Oct 092010
 


This is a brief description and support page for the October 2010 released iPad app Social Media Counts one of several non-client commissioned MUVEDesign smartphone apps.

Get it via the iTunes App store now or go to the Apple App preview page

1.0 RELEASE VERSION 1.0 – Description and screen shot

Social Media Counts is an amazing and hypnotic real time display of eighty four user, content and business metrics across social media, games, mobile and traditional or heritage media. The data is based on actual reported numbers which are listed in the embedded info panel and this rolling ‘count-up counter’ is a projection forward in time based on these real numbers. With over 40 million impressions already of the embeddable flash version across the web this counter gives real insight into the tsunami of content, proliferation of devices and the money being made from a range of entertainment and services.

Features

include the ability to switch in real time between the social. mobile, games and heritage lists as well as step forward in increments of day, week, month and a fixed view of a year ahead. You can also reset the counter at any point using the ‘begin’ button. An info screen contains a list of most of the data sources used in the counter and a web link takes you to a web page with these listed and links to the sources pages also.

Please Note: The application is intentionally not highly interactive as it is meant to be used as a display in portrait mode only, making it readable at presentations and demonstrations to others in small meeting environments as it allows easy visibility of the amazingly large growing numbers.

The app will be updated regularly – approx once a month with updated statistics where available and suggestions are always welcomed for new, remarkable figures (make sure you have a reliable per day, month or year figure though!)

For reference here are the current list of real time counter metrics being displayed:

Social Media Tab

new blog posts, members added on Facebook, US dollars spent on virtual goods globally, tweets sent on Twitter, videos watched on YouTube, iPhone apps downloaded, US dollars spent on Facebook gifts, hours uploaded onto YouTube, new Twitter accounts, text messages inside Second Life, US dollars made from global messaging & data, iPads sold, new members on LinkedIn, pieces of music bought on iTunes, searches made on Google, emails sent globally, US dollars made in ad revenue on Facebook, sms’s sent worldwide, photos uploaded to Facebook, images uploaded to Flickr, new internet users globally

Mobile Media Tab

new mobile phones shipped, US dollars generated from mobile games, sms’ sent worldwide, new phones GPS enabled, US dollars made by global mobile data, WiFi and 3G iPads sold globally, iPhones sold, GBs sent across all mobile devices, hours of mobile video watched in USA, US dollars made from all mobile services globally, new users of mobile social networks, US dollars spent on mobile advertising worldwide, new mobile subscribers globally, new portable pcs / laptops shipped, mms messages in the US, iPhones unlocked, US dollars made from mobile music, people using location mobile services logged onto the web using mobile, made from mobile video, new mobile 3G subscribers globally

Games
join a ‘social’ game from Zynga, US dollars made from MMOG players China, quests completed by WoW players, US dollars revenue from games sold in US, user2user tranactions Second Life, transactions in Eve Online, game units sold worldwide, US dollars spent on virtual goods globally, new global MMORPG subscribers, US dollars generated from Virtual World ads, logged into Fantasy Westward Journey, virtual goods created in Second Life, US dollars invested in Virtual World companies, new US kids (3-11) subscribing to VWs, messages between Second Life users, players transactions in Eve Online, US dollars net revenue made World of Warcraft, portable game units sold, user hours by Chinese online gamers, messages posted on Gaia forums, user hours by Second Life users

Heritage Media
US dollars made at the US box office, US dollars lost to US economy due to movie piracy, read a newspaper in the US, Dollars TV revenue generated globally, single music tracks downloaded, attend a US orchestral concert, US dollars made from global print ads, US dollars total spend making Australian films, US dollars total spend on making UK films, US dollars wages for jobs in US movie industry, US dollarshardcover books sold worldwide, kindle books sold just by Amazon, people in US tuning into radio, US dollars made from music concerts worldwide, US dollars made from DVD & Blu-ray in US, US dollars lost by pirated music & movies Spain, US dollars made from all music worldwide, hours of TV watched by all UK viewers, movie tickets sold US EU China Japan,US dollars spent on new TV sets in the US, printed press page views

Oct 232009
 

A cross-post from Gary Hayes’s Personalizemedia Site (with permission!) … As promised a more specific ‘commercial’ follow up to my previous post on this topic which was more ‘story’ centric. I am developing and 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 and 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.

