Conference Keynotes
Transcription
Conference Keynotes
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 1 Page 2 Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ presented by www.VirtualWorldsExpo.com Welcome Virtual Worlds Management Tonda Bunge Conference Director 512-484-5574 tonda@showinitiative.com Welcome to the second annual Virtual Worlds Expo. When we launched last year, we were still in Silicon Valley and still talking as early adopters. One year later and we are in the entertainment capital of the world. Just putting together the content for this Expo was a lesson in how far we’ve come. Tim Williams Sales and Marketing Director 512-289-8687 tim@showinitiative.com Never mind the 100+ youth-oriented worlds that are live or in development - the actual user numbers and time spent in these worlds makes it clear that they’re taking hold. With so much attention, we’re happy to welcome the entertainment industry. Virtual worlds as a medium - not just a technology - have the potential to revolutionize Hollywood. While kids are certainly a focus, this show is not all fun and games: virtual worlds are being adopted and put to use by organizations everywhere, from the U.S. government to the healthcare industry. Our enterprise track provides key insight on how businesses can leverage virtual worlds. Joey Seiler Editor, VirtualWorldsNews.com 512-535-8650 joey@showinitiative.com Christopher Sherman Executive Director, Founder 512-633-4132 chris@showinitiative.com www.VirtualWorldsManagement.com Contents Sponsors Media Partners Thursday Schedule at a Glance Friday Schedule at a Glance Keynote Speakers Expanded Schedule Virtual Worlds Kids Virtual Worlds Hollywood Enterprise Virtual Worlds Future of Virtual Worlds Technology & Results Speaker Biographies Expo Floorplan & Exhibitor List Exhibitor Profiles Sponsor Profiles Virtual Worlds Innoviation Awards Show Map 4 5 6 7 8 10 12 14 18 20 22 39 40 48 49 50 And then there’s the future. With young users investing so much of their time and energy in virtual worlds, the next five to ten years promise to be particularly exciting. We’re thrilled to present an entire track dedicated to looking ahead at future applications, technologies, and evolutions of the virtual worlds industry. After all, if we want to be ready for when all those kids grow up, we need to start the conversation now. That’s why we also encourage you to continue this discussion with us after the show. We’ve built in lengthy breaks for networking that we hope you’ll take advantage of here, but please also stay in touch after we all leave Los Angeles. You can keep up with the latest industry news at VirtualWorldsNews.com and our online community at Virtual Worlds Connect. For now, though, please enjoy our wonderful speakers and exhibitors. The newest technologies and applications for virtual worlds are on display in the exhibit hall, and the brightest innovators from multiple industries are sharing their knowledge in our sessions. It’s a rare opportunity, and I’d like to thank all our speakers and sponsors for making this event possible. Don’t forget to join us for the first annual Virtual Worlds Innovation Awards, Wednesday at 5pm in the exhibit hall (page 49). Sincerely, Christopher Sherman Executive Director, Founder Virtual Worlds Management / Show Initative, LLC Virtual Worlds Management Events and Services Virtual Worlds London™ Virtual Worlds 2009™ Virtual Worlds Expo™ October 20-21, 2008 in London, England March 10-11, 2009 in New York City Fall 2009 location to be announced www.VirtualWorldsLondon.com www.VirtualWorlds2009.com www.VirtualWorldsExpo.com Virtual Worlds News™ Virtual Worlds Jobs™ Virtual Worlds Weekly™ Virtual Worlds Connect™ Trade industry news blog, updated daily The industry employment solution Weekly email newsletter The social network for VW professionals www.VirtualWorldsNews.com www.VirtualWorldsJobs.com www.VirutalWorldsWeekly.com www.VirtualWorldsConnect.com Show Initiative, LLC VirtualInsight Worlds | Daily. P.O. Box 200489 | Austin, TX 78720-0489 News, Strategy, andManagement Analysis. Updated www.VirtualWorldsNews.com | fax: 512-692-2532 Page 3 Gold Sponsors Silver Sponsors Bronze Sponsors Page 4 Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ Sponsors Media Partners News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 5 Schedule At A Glance Wednesday, September 3, 2008 7:30 am 9:00 am 9:00 am 10:30 am Registration and Badge Pick-Up Welcome - Christopher V. Sherman, Executive Director, Virtual Worlds Management - Sibley Verbeck, CEO, The Electric Sheep Company Keynote - Jon Landau, Academy Award-winning Producer, Lightstorm Entertainment, Inc. 10:30 am 11:00 am 11:00 am 12:00 pm Break and Demos in the Expo Hall Virtual Worlds Kids Virtual Worlds Hollywood Enterprise Virtual Worlds Future of Virtual Worlds Technology & Results Room 409 AB Room 408 B Room 408 A Room 406 AB Room 404 AB Virtual Worlds in the Workplace Technical Visionaries Discuss and Debate The Future of Virtual World Technologies Evolution of the Toy Industry: the Opportunities of Online Play 12:00 pm 1:00 pm 1:00 pm 2:00 pm 3:30 pm 4:00 pm 4:00 pm 5:00 pm 5:00 pm 6:00 pm Virtual Worlds Primer for the Entertainment Industry Brands in the Virtual World Case Study: There and Scion Virtual World Advertising: Lessons Learned Lunch and Demos in the Expo Hall Purse Strings and Piggy Banks: Generating Revenue from Younger Users 2:00 pm 2:30 pm 2:30 pm 3:30 pm Room 403AB Virtual Worlds By the Numbers: A Look at the Market Research How to Convince the Boss You’re Not Off Your Rocker: Getting Buy-In for Enterprise Immersive Internet Initiatives Business Visionaries Panel: Where Is the Business Headed Next? Unified Communications Meets the Virtual World Break and Demos in the Expo Hall Investing in Virtual Worlds Bringing Celebrity Brands to Virtual Worlds Virtual Worlds in Healthcare: Real-World Benefits Mobile Virtual Worlds: Leaving the Personal Computer Behind Winning Strategies to Optimize Online Revenues Leading initiatives in MMOGs/Virtual Worlds Break and Demos in the Expo Hall Afternoon Keynote Steve Parkis, Senior Vice President, Disney Online Exhibit Hall Stage Evening Reception in the Exhibit Hall Virtual Worlds Innovation Award winners announced Plus, view exciting virtual worlds demos and have a drink. Looking for something? Show Map on page 50 Page 6 Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ Thursday, September 4, 2008 8:00 am 9:00 am 9:00 am 10:30 am Registration and Badge Pick-Up Welcome - Christopher V. Sherman, Executive Director, Virtual Worlds Management Room 403AB - Reuben Steiger, CEO and Founder, Millions of Us Keynote - Colin J. Parris, Ph.D., VP, Digital Convergence, IBM Research - interviewed by Erica Driver, Principal, ThinkBalm 10:30 am 11:00 am 11:00 am 12:00 pm Break and Demos in the Expo Hall Virtual Worlds Kids Virtual Worlds Hollywood Enterprise Virtual Worlds Future of Virtual Worlds Technology & Results Room 409 AB Room 408 B Room 408 A Room 406 AB Room 404 AB Best Practices for Education in Virtual Worlds How TV Networks Are Effectively Using Virtual Worlds Virtual-Worlds @ Work: Onboarding and Sales Training Augmented Reality: Virtual Interfaces to Tangible Spaces 12:00 pm 1:00 pm 1:00 pm 2:00 pm Lunch and Demos in the Expo Hall Hot or Not: Generic, Branded and Functional Virtual Goods … Oh My! 2:00 pm 2:30 pm 2:30 pm 3:30 pm The Future of Virtual Collaboration in the Enterprise Virtual Worlds Roadmap From the Metaverse to the Interverse: Japanese Efforts to Evolve the Virtual Worlds Landscape Break and Demos in the Expo Hall Virtual Worlds in Schools 3:30 pm 4:00 pm 4:00 pm 5:00 pm How Virtual Worlds Influence the Future of Entertainment Bringing Movies into the Virtual World: A Legal and Business Perspective Case Study: National Guard’s Joint Training Directorate’s Virtual World for Collaboration Virtual Worlds Meet the Web: The Present & Future Working in Multiverse Break and Demos in the Expo Hall Case Study: Bridging the Gap between Digital First Brands and Consumer Product Lines Virtual Worlds: What Producers Need to Know Using Virtual Worlds to Enhance, Streamline and Augment the Film-Making Process. Open-Source Interoperable Virtual Worlds mark your calendar: Virtual Worlds 2009 March 10-11, 2009 New York City News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 7 Conference Keynotes Conference Keynote: Wednesday, September 3rd, 9:00am - 10:30am Jon Landau Academy Award-winning Producer Lightstorm Entertainment, Inc. Advisor, Multiverse Academy Award ® - winning producer Jon Landau has repeatedly demonstrated an ability to oversee and deliver major motion pictures. The combination of Landau’s thorough understanding of complex visual effects technologies, his ability to work hand-in-hand with the highest caliber of creative talent, and his motivational ability with crews of all sizes has enabled him to play a significant role in numerous major motion pictures. Currently in production on the widely anticipated James Cameron film, AVATAR, Landau has also produced such films as James Cameron’s TITANIC and Steven Soderbergh’s SOLARIS, also under Cameron’s “Lightstorm Entertainment” banner. In the past, Landau co-produced Warren Beatty’s DICK TRACY and the family comedy hit HONEY, I SHRUNK THE KIDS. Throughout the early ‘90’s, Landau was Executive Vice President of Feature Film Production at Twentieth Century Fox. Conference Keynote: Wednesday, September 3rd, 4:00pm - 5:00pm Steve Parkis Senior Vice President Disney Online Steve Parkis is Senior Vice President of Disney Online (DOL), the business unit of the Walt Disney Internet Group (WDIG). Parkis oversees Disney Online Studios, the internal team that builds, operates and publishes an expansive line-up of games, virtual worlds and online social communities. Parkis focuses on product development and operations of Disney-branded online entertainment including Disney’s Pirates of the Caribbean Online, Disney Fairies Pixie Hollow, Playhouse Disney Preschool Time Online and Disney’s Toontown Online. Previously, Parkis served as Vice President of premium content, where he oversaw the product development, operations and marketing of Disney-branded Internet content. Prior to that, Parkis served in finance and corporate development at WDIG overseeing, among other things, the strategy for the delivery of the GO Network’s rich media content and development of its entertainment-focused vertical content areas. Most recently, Parkis was responsible for leading the financial planning team of WDIG during the division’s drive to profitability. Conference Keynote: Thursday, September 4th, 9:00am - 10:30am Interviewed by leading industry analyst Erica Driver Colin J. Parris, Ph.D. Vice President, Digital Convergence IBM Research Dr. Parris is currently Vice President, Digital Convergence, in the IBM Research Group. Under his leadership IBM has formed an emerging business which takes an end-to-end systems perspective to bringing highly visual, interactive interfaces into the world of business, science, healthcare and education. Previously Dr. Parris was Vice President, System Assurance & Post-Sales Technical Support, in the IBM Systems and Technology Group where he was responsible for end-to-end quality and post-sales technical support for the IBM server and storage products. Prior to his Systems role, Dr. Parris was Vice President, Strategic Growth Development and has also held several other technical and business executive positions at IBM, Tivoli, and Prodigy Services Company as well as several research positions at IBM’s Thomas J. Watson Research Center and AT&T Bell. He has published numerous papers and has patents in the areas of network management, multimedia systems, and mobile agents. Page 8 Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ News, N Ne ew wss, Strategy, Sttra ratte egy gy, IIn Insight nssiig gh ht and and Analysis. an An A nalys allyyssis a is.. Updated Upd pda atted ed Daily. Da aiily ly. ww www.VirtualWorldsNews.com w ww.Vi Virt Virt rtua ualW alW Wo orrlld dsN sNew ews.c s.cco om Page P Pa ag ge e9 Expanded Schedule VIRTUAL WORLDS KIDS WEDNESDAY, SEPTEMBER 3, 2008 11:00 - 12:00 pm Evolution of the Toy Industry: The Opportunities of Online Play Kids are playing with more than just toys these days, engaging in virtual worlds often upwards of 16 hours each week - creating avatars, playing games, earning and spending virtual currency, and socializing. These online-offline, web-connected products offer enhanced play value and are the glue that bonds these digital natives, Generation Z (kids 2-14) to a new generation of play. This cutting edge discussion is focused on the evolution of toys and online play. Panelists from leading toy companies will discuss their latest innovations and how the world of safe online play is bringing the excitement of off line toys and online play to a whole new level. Attendees will also share insights gained from a new TIA/NPD Group research study, Online Play: Earning Mom’s Trust and Children’s Interest, which was commissioned to help industry players understand what’s driving moms and kids ages 2 to 14 to social, gaming and/or entertainment websites. - Julie Livingston, Senior Director, Public Relations, Toy Industry Association, Inc. (moderator) - Ginny McCormick, Interactive