October 2007アーカイブ
Photo CC-BY-NC-SA Fumi Yamazaki
Recently he came to Japan to speak at the Virtual World Summit, and I had an opportunity to interview him.
As he has willingness to share his experience being machinima creater,
he talked about various tips for people who wants to start creating machinimas for the first time.
He is also planning to do some workshops, so please stay tuned if you are interested!
One of his works, "Silver Bells and Golden Spurs" can be seen here:
Eric Callさんは、元リンデンラボの社員でEric Lindenとして知られていた
有名マシネマクリエイターです。
Virtual World Summitでの講演のため来日されていたので、インタビューをさせて頂きました。
マシネマクリエイターとして最先端を走ってきた彼は、
是非自分の得て来た知見を皆さんと共有して、
みんなでもっとよいマシネマを作っていければと考えておられます。
今回のインタビューではマシネマを作ったことがない人に向けた
tipsを語って頂きましたが、日本でのワークショップの開催も計画しているとのこと。
楽しみです!
最初に講演した米国法人社長のAshwin Navin氏は,光ファイバを使ったインターネット接続が家庭に広まりつつある日本は,BitTorrent技術を利用する環境として最適であると語った。全世界でBitTorrentプロトコルに対応したクライアント・ソフトウエアは約1億6000万本インストールされていて,このうち日常的にBitTorrentを利用しているアクティブなユーザーは3000万~4000万人いるとの分析を明らかにした。
パートナー企業では,角川デジックス 代表取締役社長の福田 正氏の講演が注目を集めた。福田氏は,角川グループがBitTorrent日本法人に出資したことを明らかにし,日本における映画コンテンツなどの配信事業に,BitTorrentを利用していく意気込みを語った。既に東京ネットムービーフェスティバルで行った配信の実証実験で,人気のあるコンテンツに関しては,ピア同士がコンテンツの配信網を形成することで送出側の負荷を5%にまで減らせることが分かったという。違法コピーを撲滅するには,コンテンツ保有者自らがユーザーに対して高画質のコンテンツを安価に配信するサービスを手がける必要があると考え,BitTorrentの採用を決めたという。講演の終わりに福田氏は,角川グループが2008年7月~9月に動画配信サイトをプレオープンし,同年10月~12月に正式オープンするというロードマップを明らかにした。
80% of active internet users will participate in the virtual world by 2011 according to Gartner,
and there are other statistics that states that the virtual world will prevail.
Virtual world enables "immersiveness" or active customer engagement,
and what companies needs to think about is to
"REDEFINE YOUR BRAND" in order "TO ENGAGE YOUR CUSTOMERS"
according to Ben Richardson, VP of Business Development at Makena Technologies (There).
But not all the virtual world has engaging customers,
not all the contents in the virtual world is engaging.
Virtual world has no ends, no goals, and that's a big differentiation towards games.
It is a community, it is about communication.
You need to choose the right virtual world with the right audience you want to reach,
you need to create contents that reaches the community and communicates with them.
Photo CC-BY-NC-SA Fumi Yamazaki
Makena Technologies operates "There.com",
which is one of the virtual worlds (like Second Life).
There.com created a virtual world for MTV,
they have 1 million members, their user base is quite unique in that
average is 22 years old (whereas SecondLife is 32 years old) and 70% are between 13 and 26,
50% are female, average user uses There.com 20 hours per month.
There.com did a case study with Capitol Music Group:
They created a virtual night club with video, audio, and commerce.
They did live events with MIMS, Korn and the Beastie Boys,
and the artists interacted with their fans for 1-2 hours which is impossible in the real world.
42,774 visits at commerce kiosk
17,463 visits to the club
4,363 visits to the live event
2,616 hours spent (10 min / visit)
I was able to interview Ben a bit :)
-What is unique about There.com compared to other virtual worlds?
It enables full self expression and emotional engagement,
you can have facial expressions (which SecondLife etc doesn't have).
-How did they create this user base which is basically young female teenagers,
and there's 1 million of them.