Augmented Dollar

Augmented Reality Business by Gary Hayes

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Feb 102009
 

As I have mentioned on many of my blogs (especially Personalizemedia) virtual worlds (as 3D navigable spaces) will only really take off when there is an effective, easy to use, existing web browser implementation. We already have early entrants here such as Yoville, Vivaty, NewLively, Habbo etc: but these suffer as they are not particularly customisable or graphical true 3D. The other half way houses include Weblin, RocketOn covered in posts here. Exit Reality is another over integrated browser world, which does look much better than the above as it turns web pages into 3D space, but still not easy to use.

“Imagine a business Web site where you can see what visitors are looking at and go and talk to them. Imagine a classroom with educational content like a real 3D exploding volcano and students physically located all over the world. Imagine a family or staff spread around the globe meeting up in a virtual space and being able to see each other and share photos, video and documents. The scenarios are endless with virtual worlds and until now, have been little more than pipe dreams to the average Web user,” says Vincent Teubler, co-founder of Gogofrog.

gogofrog01I am aware of over 15 new worlds that are heading in the right direction and turning more immersive virtual worlds into social, business, educative and networking 3D windows inside browsers. One that has just press-released today is gogofrog (co-founder comes from Melbourne), with a tagline ‘Virtual Simplicity’. Its heart is in the right place and with 30 000 already using it might quickly become a dominant new player?

Gogofrog is breaking with convention to offer a new type of web experience. The basic idea is that you create your own 3D space (pad) that you can decorate the way you want and to reflect your personal style. In Gogofrog you can move from pad to pad discovering sites created by others and chat with people you meet along the way. You can also create your own place where you can invite your family and friends to visit and hang out.

It still has a few lessons for learn from the demise of Google Lively, but several area addressed already. Keen to know how it connects the ‘pads’ properly (vs non-linked rooms) and how easy the customisation (vs importing jpeg images) tools for the 3D elements are. The full press release gives a lot more information and shows how they are across the need for personalization and integrating existing social tools inside the environment (especially video conferencing etc) – this service and the others just about to peek out are definitely worth watching. Just before the release here is a slightly reversioned Gartner Cycle showing how browser worlds are going to have more significance over the next two years.

Gartner Hype Cycle SVW

Virtual Worlds as Advanced Social Networks, Business and Education Tools Possible with Commercial Launch of Gogofrog

Los Angeles, California (PRWEB) February 10, 2009 — The power of virtual worlds as a means of advanced social networks, sophisticated business tools and education tools is now accessible to all Web users with the commercial launch of Gogofrog. Two years after its Beta launch, Gogofrog has taken the advice and input of its global user base of more than 30,000 to remove the prime impediments to making virtual worlds a mainstream Internet tool, access. Fully browser-based, Gogofrog enables anyone with an Internet connection to set up their own world: simple worlds for free and complex worlds for as little as a $10US monthly subscription. No software at all for Users or Visitors to download.
News Image
“Imagine a business Web site where you can see what visitors are looking at and go and talk to them. Imagine a classroom with educational content like a real 3D exploding volcano and students physically located all over the world. Imagine a family or staff spread around the globe meeting up in a virtual space and being able to see each other and share photos, video and documents. The scenarios are endless with virtual worlds and until now, have been little more than pipe dreams to the average Web user,” says Vincent Teubler, co-founder of Gogofrog.

Teubler was an early convert to virtual worlds and envisaged the power of worlds beyond the traditional realms of fantasy game play. These worlds traditionally require users to download software and usually participate in a single often poorly regulated world. Whilst businesses, educators and users of social networks saw the potential, Teubler believes the need to download software, poor security and costs associated with participating and developing content or real estate have all contributed to severely limiting the broader use of virtual worlds.

“Due to their complexity virtual worlds have faced a mountain of problems in reaching beyond game players and the odd company with deep pockets,” Teubler says. “As a browser-based platform, Gogofrog users and visitors to the various worlds need only have access to the Internet to fully participate. Since its Beta launch, Gogofrog users have built simple 3D spaces to meet with friends, students and customers. They’ve set about decorating their spaces with photos, simple objects and their writings and have variously created places to meet, educate and do business in.”

Among other enhancements, the commercial launch of Gogofrog includes greater communications tools.