Director, Techno Source, maker of Clickables - Brenda Elliot, Vice President, Marketing, iToys, maker of Me2 - Joshua Howard, Senior Vice-President of Online Development/Bella Sara Online, Hidden City Games - Ethan Wood, Senior Industrial Manager, Mattel 1:00 - 2:00 pm Purse Strings and Piggy Banks: Generating Revenue from Younger Users As more and more kids turn to the Internet for entertainment and communications, youth-focused properties have become a hot ticket for many new virtual worlds developers. As an ever increasing number of worlds targeting children come to market, and populations in them soar, companies find themselves looking for creative ways to generate revenue from kids and tweens. But with parents controlling credit cards and purse strings, what are developers doing to make sure their young users can actually put money into the virtual world? This session will focus on the changing nature of targeting younger users and how to ensure positive revenues from this audience. Topics to be covered include: What can be done to gain parental buy-in? How can developers create safe, secure financial environments for kids? What product design considerations need to be made? What is off limits Page 10 and what is absolutely required when monetizing kid-friendly online worlds? - Kenneth Locker, SVP Digital media, Cookie Jar Entertainment 2:30 - 3:30 pm Investing In Virtual Worlds Investors are in the rare position to have a 30,000-foot view of the landscape. Looking at markets and trends and the entire ecology of the market, leaders from the investment community come together in this session and discuss investing in virtual worlds. Panelists will discuss today’s business environment, the evolution of the marketplace and where the next growth opportunities are likely to materialize. - Timothy Chang, Principal, Norwest Venture Partners - Kevin Covert, Co-Head of Media & Internet Investment Banking, Montgomery & Co., LLC - Scott Raney, Partner, Redpoint Ventures - Neil Harris, Executive Vice President, Simutronics (moderator) THURSDAY, SEPTEMBER 4, 2008 11:00 - 12:00 pm Best Practices for Education in Virtual Worlds Join author/educator Cathy Arreguin of San Diego State University and Global Kids Online Leadership Director Barry Joseph as they discuss the Global Kids report to the MacArthur Foundation summarizing important concepts and examples to incorporate best practices into virtual education using Second Life. This fast-paced hour will also highlight practical examples and activities designed to inspire educators and others new to virtual worlds providing a broad level overview based on reports from the field. - Barry Joseph, Online Leadership Director, Global Kids, Inc. - Cathy Arreguin, Instructor in Virtual Worlds for Education, San Diego State University 1:00 - 2:00 pm Hot or Not: Generic, Branded and Functional Virtual Goods… Oh My! The latest pair of jeans, CoverGirl lipstick, a Skittles bikini, or a “Go Obama” sign: What’s hot and what’s not? How to effectively advertise in social media is still a hot debate, and some doubt it will ever work. Consumers are spending millions of dollars on online branded goods within virtual communities. The numbers are becoming hard for brand managers and advertisers to ignore, but most don’t know what types of opportunities exist and what is most effective. People don’t want ads, but give them a branded good they connect to and it’s a different story. Executives will provide insight into what consumers are demanding and help brand managers and advertisers learn how to reach key demographics in virtual worlds. Attendees will learn: Key lessons about what’s worked and what’s flopped; How to evaluate Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 11 what type of virtual good best meets your needs; And best practices to deliver effective branded items for the avatarbased environment and more. - Lauren Bigelow, GM and SVP Marketing, WeeWorld Inc. - Jeremy Monroe, Director of Business Development, North America, Sulake - Matt Sterling, Property Sales Director - AIM, Platform A/ Time Warner - Debra Aho Williamson, Senior analyst, eMarketer Inc. (moderator) 2:30 - 3:30 pm Virtual Worlds in Schools Digital media is bringing up a new generation, where among peers, kids are motivated to engage in challenging activities, create their own content, and learn new skills. Through their online activities, kids are finding immediate gratification as well as a sense of competence, autonomy, self-determination and connectedness. Is it possible for public education to inspire the same sense of engagement in learning? In this case study, Dizzywood will discuss their unique pilot program with a public school district in Marin County, CA. In addition to learning core values such as caring, citizenship, fairness, respect, responsibility and trustworthiness, students are engaging in activities which train them “to play by the rules,” to “protect the environment,” and “to cooperate with others.” The pilot program proves that kids can get excited about learning and engaged in the process. Is this the model for the future? - Scott Arpajian, co-founder, Dizzywood - Patti Purcell, Principal, Bel Aire Elementary School, Tiburon, CA 4:00 - 5:00 pm Case Study: Bridging the Gap between Digital First Brands and Consumer Product Lines Many virtual worlds have stemmed from the creation of consumer product lines, but Neopets has made the transition from virtual to the mainstream mega-store shelves. Founded in 1998, Neopets is now branching out from their original online virtual architecture and is in the midst of launching their consumer product line. In order to bridge the gap between online and offline, the Neopets strategy is to retain the key emotional drivers – collectibility, exploration and competition – that made the kids-oriented virtual world so successful. This session discusses the strategy, challenges and processes of transitioning the once digital to the now tangible, maintaining the continuity of emotional drivers between online and offline elements, and evaluate their latest rates of success. - Jeremy Padawer, Vice President of Entertainment Brand Marketing, JAKKS Pacific - Stefanie Schwartz, Vice President, Marketing and Operations, Neopets, Nickelodeon Page 12 VIRTUAL WORLDS HOLLYWOOD WEDNESDAY, SEPTEMBER 3, 2008 11:00 - 12:00 pm Virtual Worlds Primer for The Entertainment Industry How do you take an existing entertainment franchise to the virtual world? What are the expectations? How do you leverage existing audiences to drive new revenue streams? What are the hurdles? How do you create a compelling virtual environment that does