tweet-GQ (Tweet Gary Quotient) that works out a Twitter rating. To be considered as a valuable system to be used on top 100s etc. Before I go into explanation, here is the secret formula
( ((Following/3)+Followers) x (Followers/Updates) ) / 10
This takes into account the raw numbers of followers weighted over following. More importantly it then has an critical multiplier – that of how many updates you do in relation to the followers you generate. So simply, it rewards high numbers of followers but also takes into account how many tweets or updates it took you to get that many followers.
To do this yourself without needing a degree in pure math (or an online calculator – to be done by someone). Here is a simple 3 step DIY version.
Divide followings by 3 and then add this to followers – write the number down
Divide followers by updates – write the number down
Multiply the two numbers above and divide by ten – et voila. Your very own TweetGQ
Finally and while I am on this twitter topic heres a lovely mosaic of 360 out of my current 1300 followers…seems so insignificant now 🙂 But this shows off the power of open API – each of the faces are clickable and therefore followable – is that a word. Bye for now, see you in the twitterverse.
So been having a nice break here in Bondi, doing all sorts of cool commercial and/or creative non-LAMP projects plus playing some great new games (Fallout 3, Mirror’s Edge, Elder Scrolls/Oblivion etc:) mostly on the PS3 and PC/Mac. Hunting around the non-mall games stores in Bondi Junction I came across a dusty old cross-platform game called Life III: Escape from Reality in the $10 bargain bin. The system specs said it runs on all platforms, consoles & even has some locative real world elements, but is ideally meant to be played as a 24/7 casual game – which struck me as a bit of an oxymoron 🙂
OK so I got stuck into this old game and it became apparent that it had a very intricate and sophisticated engine and was in fact the most detailed MMRWRPG (tm!) (massively multiplayer real world role playing game) I have ever seen. So for those who haven’t played this cool game, what follows is a run down of the game play, various quests/levels and the rewards at various stages.
TRAINING & TUTORIALS 1-7
Gary Hazlitt Level 1-7
After you log in and give yourself a name and password (that you will of course forget at the next login) you appear in an upper bedroom of a typical suburban house. You have the choice of gender but whatever I choose it still gave me ‘male’ – the first major bug I spotted. At the start of the game you are supposed to receive clear game instructions, but much of what was said was pretty indecipherable across these early level orientation/control levels. A good point, I was surprised from the outset at the quality of the graphics for such an old game – but don’t want to focus too much on that!
Basically what happens at the start is two mentor characters (a man and woman) follow you around and tell you the way the game works. They chastise you if you make mistakes (or what ‘they’ think a mistake is) and encourage you if you do what they consider beneficial to your progression through levels 1-8. There are some funny moments too here as the controls don’t seem to really do what they are supposed too and you end up crashing into walls, speaking at inappropriate moments or dropping items that you need for good health and karma.
Most disconcerting is that you often find yourself randomly projectile poo or vomit which causes you to drop 1 or 2 levels – pretty bad game design here as there doesn’t seem to be a real reason for this. A final point about this level is that there is no obvious button to quit that game, so you have to grind on.
GAME CHEATING Levels 8-13
Gary Hazlitt Levels 8-13
The game box had no manual (beyond the simple how to start leaflet) so as you progress into more complex areas of the game you are really in a fail forward mode (although I did find a few hints using Google ‘game cheat sites’ and Self-Help section in Borders).
There is a little too much emphasis on giving out information (across levels 8-18) with the Non Player Character ( NPC) ‘info’ bots endlessly delivering in chat (or text items for inventory) historical background, do’s and dont’s and communication and number skills. This was particularly boring especially as the two mentors from earlier levels appear every now and then and keep pushing you into these information areas. Only very occasionally the NPC info hubs inspire you with poetry or music – but most mentors said that wasn’t much use in the game, so you can ignore those bots.
I actually found through these levels I was constantly trying to cheat, choosing the break things options, putting them back together or fiddling with my avatar to make it more attractive. This was useful because as soon as you hit level 14 the online MMRWRPG features kick in and you become aware of other players in the 2-3 environments you are hanging around.
