Two Important Developments in 3D Virtual Worlds
It may have fallen out of fashion for brands to make forays into immersive 3D virtual worlds, but that doesn’t mean that development has stopped. And, in the last week, two important developments may help pave the way for much broader adoption of "place-based" virtualities online.
3D in a Browser Gains Steam. One of the largest barrier to the adoption of 3D virtual worlds has been that they don’t work in a standard web browser. Want to get into Second Life? Get ready for a 175MB software install, be prepared to spend a few hours learning a new software interface, and know that you’ll wait a minute or so to "drop into" the world every time you log in.
But it seems we may be getting close to having 3D working in a browser. Take a look at this.
Bottom line: if your 3D world is only a URL away, adoption rates will skyrocket. User numbers will go through the roof. And suddenly, virtual worlds will start looking interesting as a marketing vehicle for brands.
Interoperability with Standard Platforms Emerges. Another problem with Second Life and other 3D virtual worlds has been their inability to work with the standard 3D development platforms out there. In the "real world," homes are built in 3D Studio, movies are made in Maya, and complex 3D products are designed in Pro/Engineer.
Unfortunately, not one of these platforms imports seamlessly into virtual worlds. Or at least, not until now. Take a look at this.
Now, an architect can take his plans, import it seamlessly into an open-source virtual world, and meet with clients across the country in an avatarized environment which will help them envision their new space.
Bottom line: This is an easy-to-understand benefit which will help drive virtual adoption. When movie creatures and sets can be imported for pre-visualization meetings, and new electronic devices brought in for a virtual product demo, we have found an important use for virtual worlds.