justice to the original content and yet is fresh, engaging and entertaining to participants? This session, designed specifically for content owners, will answer all these questions and more. - Chris Carella,Chief Creative Officer, The Electric Sheep Company 1:00 - 2:00 pm Virtual Worlds By The Numbers: A Look at the Market Research This session lays the groundwork by giving you the research you need to take advantage of virtual worlds today. We’ll also look at forecasts for where virtual worlds are going tomorrow. Plan your brand extensions based on current trends as well as a solid understanding of growth projections and the technologies of the near future. - Steve Prentice, VP & Gartner fellow, Gartner - Yuanzhe (Michael) Cai, Director, Broadband & Gaming, Parks Associates - Barry Gilbert, Vice President, Strategy Analytics - Brian Dunbar, EVP Client Services, Millions of Us - Nic Mitham, CEO, K Zero (moderator) 2:30 - 3:30 pm Bringing Celebrity Brands to Virtual Worlds The creators of films, television shows, comic books, and games are focusing on virtual worlds now more than ever. With young people spending more time in virtual worlds instead of watching television, media companies and celebrities are forging new relationships and “appearing” in virtual worlds. This session looks at the promotional value of bringing celebrities into virtual worlds and how to maximize this exposure and create meaningful engagement with fans. - Matt Palmer, Executive Vice President and General Manager, Stardoll - Dan Jansen, CEO and Co-Founder, Virtual Greats - Teemu Huuhtanen, Executive Vice President, Habbo Business and President, North America - Rajiv Mody, VP, 3D Worlds, MTV Networks - Lewis Henderson, Senior VP, Head of Digital, William Morris - Arnaldo “AJ” Peralta, Executive Vice President, Icarus Studios (moderator) Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 13 THURSDAY, SEPTEMBER 4, 2008 11:00 - 12:00 pm How TV Networks Are Effectively Using Virtual Worlds Television networks have been exploring virtual worlds for some time. Examples range from the promotional use of virtual worlds, like Showtime’s L Word community in Second Life, to the virtual world extension of established franchises such as CBS’s CSI and MTV’s multiple virtual worlds, all based upon established shows. This session provides a series of mini-case studies exploring how Showtime, CBS, Warner Bros., MTV and others are effectively using virtual worlds. - Valerie Williamson, VP of Marketing and Business Development, The Electric Sheep Company - Christopher Lucas, Vice President and Executive Producer, Showtime 1:00 - 2:00 pm How Virtual Worlds Influence the Future of Entertainment An exploration of cross-platform narrative possibilities, bringing video content into virtual worlds and vice versa. - Tim Kring, Executive Producer/Creator, Heroes - Reuben Steiger, CEO and Founder, Millions of Us 2:30 - 3:30 pm Bringing Movies into the Virtual World: A Legal and Business Perspective This panel of business professionals and legal experts will discuss what is involved in bringing movies into virtual worlds. Several studios have already expanded the movie experience into the virtual world. The movies “300” and “Live Free or Die Hard”, just to name two, have created virtual world extensions of the films where avatars can experience the action of the movies. Moreover, Disney announced it would build more virtual worlds like Pirates of The Caribbean Online, based on a broad range of its properties, including Toy Story, Narnia, Cars, The Incredibles, Cinderella and others. Other companies are taking a different tack and entering into licensing deals allowing film clips or movies to be shown in the virtual world. Makena Technologies has struck a deal with Paramount Digital Entertainment to license clips from thousands of the latter’s films and TV shows for use in Makena’s There.com virtual world. Likewise, Sony and Warner Bros. have both struck deals with Gaia Online. This session will discuss the main legal and business issues faced in such deals. - Sean Kane, Attorney, Drakeford & Kane LLC - Daniel Light, Head of Interactive, Picture Production Company - Malik Ducard, VP North American Digital Distribution, Paramount Digital Entertainment - Roxanne E. Christ, Partner, Latham & Watkins Page 14 4:00 - 5:00 pm Virtual Worlds: What Producers Need to Know Join us for a moderated two-way dialog between accomplished independent motion picture, television and new media producers and virtual worlds technology providers. This session will evoke a lively, open discussion for advancing collaboration between the world’s leading entertainment producers and the emerging virtual worlds industry. - W. Vito Montone, Chairman & CCO, Neoverse Technologies, Inc. (moderator) - John Andrews, Senior VP/Creative Director, Klasky-Csupo - Rafhael Cedeno, CTO & Co-Founder, The Multiverse Network, Inc. - Brad Lineberger, CTO for Icarus Studios - Jeremy Ross, Director of New Product Development, TOKYOPOP ENTERPRISE VIRTUAL WORLDS WEDNESDAY, SEPTEMBER 3, 2008 11:00 - 12:00 pm Virtual Worlds in the Workplace This panel will discuss current topics in virtual worlds for enterprise use. Whether developing meeting spaces or specialized training content, virtual worlds have broad implications for enterprises and can provide a direct return on investment. The session is targeted at enterprise decision makers looking for answers on how virtual worlds can help. - Peter Haik, CEO & Cofounder, Metaversatility (moderator) - Justin Bovington, CEO, RiversRunRed - Jonathan Reichental, Director of IT Innovation, PricewaterhouseCoopers - Greg Nuyens, CEO, Qwaq - Laura (Pevehouse) Thomas, Dell, Inc. 1:00 - 2:00 pm How to Convince the Boss You’re Not Off Your Rocker: Getting Buy-In for Enterprise Immersive Internet Initiatives Many Immersive Internet advocates and implementers who talk about using virtual worlds, immersive workspaces, and serious games to get real work done see rolled eyes or, worse, have been bowled over by peals of laughter. In this interactive session, a leading industry analyst shares examples of how companies are building the business case for using the Immersive Internet for work. She leaves the audience with a bag of tips and tricks for getting business process owners and business stakeholders to listen to -- in fact help create -- the value story. - Erica Driver, Principal, ThinkBalm Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ News, Ne ews ws, Strategy, Sttrra S atte egy, gyy In Insight nssiigh igh ght and ght and Analysis. an Ana An alllys ysis ys is. Updated Upd pda atte ed d Daily. Da aiillyy. w www.VirtualWorldsNews.com ww