ONLINE CREATING YOUR OWN RULES Levels 13-18
Gary Hazlitt Levels 13-18
After a few years playing these levels you realise that the mentors have mostly been mis-leading you and you start to only trust other players who are around the same level as you – and so you join guilds and clubs with your new found friends. There becomes a kind of comaraderie as you try to level up together and this leads you off on some cool adventures, exploring nearby buildings, parks, towns and even self-guided trips to the city or guild trips to countries. The game HUD (Heads up display) here is useful as you monitor your various status’s as you play:
The levels of attractiveness to opposite sex
Coolness quotient from your peers/friends
Amount of risk taken
Body Odor (best to keep this low)
Stimulant balance (you have to take as much as possible without going into the red)
One thing I noticed about some of the other players who had been through their tutorial in small country towns and outback areas and as their connection (& transport system) was quite laggy, they were unable to do any of the more sophisticated quests other players were doing. I was surprised this bug made it through q&a as it really needed to be fixed.
Also at this point in the game I found most players had already teamed up in guilds but the players that didn’t were mostly trapped with the information bots who had convinced them to do more text based quests, and they were almost playing a different game at this point (should have really been an expansion pack).
MAKING FRIENDS, LEAVING THE NEST Levels 18-20
Gary Hazlitt Levels 18-20
Although the game had its interesting moments, I was still not clear of the goals and at these levels many players found that taking some of the pills and potions lying around on sleeping fellow guild members made everything a little more fantastical and fun – but after a while that didn’t really help with the game goals either. As you level up to 20 things really started to change. Suddenly you are teleported to a unknown city location, wandering streets and without mentors or friends you really start to create the micro game rules yourself (within certain limits set by the community now).
I expect the game designers were not quite sure on the transition here and thought it best to consider anything up to level 20 as training – but I found the earlier levels come across as pretty heavy game play – especially the dating scenarios where you have to constantly deal with other psychotic players of the opposite sex who just don’t want to help you achieve the ‘getting-it-on’ challenge.
But being dropped into what is essentially a different game altogether with new rules and without the ability to save should have been thought through a little more.
BUILDING AND WORKING WITH OTHERS Levels 21-35
Gary Hazlitt Levels 21-35
Now this middle part of the game is kind of grindy. Long boring sections where all you seem to be doing is accruing ‘credits’. The game has an economy, and unless you’re one of the players that managed somehow to hack in credits from previous older family players, you really had to struggle to build up enough ‘credits’ to level up particularly quickly or just buy cool things for your inventory. The addition of an online leaderboard certainly helped motivate you as did the many NPC quest givers that you met at parties, subways, taxis, buses etc:
The most powerful quest giver and one that often gave you red herring challenges to accrue credits quickly was the inworld ‘media boards’. These were large TV-style screens placed at seemingly endless locations that showed you how well other players were doing and suggested how you could try some of their quests – which seemed to be focused on how skinny the avatar can be, the best personal transport units or how many players were ‘following’ you (called the ‘fame status’).
The only route that seemed to pay off in this game though was the ‘work’ quest. This involved rather tiresome, mundane activities (reading messages from people, sending messages back, walking around office floors and generally trying to be nice to everyone you met). As soon as you tried to do something adventurous or break the now, quite rigid game rules here your credits fell and you found yourself dropping back between 5 and 10 levels to begin it all over again. The key skill here it seemed was to be friendly and helpful to other players and regardless of any other skills you may have, your credit balance would slowly but surely accrue. One player (who had played this game a few times) told me that having a variety of skills really helps at the higher levels so I spent my non-grind time, building up skill levels in other areas. Some players though were just spending their credits on fast cars, bling and fancy clothes for their inventory and a game place to put all this stuff.
CREATING FACTIONS Levels 35-40
Gary Hazlitt Levels 35-40
At level 35 there is a global quest given to all players, and this comes as a bit of a shock – “make a version/clone of you for future challenges”. This had to be taken on, all players at whatever credit or skill level you were at. It seemed you had to find a player of the opposite sex and form a small guild with the sole intention of creating a faction. The small creatures that you make together have similar skill and health traits to you and you have to train them for a particular role – to help you in later quests.
