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critical ops hack is 1994 all around, however, the stakes are higher this time around. A fresh struggle for development, approval, and control of data delivery is Published in Silicon Valley and across the globe. Various companies, the majority of which you haven't ever heard of before, are racing to develop and deploy the next generation user interface. Which firm will win? What business models are they employing? How does the future look? The shift in technology will likely be so good it is going to affect how you utilize the Internet, the best way to communicate, and also change the gear you use to access the Internet.


It's not Netscape and Microsoft that time. Facebook and MySpace have lost. It's a rich and powerful three dimensional world that can convey culture and information in an effective and engaging way. Within these robust digital worlds, the only limitation is our own joys. Virtual technologies are in their nascent growth phase, but are increasing faster than anyone could have ever predicted. A confluence of infrastructure, computer technology and social behaviour theory is yielding strong new methods to interact and socialize over the Internet. The notion of"goggling to the Metaverse along with your personalized Avatar for a meet and greet" as predicted in the futuristic vision of Neal Stephenson's novel"Snow Crash" is truly not far from the reality.


Second Life, World of Warcraft (WoW), and IMVU provides a fantastic view into the future of immersive communications and the next generation browser growth. Seeing how individuals team together to conquer the game challenges in WoW has spawned attention from social interaction to leadership development academics, as well as the Military. The use of immersive environments on learning and education are limitless. In the future, teamwork and leadership might no longer be a pedagogical exercise comprised to school courses; it is going to be a totally immersive hands-on learning experience where students learn skills in various virtual settings and scenarios. Ubisoft, the game's programmer, wrote that"America's Army" was the"deepest and most realistic military game ever to hit consoles" A little audience by WoW and Shanda standards, the sport has over 30,000 players regular and is on Xbox, PlayStation, cell phones and Game Boy. Another and perhaps better use for the technology is instruction. What would firms pay to employ an MBA graduate who had spent a few hundred real hours at Jack Welsh's mimicked shoes? And we believed EA's Madden Football was big. In the long run we will be able to teach, test and hone key skills to generate better knowledge leaders and workers with the improvements in new immersive browser technology.


Today, the digital world business models are in evolution. WoW has a subscription service at which it charges about twenty dollars a month to login to the virtual fantasy world. China's Shanda with its Legend of Mir and other virtual properties has a pay-per use and subscription models. critical ops hack includes a publication model. Its chat environment is so rich and realistic that users actual pay for virtual clothes to get their avatar and virtual gifts for others. Active Worlds has taken a much more stage centric approach charging to the foundation application for other people to develop upon. Second Life has virtual money named Linden dollars which is used to cover service and goods within the digital universe. Linden dollars can be purchased with actual money. Walking around in Second Life and seeing all the billboard type ads does make me think about the Internet's early days where ads popped up from nowhere and there were not any usability guidelines or design best practices. But, which model will triumph? There is room for many models, but it's too early to tell that browser will triumph.


I purchased my last background seven decades ago and don't plan on buying another. Being tethered is no longer an option. Surfing while walking between rooms, booting up at the coffee shop, and logging on at the airport is normal behavior for most of us. However with critical ops hack emerging technologies, our computing habits can change even further. Myvu and iTheater are creating goggles that project information right in front of your own eyes. It's mostly for game consoles and iPod movies now, but it has potential. In the near future, you might have a pair of goggles which have a higher resolution and are lighter than your notebook LCD screen, in addition to delivering more privacy while on the airplane. Celluon has tech that laser projects a keyboard on any flat surface, eliminating the need for a physical keyboard. With progress such as these, will our future computers seem more like a soda could hooked up to goggles compared to rectangular paperweight of today? Hardware advancements together with the growing interactive digital applications will merger to deliver us a new totally immersive user experience.


One downside is that the most virtual worlds require a large application download and setup. Each digital world requires its own program, so if you create for Second Life you are limited to Second Life residents and don't have any access to additional audiences. The application diversity is a huge negative for revenue scaling. It harkens back the browser interoperability of the'90s, in which companies had three variations of their sites to adapt browser differences. But finally, there will be a de facto standard and the winning program will come preloaded in your computer. I am interested in seeing if this shakeout also produces anti-trust litigation.


Can Silicon Valley produce the next 3-D interactive browser regular or will China? Only time will tell. However, the effect of immersive 3-D digital worlds on communications, social interaction, and education may change our lives as much as the microwave and remote control. . .and maybe TiVo.