ww w..V ViirrttualW ualW ua lWo orrrlld ldsN sNe ew ws. s.cco om Page Pa Page ge 15 15 2:30 - 3:30 pm Virtual Worlds in Healthcare: Real-World Benefits CIGNA has launched a pilot program offering virtual world health coaching, seminars and workshops to help members make positive lifestyle choices and improve their long-term health. As part of their commitment to engaging with its members in different ways, CIGNA, with the help of Method, has created a virtual world experience that will ultimately augment other more traditional channels of communications, such as telephone, web and face-to-face. This is one of the first examples of a company implementing a cross-channel, user experience centric designed, 3D environment and a global first in the healthcare sector. - Claus Nehmzow, VP, Virtual Worlds/Immersive Experiences Practice Group, Method - Peter Mills, Chief Health Officer, Cigna THURSDAY, SEPTEMBER 4, 2008 11:00 - 12:00 pm Virtual-Worlds @ Work: Onboarding and Sales Training The session will focus on how virtual worlds can be used for onboarding and sales training and what early adopting organizations are now doing on this front. This session will be helpful for enterprise representatives that are considering, or have just started, looking at the use of virtual worlds for learning and training. Attendees will hear valuable insight, information, and best practices about what innovators and early adopter organizations are doing right now. - John Boring, CEO, Accelerate - Anders Gronstedt, President, Gronstedt Group - Eilif Trondsen, Director, SRI Consulting Business Intelligence 2:30 - 3:30 pm Case Study: National Guard’s Joint Training Directorate’s Virtual World for Collaboration This exclusive case study will provide attendees with a detailed look at the National Guard’s Joint Training Directorate’s virtual world for collaboration, the Emergency Management Nexus. The collaboration tool will soon have virtual classroom capabilities. The collaboration tool, similar to a project underway with the Department of Homeland Security, aims to provide virtual classroom capabilities and more, integrated across multiple agencies and emergency management organizations. - NLTC Greg Pickell, Chief, Training Technologies Branch, Joint Education, Division, NGB J7 - Waymon Armstrong, President, Engineering & Computer Simulations (ECS) 4:00 - 5:00 pm Using Virtual Worlds to Streamline and Augment the Film-Making Process Virtual worlds are a useful medium for advancing the collaborative process. The filmmaking process involves large budgets and often globally distributed teams of people, making it an ideal industry to take advantage of the medium to save time, money, and develop new ways to work efficiently. We’ll discuss developments in technology that will allow filmmakers to use virtual worlds for everything from previsualization and location scouting to production meetings across geographical regions and post-production. - Jeff Kleiser, CEO, Synthespian Studios - Ken Brady, CEO & Cofounder, Genkii - Demian Lichtenstien, CEO, Equilibrium Entertainment 1:00 - 2:00 pm The Future of Virtual Collaboration in the Enterprise Will collaboration be virtual worlds’ killer app? How long before virtual worlds are relevant business tools that companies use on a day-to-day basis? This session takes a detailed look at the use of virtual worlds for collaboration internally between employees and outside the firewall with strategic partners. Combining popular tools like Google Docs and Microsoft Office with a 3D environment, virtual collaboration reduces the need for in-person meetings and closes the distance between company divisions. Even if a team member can’t make a virtual meeting, Web-based tools can track the virtual environment, offering transcripts, calendar systems, and a set of customizable widgets to make the experience more accessible. Learn the best practices of using virtual worlds for collaboration in the enterprise. - Ron J. Burns, President, ProtonMedia - Tony O’Driscoll, Fuqua School of Business, Duke University - Robert Gehorsam, President, Forterra Systems - Boas Betzler, Technical Leader for 3D Internet and Virtual Worlds, IBM - Steve Prentice, VP & Gartner fellow, Gartner (moderator) Page 16 Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 17 FUTURE OF VIRTUAL WORLDS WEDNESDAY, SEPTEMBER 3, 2008 11:00 - 12:00 pm Technical Visionaries Discuss and Debate The Future of Virtual World Technologies This session will analyze the future course of virtual worlds technologies. Join us for debate between leading industry technology experts on the future of the technology, where it’s headed and what needs to be done to get there. Don’t miss this lively conversation. - John Swords, Director of Business Development, The Electric Sheep Company (moderator) - Ian Hughes/epredator, Metaverse Evangelist, IBM - Ben Goertzel, CEO, Novamente LLC - Mark Wallace, Chief Executive, Wello Horld, Inc. - Christian Renaud, CEO, Technology Intelligence Group 1:00 - 2:00 pm Business Visionaries Panel: Where is the Business Headed Next? Innovation is coming fast and furious on multiple fronts from multiple vendors. This one-of-a-kind session brings together the business visionaries of major virtual world companies for an interactive discussion on the future of the industry. Join us for a session you won’t want to miss. - Ginsu Yoon, VP of Business Affairs, Linden Lab - Corey Bridges, Executive Producer, Multiverse - Michael Wilson, CEO, Makena Technologies, Inc. - Raph Koster, President, Areae - Joey Seiler, Editor, VirtualWorldsNews.com & Virtual Worlds Weekly (moderator) 2:30 - 3:30 pm Mobile Virtual Worlds: Leaving the Personal Computer Behind We are already starting to see virtual worlds disconnected from the personal computer as a handful of companies begin to demo on mobile platforms. This trend will only accelerate in the months to come as technology providers follow consumer use patterns: Millenials’ love for mobile and the advent of new handsets with more robust graphics make for a fertile playground for mobile virtual worlds. Already companies have announced plans to bring virtual worlds to 3G handsets, including the iPhone, Motorola phones and Android, a platform for open handset development from Google. This session explores the next-generation mobile world. - Martin Dunsby, CEO, Vollee - Victoria Coleman, Vice President, Samsung Electronics - Tom Churchill, CEO, Earthscape - James Au, Writer, New World Notes and GigaOM (moderator) Page 18 THURSDAY, SEPTEMBER 4, 2008 11:00 - 12:00 pm Augmented Reality: Virtual Interfaces to Tangible Spaces Augmented reality is an emerging platform with