Wednesday, October 03, 2007

Turner signs deal with Kaneva (updated)

I don't see any press releases about this but here is the word from Paid Content:

"Now the Time Warner division will try for a relationship with a little more depth, signing a one-year deal with Kaneva to build and test virtual worlds for its entertainment networks. Turner gets access to Kaneva’s technology and tools to create and use Web communities and “virtual spaces” on Kaneva’s site and in the virtual world of Kaneva .

One of the Turner spaces will act as a virtual portal for the rest. One intriguing twist: each Turner virtual community and “Virtual World” space will include an embedded video player streaming related Turner content. Earlier this year, Kaneva integrated synchronized viewing of YouTube videos, which sounds like a precursor for this."

The full release from 3pointD:

“Our exploration with Kaneva of virtual worlds is yet another example of Turner staying at the forefront of consumer technology trends,” said Blake Lewin, vice president for TBS, Inc.’s New Products Group. “Through this opportunity, we hope to leverage the Kaneva platform to explore how users interact with our brands in a virtual world."

Christopher Klaus, founder and CEO of Kaneva added, “Turner is an ideal flagship media partner for Kaneva. Turner’s high quality programming and credibility is synergistic with our unique focus on delivering entertainment to the masses inside a virtual world. As a result of this partnership, we will provide entirely new ways for audiences to watch, participate and interact around their favorite TV programming.”

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Tuesday, April 17, 2007

3D Web

Newsweek has a big article up about the 3D web.

From "The Coming Virtual Web:"

"They suggest that before long, the Internet of the future, and the vast wealth of information and services on it, will look different: slicker, more realistic, more interactive and social than anything we experience today through the Web browser. "Three-dimensional virtual worlds will, in the near future, be pervasive interfaces for the Internet," says Bob Moore, a sociologist who studies virtual worlds at Palo Alto Research Center, or PARC, the legendary Xerox (XRX) lab in Silicon Valley.

Above all, virtual worlds hold the potential to transform social interaction online: In contrast to the Web, where there's almost no assumption of a human heartbeat behind the Web page, virtual worlds are inherently social settings. "You go up to an avatar and you know there's a real person on the other end," says Joe Miller, vice-president for platform and technology development at Second Life creator Linden Lab.

"Virtual worlds will be bigger in five years for shopping than the Web," contends T. Sibley Verbeck, CEO of Electric Sheep, which helps businesses market in Second Life and other venues.

The main challenge, though, isn't technical. It's conceptual. Today's 3D interfaces are a work in progress. "They're dragging too much of the baggage of the real world into online," says Multiverse Marketing Director and Executive Producer Corey Bridges, citing virtual stores built by the likes of Circuit City (CC) and Sears (S) in Second Life."

From "The Virtual Meeting Room:"

"At the typical global corporation, 20% of employees have never met their boss in person, House says. And 3D spaces offer a level of interaction that's not possible over the phone or via videoconferencing, says Sebastien Jeanjean, head of sales and marketing at France's Tixeo, a maker of corporate virtual-world software used by customers including Raytheon. "In 2D, even if you hear and see a person, you still have a feeling of being alone," Jeanjean says. "After half an hour, it's very difficult to keep people's attention."

From "Digital Suburbia:"

"In Second Life, you're encouraged to explore an alternative universe," says Klaus. "We're trying to keep within human boundaries, and get you into that world where 'first life' isn't separate from 'second life.'"

In Klaus' virtual world, dragons, aliens, and castles are not allowed. The idea is to create a Norman Rockwell setting that is seen as stable and safe by big-brand companies that want to promote their products without worrying that the medium may be too uncontrollable or chaotic."

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Wednesday, February 28, 2007

Kaneva's impending beta

Chris Klaus and team are doing the promotion tour.

3pointD:

"the demo reel I saw showed a system that seemed to combine the expressive power of MySpace with the social power of There.com, and which was a nice way to bridge the 2D and 3D online worlds without worrying too much about things like “immersion.”

The way it works is this: Anything you upload to your 2D Kaneva site can then be easily displayed in the 3D world. When you join the 3D world you automatically get a small apartment (which can be upgraded, if you like). You can kit it out with furniture and things like picture frames and televisions, and can easily link 2D media content in the 3D world. Mount a television on your wall, right-click it, choose one of the videos you’ve uploaded to your 2D site, and presto, it’s playing in your apartment."

GigaGames:

"Another clever feature: when users create a group (say anime fans, or Obama supporters, or whatever), they get a space of their own to hang out in. Expected revenue model will be a Kaneva virtual currency that users can buy with real cash. Expected headaches (in my experience) will likely come from the buying and selling of that currency by clever entrepreneurs in a way that’ll cause social disruptions and hyper-competitiveness that drives many away.

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