The answer is word of mouth.Learn from Myspace he says.
The other thing is that there.com is "safe".
98% of the contents that exists in the world of There.com are
created by the users. And yet, ALL of the contents are checked by their staffs
and unless they say OK, it won't be uploaded.
Also, 9 people are engaged in user support, and they have 24/7 support.
If you want to get rid of stalkers, you can ask the user support to do it.
FYI, Linden Lab always releases their key metrics, and the newest one is for August, 2007
so you can compare some of the metrics here:
皆さんはThere.comを使ったことがありますか?
There.comはマケナテクノロジーズが運営しているvirtual worldで、MTVもthere.comを使ったことで有名。
SLと比べての特徴としては、顔の表情まで作ることができること。
Virtual Worldの特徴を、immersiveであるとしており、
お客さんを密接に巻き込めるということを強くメッセージとした講演を行いました。
There.comのユーザは100万人にのぼり、
平均年齢22歳(SecondLife は 32 歳)
50% が女性、 70%が13 歳から26歳の間。
月に平均20時間利用している。
100万人いて、若い女の子が多い。。。というユーザ層は
企業によっては非常にマーケティング対象に近い。
どうやって集めたかというとクチコミのみとのこと。
Myspaceから学べ、と。
また、もう一つの特徴は「安全」。
98%のコンテンツはユーザが作成した物だが、必ずスタッフが眼でチェックしてから
アップされている。5人体制でチェックを行っているとのこと。
更に、9人が24時間体制のユーザサポートに従事しており、
ストーカーに追いかけられてもサポートに連絡すれば大丈夫。
the largest virtual world event in Tokyo.
I would like to introduce some of the sessions I thought was interesting.
The session by Mr. Sibley Verbeck,
the CEO of Electric Sheep Company was very interesting.
Photo CC-BY-NC-SA Fumi Yamazaki
He talked about an interesting example of a TV program called "CSI"
which basically is a mystery, each episode someone is murdered and
detectives will be investigating.
For this program, they are doing something very experimental (and interesting!)
in that they are inviting the audience of the program to join this program in Second Life,
and help to catch the suspect within the virtual world.
The first week, the suspect is not catched, so the audience will be able to enjoy
the virtual world seeking who the criminal is.
They will have new crime every 3 week, and the program will continue for 3 months.
Here you can see the official trailer that CBS uploaded on YouTube:
As the background of this program, we should point out the fact that however you create stuff in virtual world,
people won't come just by that. You need to advertise your virtual space you created.
This experiment with TV program is an excellent way of advertising CSI (or CBS's) virtual space.
Another interesting thing about this project is how they used product placement.
CSI has an image of state of the art, high tech laboratory, and if you have seen the trailer above,
you have seen Cisco's logo there. Cisco is actually paying to get their ad up there.
The ad was sold jointly by CBS and ESC, ESC people actually trained the CBS sales people
and the presentation was done by ESC.
CBS created a sales package of TV ad, virtual world ad, ads within TV episode, etc.
ESC created a special load balancing software for this CSI program,
because normally in SecondLife world you can't get many people in a sim,
so they created over 400 regions in SL, and can accomodate over 15,000 people simultaneously.
If someone wants to go to a copy that your friend is in, that is possible as well.
The story on this program is featured in New York Times:
Fictional Characters Get Virtual Lives, Too
==About Electric Sheep Company==
Electric Sheep Company is a company that develops softwares as well as
contents for the virtual world, especially Second Life.
In order to deal with the virtual world, you need to deal with
media, technology, community, contents and many other aspects,
and ESC is right on top of them.
They have developed OnRez viewer for SecondLife which will be launched on 10/24.
It's a viewer for SecondLife, very similar to browsers.
For web users who has never experienced the virtual world, the usability of SL had been difficult.
OnRez viewer is seeking to solve this problem,
if you put the location in the textbox, you'll get to the place (just like URL)
and you have all the browser navigations such as "back", "home", "history",
you can see websites within this browser, and you can search on your inventory
(which generally gets really messy...)