new application areas for museums, edutainment, home entertainment, research, and industry. Novel approaches have taken augmented reality beyond traditional eye-worn or hand-held displays, creating links between the real and virtual worlds. Join this panel of experts as they guide you to where the augmented world is headed next. - Marc Goodman, Director, Alcatel-Lucent - Eric Rice, Producer, Slackstreet Studios - Blair MacIntyre, Associate Professor, School of Interactive Computing, Director, GVU Center Augmented Environments Lab, Georgia Institute of Technology - David Orban, Founder & Chief Evangelist, WideTag, Inc. - Andrew (Roo) Reynolds, Portfolio Executive for Social Media, BBC Vision (moderator) 1:00 - 2:00 pm Virtual Worlds Roadmap A cross-industry team will present a framework and effort to publish virtual world case studies and descriptions of the technical and business barriers to future mass market adoption of specific virtual world applications. The session will invite the audience to contribute to virtual world industry predictions, analysis, and ideas for lowering barriers to innovation. - John Hengeveld, Senior Business Strategist, Intel - Bruce Damer, Executive Director, Contact Consortium, Virtual Worlds Roadmap SIG - Jeffrey Pope, Executive Vice President, ngi Group Ventures / 3Di - Victoria Coleman, Vice President, Samsung Electronics - Mic Bowman, Principal Engineer, Intel - Sibley Verbeck, CEO, The Electric Sheep Company 2:30 - 3:30 pm Virtual Worlds Meet the Web: The Present & Future The discussion of Web-based worlds versus download worlds has changed significantly over the last year with the advent of interesting new Flash-based efforts and effective 3D plug-ins. In this panel, a group of virtual world executives discuss the business and technology decisions behind their diverse product initiatives, analyze trends in Web usage that are driving the rising importance multi-user virtual experiences, and tackle the bigger discussion of how the Web and virtual worlds should interoperate. - Mitch Olson, Co-Founder, SmallWorlds - Keith McCurdy, CEO, Vivaty - Daniel James, CEO, Three Rings - Sean Ryan, Founder and CEO, Meez - Giff Constable, VP of Products & Strategy, Electric Sheep Company (moderator) Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 19 4:00 - 5:00 pm Open-Source, Interoperable Virtual Worlds Support for standardisation in Virtual World technologies has been growing steadily in recent times, join the developers of OpenSim and industry commentators as they discuss where open-source virtual worlds are heading and the progress made towards standard protocols for interoperability. - Adam Frisby, Director, DeepThink (and OpenSim Developer) - Tish Shute, Writer/Virtual World Evangelist, Ugotrade.com - Mic Bowman, Principal Engineer, Intel - Justin Clark-Casey, OpenSim Developer, IBM TECHNOLOGY & RESULTS WEDNESDAY, SEPTEMBER 3, 2008 11:00 - 11:30 am Brands in the Virtual World Case Study: There and Scion Scion has established itself as one of the most progressive and active brands in the virtual worlds space today. This case study, presented jointly by Scion and Makena Technologies, will detail Scion’s strategy and programs inside the 3D world There.com. The study will share learnings from both the brand stakeholder’s perspective and the platform stakeholder’s perspective, detailing performance metrics and future plans for Scion’s strategy. - Adrian Si, Interactive Marketing Mgr, Scion - Benton Richardson, VP Business Development, Makena Technologies, Inc. 11:30 - 12:00 pm Virtual World Advertising: Lessons Learned Marketing and advertising inside of virtual worlds can represent a challenge on many levels. Drawing upon over two years of practical in-world advertising experience, Jared Freedman of Code4Software will present hard statistics showing the results of advertising inside of one of the most popular Virtual Worlds, Second Life TM and some important lessons for those seeking to monetize their virtual world venues. Code4Software created the system that currently runs the largest centrally controlled advertising network in Second Life that logs over fifteen million impression minutes per month. - Jared Freedman, President, Code4Software LLC 1:00 - 2:00 pm Unified Communications Meets the Virtual World The fusion of enterprise-oriented social networking and 3D technology is giving rise to realistic human interactions in immersive virtual meeting environments. IBM Lotus and Forterra Systems have teamed up to develop an integrated platform that leverages the unified communication strength of Lotus with the immersive 3D virtual world technology from Page 20 Forterra. The result is a visually rich set of collaboration functionality available anytime, anywhere. - Robert Gehorsam, President, Forterra - Todd Page, Advisory Software Engineer, Unified Communications Software, IBM Software Group 2:30-3:30 pm Winning Strategies to Optimize Online Revenues Leading initiatives in MMOGs/Virtual Worlds Listen to leading MMOG/virtual worlds thinkers present winning strategies regarding business models, user experience, worldwide reach, billing solutions, lessons learned, current issues and fraud prevention. Hosted by Paynova. - Eric Smith, Moderator - John Bates, Evangelist, Mindark - Cyle Witruk, Strategic Developer, Paynova - Mr. Herman Hsiung, Beijing Cyber Recreation District - Wanda Gregory, VP Executive Producer, Flowplay - Cary Rosenzweig, CEO, IMVU Inc - Glynn Smith, CEO, Mobillcash - Erik Betkhe, CEO, GoPets THURSDAY, SEPTEMBER 4, 2008 1:00 - 2:00 pm From the Metaverse to the Interverse: Japanese Efforts to Evolve the Virtual Worlds Landscape Linking disparate metaverses into a connected Interverse is the next step in creating an ecosystem of virtual worlds that supports both private and commercial entities. In this session, we describe virtual world technologies being developed at 3Di, Inc., in Japan, in collaboration with the global OpenSim community, to work towards this goal of the Interverse. Specifically, we describe our efforts regarding extended avatar interoperability (that preserves not only identity but also avatar appearance and inventory across world boundaries), our in-browser 3D viewer, and other enterprise-oriented features such as 3D behavior analysis, load balancing, and voice-over-IP. - Taku Kamata, CTO and Vice President of 3Di, Inc. 2:30-3:30 pm Working in Multiverse Multiverse co-founders Corey Bridges and Rafhael Cedeno will provide a high-level description of the company’s unique platform, which enables anyone, from indie developers to huge media companies, to create radically unique virtual worlds. This session includes