IBM simulates business software in 3D game
IBM on Monday introduced a three-dimensional video game that puts a businessperson in a virtual office with the task of constructing a more efficient company.
The game, called Innov8, is meant to address a lack of skills in understanding and improving a company’s internal business processes.
Process improvement is a critical component to service-oriented architectures (SOA), a way of designing software as a series of interlinked, modular business services. The software for modeling and running this modular software is called business process management, or BPM.
Virtual World Population: 50 million by 2011
When technology analyst group Gartner recently asserted that “80 percent of active Internet users (and Fortune 500 companies) will have a ‘second life’, but not necessarily in Second Life†by 2011, a lot of people jumped the gun and assumed 8 out of 10 of all Net users would be in a virtual world in four short years. Not exactly, Gartner Chief of Research Steve Prentice tells us. “Firstly,†says Prentice, “this statement refers to ‘active’ Internet users– a subtlety missed in much of the subsequent reporting.â€
Here come Virtual World Intranets… Seriously
Online worlds on the Internet? That’s so last month ago. Judging by recent initiatives from Sun and IBM, the latest trend is a corporate-controlled, business-centric virtual world architected for internal use only– call it the intranet metaverse. In Sun’s case, it’s MPK20, a “a virtual 3D environment in which employees can accomplish their real work, share documents, and meet with colleagues using natural voice communication.â€
A Chinese Virtual Currency Challenges the Yuan
“A Wall Street Journal article reports that China’s fastest-rising currency isn’t the yuan. It’s the QQ coin — online play money created by marketers to sell such things as virtual flowers for instant-message buddies, cellphone ringtones and magical swords for online games. In recent weeks, the QQ coin’s real-world value has risen as much as 70%. It’s the most extreme case of a so-called virtual currency blurring the boundaries between the online and real worlds — and challenging legal limits. A Chinese Internet company called Tencent Holdings Ltd. designed the payment system in 2002 to allow its 233 million regular registered users to shop for treats in its virtual world. Virtual currencies are in use in many countries — but nowhere have they taken root more deeply than in China.”






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