“Anonymous text chat lends itself to fantasy game play but not much else. Our users demanded real-world communication, so we enabled avatar-to-avatar controlled webcam communication. It doesn’t get any better than that. You can request and start a webcam chat with anyone in your virtual Web space — friend, family, colleague or visitor,” Teubler says.

Gogofrog also features a variety of user-defined security measures. The capacity to communicate via webcam is a big security bonus not found in other virtual worlds, as an avatar’s profile can easily be matched against them with a simple webcam chat. Gogofrog further allows users to set who they will allow in their world. With the click of a button, users can set it so only people they know — friends, family, students or staff — can enter their world, or they can set it so only those who know a password can enter. Teubler says the latter was especially important to educators who wanted to ensure their students would have a completely safe virtual experience.

Gogofrog also found participation is crucial to users, so the commercial site enables users to participate in the world’s economy.

“Many worlds already have buoyant economies as a result of allowing users to participate,” Teubler says. “Users need to be able to personalize and brand their worlds and potentially sell items to the broader Gogofrog user and visitor community. Gogofrog allows users to sell their images, scenes, avatars, avatar clothing and accessories and 3D furniture and objects. Everyone can make real money through their contributions.”

With user feedback continuing to be incorporated into Gogofrog’s software development roadmap, Teubler believes his prediction of virtual worlds becoming a highly sophisticated, commercial and entertaining part of social networks and the mainstream Internet is fast becoming a “virtual” reality. For more information about Gogofrog, visit www.gogofrog.com.

Contacts
Vincent Teubler Co-Founder Gogofrog
Melbourne, Australia
http://www.gogofrog.com
+61411265715

Monica Dodi
CEO Gogofrog
LA, California, USA

Jan 152009
 

Senor Hontar: “We must work in the world. The world is thus.”
Father Altamirano: “No Senor Hontar…thus have we made the world. Thus have I made it”
Final lines of the film ‘The Mission’

As well as the increase in venture capital investment across all virtual worlds, the time spent in them, measured in user hours, is growing too. While this is partly due to existing users spending longer it is often the about the typical new user who after the initial log-in hurdles becomes highly engaged for 3-18 months or longer with a particular personally resonant virtual world service. Virtual worlds that offer something beyond mall-like activities (PS3Home springs to mind) or just a glorified chat channel (there are quite a few in this category) will obviously increase engagement. The personalization factor, to make the virtual space YourSpace either by customising other community members work or by creating it from scratch yourself, naturally increases your personal investment. Second Life has always been about Your World and one of the major driving factors is aspirational lifestyle and peer appraisal.

We partly escape, we are often out to impress, we love the control but most importantly we like to co-create and communicate with those we like on our terms and in areas we make.

Increase in User Engagement Second Life

Linden Lab who run Second Life have just published figures looking at 2008 and as in several presentations I have been giving around the world, it shows that SL and other worlds are far more ‘sticky’ than traditional 2D social networks such as Facebook and MySpace. From the Linden Lab (second life creators) Blog:

Second Life Residents logged nearly 400 million hours in 2008, growing 61% over 2007
Thursday, January 15th, 2009 at 12:33 PM by: Zee Linden

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Jan 032008
 

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Virtual Worlds Necessitate Corporations Develop Personality followed by Gary’s top 15 tips to becoming human in the metaverse (and 2D socio-nets).

I have been doing a lot of work moving brands, properties and companies into Second Life recently and in the process I am often forcibly reminded of the divide that naturally exists, in these new worlds, between ‘the corporation’ on one hand and ‘the individual/community’ on the other. The 3D Virtual World is being used in many ways by the natives (aka the public, a bad definition I know), living out their fantasies in a very chaotic but social way. In strong contrast to that we have companies who are naturally bland, characterless, faceless and in the worse cases anti-social.

American Apparel

It is not all bad as we are seeing something very positive emerging and being played out as both sides manouver and become better aligned. We are also seeing the next phase as the early mistakes pull out and leave the new entrants to learn from those errors. So I have collected some of my thoughts below on how companies need to approach the development of their personality.

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May 122007
 

NOTE: Based on my sticky post ‘The Brand Owners Guide to Joining the Metaverse“.

As promised a rough transcript of my keynote talk to CeBit last week based on my experience of actually building some Second Life sims, talking to those who use them and creating branded environments that have more usage than any others inworld, so far. There will be a video and/or podcast at some point from CeBit TV but for now lots of ‘nice’ words and this YouTube video I uploaded…


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