an overview of Multiverse’s approach to building both 3D and Flash worlds, as well as an innovative, new consumer initiative to be unveiled at the conference. - Rafhael Cedeno, CTO & Co-Founder, The Multiverse Network, Inc. - Corey Bridges, Executive Producer, Multiverse Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 21 Speaker Biographies John Andrews Senior VP/Creative Director Klasky-Csupo Waymon Armstrong President Engineering & Computer Simulations (ECS) As founder and President of Engineering & Computer Simulations Inc. (ECS) since its inception in 1997, Mr. Armstrong is dedicated to Advanced Learning Technology Solutions. Mr. Armstrong was a 2007 finalist for the Ernst & Young’s Entrepreneur of the year award for the State of Florida. Waymon attended the University of Central Florida and served on the Advisory Board of their Digital Media Program; he also serves on the Metro Orlando Military Affairs Advisory Committee, Digital Media Alliance of Florida, Valencia Community College’s Digital Media Technology Advisory Committee, Otronicon Advisory Board, Missionary Ventures International, and Industry Advisory Council for the State of Florida Employ Florida Banner Center for Digital Media. Scott Arpajian Co-Founder Dizzywood Scott was destined to be an entrepreneur from childhood. At age 10, he took all of his little sister’s favorite dolls and sold them at a garage sale, pocketing the proceeds. He has since made amends, but hasn’t lost the drive. Scott has 15 years of experience in his field. He spent a decade overseeing Download.com, which he founded in 1996. Scott graduated from Boston University with a degree in Mass Communication. He is author of How to Use HTML 3, which won the Computer Press Award for Best How-to Book in 1997. He lives in the San Francisco Bay Area with his wife and two children. Cathy Arreguin Instructor in Virtual Worlds for Education San Diego State University Cathy Arreguin is an educator, writer and consultant to nonprofits and higher education institutions in effective uses of virtual worlds for instruction and learning. Her recent projects include training, research and curriculum development. Most recently she worked with Global Kids, Inc., in the design and development of Science in Second Life, a standards-based high school program. She also currently works with San Diego State University, developing instruction and training educators in effective uses of virtual worlds for both K-12 and adult learners. She has a M.ED in Educational Technology from SDSU and a B.A. in Psychology from UCLA. James Au Writer New World Notes and GigaOM Au is the author of *The Making of Second Life: Notes from the New World* (HarperCollins), the games/virtual world editor for GigaOM. com, and the editor-in-chief of the Second Life blog New World Notes http://nwn.blogs.com Boas Betzler Technical Leader for 3D Internet and Virtual Worlds IBM Boas Betzler is a Senior Technical Staff Member and the Technical Leader for 3D Internet and Virtual Worlds in the Digital Convergence IBM Emerging Business Opportunity. In this role, Boas is Page 22 responsible for working with different groups to understand how to leverage Virtual Worlds to improve collaboration inside and outside of an organization. In previous positions, Boas was member of the Systems and Technology Group Software Architecture Board as lead designer for Web Services based Systems Management. Previously he was working for the Linux Technology Center and starting the embedded Linux initiative in IBM. Boas is widely know as the Grandfather of Linux on zSeries. Lauren Bigelow General Manager and SVP Marketing WeeWorld Inc. Lauren Bigelow, General Manger and Senior Vice President, Marketing of WeeWorld Inc., has extensive experience pioneering interactive media companies that push online content, self-expression and marketing to the next level. From mobile and Web-based models, to virtual worlds and social networking communities, Lauren has a proven track record in emerging technology and currently leads WeeWorld’s North American growth strategy, as well as product management and marketing worldwide. Lauren has held executive positions at search portals (Lycos/AltaVista) and emerging technology companies such as Mobot (mobile picture recognition), and SkyGo (mobile advertising, now part of Enpocket/Nokia). Honored as one of the “Top 25 Most Wired Women in Boston,” Lauren also regularly provides insight at industry events including Digital Hollywood, GDC, SXSW, OMMA and Web 2.0. John Boring CEO Accelerate John is the founder and CEO of Accelerate. A Silicon Valley veteran, he is a highly experienced organization development executive known for his abilities to source, hire and retain great talent. His expertise lies not only in Team/Organization Development and Change Management, but also in building corporate training functions. John founded Accelerate in 2004 with the aim of providing all the outsourced services of a corporate university to his clients. He was hired by Netscape to establish HR in Engineering and build the initial Product Development team. He has held senior positions at Atari Games, Netscape, Portal Software and Apple/Apple University, and consulted to ChevronTexaco, AT&T, Silicon Graphics, HP and Yahoo!, to name a few. Justin Bovington CEO RiversRunRed Justin Bovington, founder and CEO of Rivers Run Red, has been instrumental in developing some of worlds major virtual launches. At Rivers Run Red, he pioneered the development of the Immersive Workspaces Platform, a complete collaboration solution for the enterprise. Recognized as one of the leading visionaries of the 3D Web, Justin is a frequent speaker and regular contributor to the media on the subject of virtual worlds. Mic Bowman Principal Engineer Intel Corporation Mic Bowman is a Principal Engineer in Intel’s Corporate Technology Group where he investigates scalable software architectures for “Connected Visual Computing.” Bowman received his BS from the University of Montana, and his MS and PhD in Computer Science from the University of Arizona. Bowman has developed a number Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 23 of large-scale distributed systems including the first distributed search service for the Web (Harvest, 1993). More recently, he led the Intel team that built and deployed PlanetLab, a global testbed for networking and distributed systems research that runs at 500 academic and industrial labs worldwide and a winner of the “Top 50 Technologies” award from Scientific American. Ken Brady CEO & Cofounder Genkii Ken is CEO of Genkii, a Tokyo-based virtual world and social media strategic consultancy, with