This OnRez viewer is an essential part of the CSI program.
This is their announcement on the OnRez viewer:
CBS Corp. is the investor of ESC, they participated in a $7 million round of financing,
which includes existing investors Gladwyne Partners.
ESC's clients include Time Warner Inc.'s AOL, General Electric's NBC, Reuters Group and Viacom Inc.
Following are other topics that were covered in Sibley's speech.
==What are virtual worlds?==
What is unique about the virtual world is that you can "feel" the same place,
"experience" the same thing in the virtual world.
It is important to understand this before you create things,
and let the users "feel" and "experience".
If your users are merely "watching" things,
you can have them go to your website or show a video on YouTube.
If you are building something in virtual world, you should make the most of that opportunity.
==What will virtual worlds be used for?==
1) a communication medium. (more human than websites)
2) a great e-commerce platform
(have someone help out the users for customer service. you can't do that on websites)
3) entertainment, games
4) business, education, training
==What are the business models?==
subscription, selling virtual goods, selling real goods, services are all possible,
but what has the most opportunity is advertisements.
Ads in virtual world are not necessarily ads, they can be contents.
==What are Ad models in the virtual world like?==
1. entertainment brings together large number of people
2. advertiser (and their brands) creates a part entertainment experience
3. get users to advertise for you
**************************************************************************************
先週の木曜日、両国で開催されたバーチャルワールドサミットに参加してきました。
その中で、「Second Lifeにおける新しいブラウザ技術とマーケティングツール」というタイトルで行われた
Electric Sheep CompanyのCEO、Sibley Verbeck氏の講演が面白かったので少しご紹介します。
CBSがやっている"CSI"というミステリーテレビ番組で、
毎回殺人が起きて科学捜査官が捜査するというもの。
これをESCが協力して、セカンドライフとの組み合わせで制作することになった。
3週セットの番組になっており、最初の週は事件が起こるが犯人はわからない。
そこで視聴者はセカンドライフの中に入り、犯罪者が誰なのかを推理するというゲーム仕立てになっている。
このプログラムのために、ESCではセカンドライフ用のブラウザーも制作。
今までのセカンドライフのインターフェースではとっつきにくいというヒトも簡単に使えるように
ブラウザーそっくりのUIにセカンドライフのインターフェースを作り替えた。
そもそも、セカンドライフの中で色々な場所を作るものの、
それがあまり宣伝されずいまいち盛り上がらないという現象が多く見受けられるが
作ってもプロモーションを行なわなければヒトは来ないというもの。
このCSIのプロジェクトでは、テレビ、ネット、バーチャルワールドの
三位一体で色々な角度で作り上げる実験プロジェクト。
もちろん広告パッケージもしっかり作ってあり、
テレビCM、バーチャルワールド内の広告、テレビのエピソード内の
プロダクトプレースメントをパッケージで販売している。
上記YouTubeのtrailerの中でも既にCiscoの看板が見えている。
どんな会社でも広告を出せばよいというものではなく、
CSIのハイテク、最新鋭というラボのイメージに合った広告主が入ることで
引き立たせている。
ESCではこのプログラム用に特別なロードバランサーも開発したとのこと。
新しいテレビ番組のあり方、新しいバーチャルワールドのコンテンツ制作のあり方、
新しい広告のあり方などに大きなヒントを与えてくれそうなこの番組、
10月24日が第一回放送ということで、楽しみです。
ちなみにESCは日本の会社ともこれから色々なプロジェクトを行う予定で、
日本オフィスも年内には立ち上げるとのことです!
Yu Takaki, who is an AMAZING engineer.
This is the "handmade PC" that he brought.

Photo CC-BY-NC-SA Fumi Yamazaki
If you're interested in seeing this machine, please let us know and I'll arrange a meet-up :)
昨日は優秀なるエンジニア、高木裕さんもラボにいらしてくださいました。
彼のお手製PCが、ただただすごい。。。!