It suddenly becomes obvious that you are now one of the mentors from an earlier level and this is pretty good games design, getting you a lot more deeply involved in the game play. Several players for whatever reason do not complete this challenge, even though they attempt the ‘making’ bit a few times.
But unless you have enough credits, a place to grow the small creatures and a strong ‘credit’ flow in, you cannot complete this. Even so it didn’t seem to affect my game status much as I was a member of several in-game guilds with a variety of interesting quests. But the game writers could have been much clearer in how important or not this particular game quest was.
SAVING AND THE GAME LOOP Levels 40-50
Gary Hazlitt Levels 40-50
OK the game had been pretty stable and bug free up to this point. But as soon as I levelled to 40 some strange things started to happen. Firstly my avatar became pretty distorted (it grew fatter). Regardless of what activities I was doing or how much energy I absorbed, my character just got larger and larger, and slower. Another thing which must have been a serious bug with the questing engine, as many of the new quests were ones I had missed at earlier levels (they seemed pretty boring at the time). Most of these news ones were about teleporting to some distant land and not really doing any game play at all? What’s the point of playing a game if there is no goal? Others involved hanging around chatting with friends and creating new guilds. These had to be comprised of players at the same level as you but even more challenging, with similar status’s – and often those who completed the ‘cloning’ challenge would not be able to team up with those that didn’t.
Other challenges involved tweaking your avatar to convince others around you that you were a level 20-30. This proved harder than it seemed as fiddling with the shape of your nose or the size of your breasts cost a lot of credits with little reward – as after repeating this quest a number of times the avatar would start to fall apart. The game programmers must have had a ball creating this quest.
A key problem through these levels though was the fact that as at the start of the game the controls occasionally didn’t do what you told them and in some social situations rather embarrasing body noises were emitted, or on one occasion I completely lost it in a driving quest at the local shopping mall car park, crashing into several other players. Although these were kind of fun in retrospect, they seemed a quite frustrating at the time.
GAME FINALE AND EXPANSION PACKS Levels 50-70 (+15)
Gary Hazlitt Levels 50-85
Getting through levels 40-50 was very frustrating and lots of earlier game elements started to come into play. The final higher levels involved less adventure and more about tidying your inventory, looking back at machinima re-runs of some of your earlier quests and contacting old guild members to sit and chat in team-speak about those earlier quests. Around level 55 things start to get a bit weird again. The control mechanism all but breaks down and you almost become a noob again as your character starts to emit body waste missiles at various players from several orifices. It is kind of funny at times and others just downright messy. This all changes as you approach level 70 and the game world becomes more and more fantastical.
What you thought was a pretty static city or home environment suddenly becomes ‘elastic’. By that I mean the graphics become almost translucent and everything you see is earlier game elements and lots of glowing light. This makes the rather simple challenges at these higher levels much harder – trying to walk to the shops in a glowing pink hurricane of childhood memories is pretty hard, but you get used to it. As you level up to 70 the final quest is a simple task of ‘letting go’. It wasn’t clear in the game cheats on the web what this was, but it kind of meant, you did nothing for a while and you levelled automatically. A nice touch I thought. So the final element of the game was the game graphics/world dissolving into white and rainbow coloured lights…great music here too btw!
I forgot to mention that when I was at the store they gave me another box for free the Life III expansion pack called “AfterLife III”. – no one had apparently bought this extension to the game as it got bad reviews from religious groups. I told the store I probably wouldn’t get that far, but here I was anyhow. I installed it and low and behold it gave me an extra 15 levels. Now much of this was the same as 50-70, kind of spiritual quests, asking questions about what kind of character you were, analysing the way you did things, how it could be improved and all that stuff. But the interesting thing was at level 84, as you travelled around this ‘celestial’ environment (with wonderful particle effects) you kept getting flashes of another bedroom in suburbia. Yes, incredibly as you hit level 85 you became a noob again, you began the game again, with two different mentors hovering over you. I didn’t really have time to play the whole thing again, and I managed to find the quit option at this point. I did save it for another time though.