What is Pecha Kucha Night? from Pecha Kucha website:
-Last night it was noted that there's 91 cities doing Pecha Kucha now. It's great!Pecha Kucha Night, devised by Astrid Klein and Mark Dytham (Klein Dytham architecture), was conceived in 2003 as a place for young designers to meet, network, and show their work in public. (Admittedly, it was also a way to get more people to visit SuperDeluxe - their then newly opened multimedia event space in Tokyo).
But as we all know, give a mike to a designer (especially an architect) and you'll be trapped for hours. The key to Pecha Kucha Night is its patented system for avoiding this fate. Each presenter is allowed 20 images, each shown for 20 seconds each - giving 6 minutes 40 seconds of fame before the next presenter is up. This keeps presentations concise, the interest level up, and gives more people the chance to show.
Pecha Kucha (which is Japanese for the sound of conversation) has tapped into a demand for a forum in which creative work can be easily and informally shown, without having to rent a gallery or chat up a magazine editor. This is a demand that seems to be global - as Pecha Kucha Night, without any pushing, has spread virally to over 80 cities across the world. Find a location and join the conversation.
So this is some of the slides I presented:
Introduction of the members.
Video of JUMP
(for last night, I edited out to 80 seconds)
Introduction of the 2nd project, "MOGA"
In the world of text, when you create contents you write "text" like in Wikipedia,
and when you search contents you write "text" into search box in Google.
In the world of MOGA, when you create contents you take action (such as lift your hand)
and that video content is created.
When you search contents, you take action (such as lift your hand)
and the video of other people who did the same action or pose will be displayed on the screen.
It's sort of like a mirror, but it doesn't get your own reflection- it get a reflection of other people.
Video of MOGA
(for last night, I edited out to 30 seconds)
Future plans (such as a dance festival with MOGA, connection with virtual space such as Second Life)
It was great experience, lots of good feedback, especially to JUMP -people wanted to participate!
Thank you very much to Atsuko-san for the coordination and accepting me to present.
昨晩、Pecha Kucha Nightでプレゼンをさせて頂きました。
Pecha Kucha Night とはAstrid Klein と Mark Dytham が率いる Klein Dytham architecture
という建築の会社が中心となって 2003 に始められた若いデザイナー達の会合で、
様々な人がプレゼンを行い、ネットワーキングを行う場として有名。
プレゼンターは20枚のスライドを準備し、一枚につき20秒が与えられる。
つまり、6分40秒しか話すことはできない。
映像は2分以内であれば使ってOKだが、
映像の秒数だけスライドの枚数を削減しなければならない。
このフォーマットは技術者/デザイナー/建築家等がコンパクトに要点をまとめて話せるようにとの配慮
およびなるべく多くの人に話す機会を与えたいとの配慮から産まれたもの。
Pecha
Kucha Night はいまや91都市で開催されている。
特に多都市展開を推進していたわけではなく、純粋にクチコミで。。。
内容は建築系が多いもののアート系/パフォーマンス系/工業デザイン系等多岐に渡り、
普通でないものをプレゼンしにくる人が多いので極めて濃くて面白い物を見ることができます。
次回は11月1日に開催予定。是非一度お試しください。
ちなみに英語と日本語は半々です。
Actually, he's planning to come every Monday here to have a meeting.

Photo CC-BY Joichi Ito
He is one of the most famous gadget geeks of Japan,
and I'm hoping he'd start his gadget talks here on the lab blog :)
Yesterday he brought his "Rolly" to the meeting,
which is a cute little musical gadget made by SONY.

So to start off, I've made this video clip.
If you'd like to meet Minami-san to talk about the future of gadgets and technologies,
please let me know and I'll see if I can arrange a meeting on Monday here.
I'm also asking him if I can visit his house to shoot his gadget collections
so if you are one of those gadget lovers, stay tuned!