I am not sure what happened to the company that created this game, I suspect they fell out of favour with most Life I and II players who found the whole thing rather grindy, difficult and certainly were unable to commit more than 70 or 80 years to it – given there are plenty other games to play which are far more exciting and have much more interesting rewards.
Postscript:SilkCharm just read this and in-between fits of violent giggles pointed me to a cool book (that I haven’t read) called God Game byAndrew M. Greeley Some similarities?
Also if there are any parts of the game I may have missed or have cheats for please comment below! If you have played this game and you want to write a review I will add it to the bottom of the post – please include your player character name so we can hook up in game 🙂 !
Finally, finally – an obvious prototype for the immersive version above discovered on YouTube 🙂 – I can see why they left out the ‘revenge’ bit !
…and a little end of 2008 Virtual Worlds, State of Play…
Just back from a short break in the lovely town of Broome in NW Australia (my pics). It was interesting being disconnected from ‘the cloud’ but in the process having a few ‘virtual experiential’ moments. One of these was watching the controversial film ‘Australia’ in the worlds oldest picture gardens, Sun Pictures (pictured below). Several parts of the film are set in an open air cinema in the 40s and it was so odd to actually be ‘in’ more or less the same scene of deck chairs, insects buzzing around – as the real sun set, the wind blew off the Northern Territories outback while the film panned around those environments, and lizards crawled around on the screen, bats flew overhead, propeller planes took off from the nearby Broome airport and in the audience several from the Broome aboriginal community. A kind of forget 3D lets get to 4D film experiences.
In other parts of Broome I talked to a few people about some of my work, y’know, the web, cross-media, film and virtual worlds (and just like those low hanging fruit journalists who are constantly predicting the end of 3D worlds) even out here in the styzx a couple of folk suggested that games & social virtual worlds especially will really suffer in this economic downturn and may not survive. Which leads to the point of this post to put things in a little perspective.
IS THERE REAL INVESTMENT?
First lets look at investor confidence in them. From Virtual Worlds Management Reports there was $1 billion US invested in 35 virtual world companies between Oct 06-07 – and since Oct 07 to the present day there has already been $918 million trusted to the success of this particular industry. This breaks down roughly as:
Q3 08 – $148.5 million invested in 12 VW companies
Q2 08 – $161 million in 16 VW companies
Q1 08 – $184 million in 23 VW companies
Q4 07 – $425 million in 15 VW companies
As a topical reference, and to put things into heritage media perspective the total spend on all film and tv drama in Australia in 07-08 was $420 million US (at current exchanges). Now the majority of these worlds invested in are youth based but many specialised ones aimed at the Gen Y hole (see kzero.co.uk charts for more info) that are focusing on key niches. These start to fill in the gaps that ‘generic’, jack-of-all-trades, social virtual worlds such as Second Life cannot truly cut the mustard as sub-builds inside the service. So we have recently had in the last week the to user launches of a dedicated real life buy with real cash Virtual eShopping just in time for XMas and what will be a real winner in my view (having just tried it finally) the social sports virtual world, Football Superstars which combines EA-like footy with there.com-like social activity and even has a bit of WoW-like quest giving challenges.
The social aspect of virtual worlds are not lost on the big consoles either with the Launch of XBox and PS3 virtual worlds that I covered in a recent post and also the Inquirer’s article Sony, Microsoft begin battle of Virtual Worlds. I was going to talk a lot about how during hard economic times people turn to escapist activities. In the past it used to be film or TV, but now there are many more choices and as we haven’t seen a global economic downturn of this scale since the 2nd world war – the escapism of choice is now immersive interactive media. This will not be lost on advertisers who also need to optimise their spend across the many variants of shared social worlds.
BUSINESS WAKES UP
Savvy businesses have now moved beyond the hype bubble of Second Life’s superficiality and realise the power of social collective collaboration. As well as education and science virtual worlds as ‘tools’ are developing into major economic government initiatives. The Athena Alliance have released a report called “Virtual Worlds and the Transformation of Business” with some optimistic summary lines.