日本のガジェットギークの中では最も有名な人の一人、
南一哉さんことデジクマさんは毎週月曜日ミーティングのため
ラボにいらしてくださることになりました。
その第一回ミーティングが昨日だったのですが、さすがガジェットキング。
ちゃんと昨日もガジェットをもってきてくださいました。
SONYのRolly!
デジクマさんとガジェット、そして未来のテクノロジーについて語りたいという方は
お知らせ下さい。
On 8/28, we had Reid Hoffman, founder of LinkedIn and
Heather Ford, executive director of iCommons came to speak at our seminar.
Joi Ito's Labでは、スポンサー向けにミニセミナーを開催しています。
8/28 に開催したセミナーでは、LinkedIn 創業者の Reid Hoffman さんと
iCommons executive director の Heather Ford さんにご講演頂きました。
Photo: CC-BY-NC-SA Yukitake Kuriyama and Fumi Yamazaki
第二部:Reidの講演
Reid
Photo: CC-BY-NC-SA Yukitake Kuriyama and Fumi Yamazaki
Joi
Photo: CC-BY-NC-SA Yukitake Kuriyama and Fumi Yamazaki
Photo: CC-BY-NC-SA Yukitake Kuriyama and Fumi Yamazaki
Joi Ito's Lab is a laboratory to explore, research and experiment
to seek the future of the web.
The lab is open, various projects and members
are coming in and out of the lab based on project basis.
Physically we have an office in Tokyo,
but most of the communication are done online.
This is our office in Tokyo.
Photo CC-BY-NC-SA Fumi Yamazaki
And a bunch of servers...
Photo CC-BY-NC-SA Fumi Yamazaki
The lab is unique in that we don't actually employ researchers,
but it's fairly open and people who wants to do some research uses our infrastructure,
research results are basically going to be open to the public.
Infrastructure-wise, we have 1Gbps dark fiber,
servers, Secondlife island, Asterisk, streaming server etc.
...I received a question of what projects we are actually doing here,
so in my future posts I will explain some of those projects.
But to give you a brief idea of some examples,
we have a SecondLife island called "Kula" where people are building various projects
(Creative Commons, Magnatune, Mozilla24 etc have their projects here)
Our streaming server is used to stream various conferences including
iCommons Summit 2007, The New Context Conference 2007, etc,
We went to Ars Electronica2007 to present an interactive art called "MOGA"
with the "team CCMIX" which consists of Keio Univ. Ubiquitous Cinema Lab,
Joshibi Univ. of Art and Design, and our lab.
You can see a video of MOGA here:
Joi Ito's Labでは、webの未来、もしくは新しくて面白い物を求めて
色々なプロジェクトを立ち上げています。
基本的にオープンで、研究員は抱えない。
そのかわり、色々な人に場を提供し、研究成果もオープンにするという
ちょっと変わったラボです。
設備的には、ダークファイバー(1Gbps)が入り、サーバやセカンドライフの島、
Asterisk(IP電話)やストリーミングサーバなどが使える環境を整えており、
それらを使って、興味がある人が色々なプロジェクトを立ち上げています。
今後、このブログではそれらのプロジェクトの紹介をしていきたいと思います。
the New Context Conference 2007 on a TV show called BlogTV.
The contents of BlogTV are all Creative Commons Attribution licensed,
so you are free to reuse, remix the contents.
Basically the show is in Japanese, but the speeches of English speakers are
in English and subtitled in Japanese.
BlogTVチームでは The New Context Conference 2007 の様子を撮影/編集し、
9/27にテレビ番組として放映しました。
なお、BlogTVのコンテンツは全てCreative Commons Attributionライセンスですので、
ご自由に再利用、リミックスして頂いて結構です。
Wikipedia創設者、Jimmy Walesさん。
Bit Torrent社長兼共同創業者、Ashwin Navinさん。
LinkedIn創業者、会長兼社長、Reid Hoffmanさん。
慶応義塾大学環境情報学部教授、稲蔭正彦先生。
DJ、プロデューサーのテイ・トウワさんと映画監督の中野裕之さん。