“The rise of the collaborative enterprise that is likely to result from the successful deployment of Virtual World technologies will usher in a new era of business. It will change the way firms compete with one another for customers in both goods and services industries. It is our firm belief that if our nation accelerates the development and maturation of Virtual Worlds, it will encourage a more collaborative and enterprising form of business. This will lead to greater innovation, sustained productivity, and competitive growth in the world economy.. the companies and workers can use the tools of Virtual Worlds to transform the United States into a collaborative enterprise-driven economy.”
The use of virtual worlds for simulation is not lost on the military either. This goes way beyond using first person shooter games to train late teens for an army life using well, first person shooter game technology in war zones. Last week the largest global simulation conference ever was held “The Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)” focused on the use of more social virtual worlds for training and education for military and scientific use. It was keynoted by General Wallace, the Commander, United States Army Training and Doctrine Command who talked with other big government players about the likely hundreds of billions of dollars that will be invested in virtual simulation technology. As we know most media developments have come about from love and death, porn and war. So this growth as always will resonate in the commercial entertainment industry. An example of how military and education are mixing here is The University of Florida recently announced too that it will be spending $1.25 million on building a Second China for the US Foreign Service and Military to understand the culture without the need to go there and fail-forward.
“The goal of the federally funded research project: To educate and prepare foreign service or other government professionals to arrive in the country prepared and ready to work.”
SHOW ME THE VIRTUAL MONEY
On the money side there is a great deal of research now going into how virtual world economic models and currencies will evolve from a range of closed systems to a state that may become viable alternatives to ‘real world’ currencies. The Virtual Economy Research Network just had an interesting article on the VW freemium model – free-to-play but encourages the adoption of the inworld currency rapidly, for example.
Forester and MillionsOfUs have just published a report looking at how traditional corporate business will begin to flourish in these spaces and to quote their executive four point summary:
It grants unprecedented depth of engagement with consumers. Second only to inperson
consumer meetings, virtual worlds allow marketers to get up close and personal
with individual consumers. Using these interactions to allow for feedback, creative tasks,
and just plain fun creates brand and product advocates in the user base who go far beyond
It taps into an audience that is difficult to reach via other channels. Today’s virtual
world users are seen as a minority vanguard for future usage, but they are also difficult to
reach via other channels. This is especially true of youth groups and deeply creative
communities supported by various virtual worlds.
Newer worlds offer better opportunities for cross-channel tracking and more
targeted audiences. Early virtual worlds, while technically groundbreaking and providing
the necessary foundation for future worlds, often lacked audience-tracking tools and were
open playgrounds without a specific purpose. New, recently launched worlds or those just
around the corner will offer better tools for customer tracking and tend to target gamers,
youth, conversation, or other specific tasks, rather than just being open. This allows better
brand alignment and campaign integration.
Virtual merchandizing resonates with youth – and can be very cost-effective. Virtual
items and other digital assets resonate with Gen Y consumers far more than with older
(physical-media-loving) consumers. They appreciate novel, unique items and accept brand
involvement in these items and their distribution – provided it has been thought through.
Needless to say, the creation, storage, and distribution of virtual items can be very costeffective
compared with traditional merchandise like t-shirts and caps.
There is no decline happening. So journos, nay sayers, please look at your own industries please. To reiterate the above examples are social or simulation virtual worlds and there are around 78 currently being used by 360 million people. I haven’t touched on online game worlds or offline games which starts to turn the whole affair into a $40-50 billion industry overtaking movies (including home entertainment elements too). All suggestions are that VWs and Games will be the dominant entertainment form and a widely used tool for business and education and revenues will start to match that of the $300 billion TV industry within five years time. A big issue for me is the lack or real courses in higher education in this space too. Most training is on how to use software to make fps console-type games, there needs to be a paradigm shift otherwise media education will be irrelevant as the heritage media linear form falls into the background.
Now tell me again that these wacky 3D worlds are about to disappear?
To finish I will be adding a presentation I gave at the Online Distribution and Business Collaboration Conference two weeks ago as it contains many references to the above post…hold your breath…