a soft spot for open-source solutions. He leads a team of dedicated thinkers and doers who aren’t afraid to get their hands dirty in new creative spaces. Previously, Ken was Director, International Strategies for Centric / Agency of Change in Los Angeles, and has worked in a variety of jobs in the film industry. A professional science fiction writer and futurist, Ken works to further the convergence of virtual worlds and the creative process, looking for ways to help people play well with others. Corey Bridges Executive Producer Multiverse Corey Bridges is a co-founder of The Multiverse Network, Inc. As Executive Producer and Marketing Director, he works to build the world’s leading network of Massively Multiplayer Online Games (MMOGs) and 3D virtual worlds. He and the Multiverse team have pioneered a new technology platform designed to change the economics of virtual world development by providing independent and fully funded game developers with the resources they need to enter and compete in the $3 billion online game market. He oversees business development and developer relations with over 4500 game development teams, ranging from garage developers to Fortune 100 companies to Hollywood legends. Under his guidance, Multiverse has won multiple awards, including the “Red Herring 100” award for playing a leading role in innovating the technology business. Corey brings marketing experience from some of the most influential companies in the high-tech and entertainment industries, including Netflix, Netscape, Zone Labs, Borland and The Discovery Channel. Ron J. Burns President ProtonMedia Ron co-founded ProtonMedia in 1998, and focuses on business development, marketing and alliances. Ron is a true evangelist, passionate about merging technology and gaming for next generation solutions that improve communication and learning. He has spoken at several industry conferences, and has published articles in Pharmaceutical Representative and Focus magazines. Prior to ProtonMedia, Ron established Burns Audio in 1987, building an extensive music library that procured and produced music for television and movies. Ron’s company began producing music and sound design for video and computer games in the mid-90s - and in that process, he began the quest to meld gaming with e-learning. He holds a degree in music composition from Temple University. Ron is also involved with e-Learning for Kids, a global nonprofit foundation that provides free e-learning to children via the Internet. Yuanzhe (Michael) Cai Director, Broadband & Gaming Parks Associates Michael Cai studies developments in video and online gaming, lastmile technologies such as FTTx and broadband wireless, bundled services, and other broadband value-added services. He has written reports on digital distribution of video games, online and net- Page 24 worked gaming, broadband wireless markets, broadband services, storage, and entertainment middleware solutions. In addition to industry reports covering the gaming market, Michael has recently completed a comprehensive multi-client gamer segmentation study, which identified six unique gamer segment. He has also completed numerous custom research projects on the gaming industry, including an international survey of online gamers, an international survey of power gamers, an international research project on set-top box gaming, a U.S.-centric study on digital distribution of video games, and an industry interview project on console gaming. Chris Carella Chief Creative Officer The Electric Sheep Company Chris Carella is the Chief Creative Officer at The Electric Sheep Company. He has received a Technical Emmy Award for his work on the L Word in Second Life and was a producer on the Emmy Award winning Virtual Laguna Beach. Chris has a design role on most of The Electric Sheep Company projects including CBS’ CSI:NY Virtual Experience and Paramount’s I Am Legend: Survivor. Chris teaches a course in applications of Virtual Worlds at Teacher’s College, Columbia University. His interests include virtual worlds, transmedia storytelling, multi-platform programming, games, mobile computing, and social software. Chris is currently working on the next generation of Hollywood virtual world projects. Rafhael Cedeno CTO & Co-Founder The Multiverse Network, Inc. With a distinguished track record of creating fundamental technologies that have made many large-scale applications possible, Rafhael Cedeno directs overall technology development at Multiverse. At companies like Netscape, Excite, and Kontiki he built technologies that defied convention and enabled entirely new business models to flourish. His proven ability to create scalable solutions formed the foundation of several innovative new companies. Under his guidance, Multiverse has built a revolutionary virtual world development platform that enables new creative talent to enter an industry once limited to only extremely well-funded teams. Timothy Chang Principal Norwest Venture Partners Tim brings a combination of operational, technical and international business experience to Norwest Venture Partners. Tim focuses on investments in wireless and digital media as well as business development initiatives in Asia-Pacific. Tim has recently invested in and joined the board of directors of 3Jam and Lumos Labs. Tim also works with the boards of deCarta and Double Fusion. Tim began his career in venture capital in 1999 during his time at Stanford Business School as part of the founding team of CTR Ventures K.K., a venture accelerator in Tokyo. For a complete biography of Tim, please visit www.nvp.com. Roxanne E. Christ Partner Latham & Watkins Roxanne Christ is a partner in the Los Angeles office of Latham & Watkins and is a member of the Corporate Department. Ms. Christ’s practice focuses on intellectual property and media transactions, including acquisitions and dispositions of intellectual property portfolios; commercial loans secured by copyrights, patents and trademarks; securitizations of receivables arising from copyrighted works; and licensing and strategic alliance agreements. Ms. Christ has represented companies in a variety of industries, including video game development and publishing, social network- Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ ing sites, music, print publishing and software. Ms. Christ was recently named to the Legal 500 US: Volume II - Intellectual Property, Media, Technology & Telecoms. Ms. Christ is Co-Chair of the Publications Subcommittee of the American Bar Association’s Special Committee on Computer Gaming and Virtual Worlds. Tom Churchill CEO Earthscape Tom Churchill is the Founder and CEO of Earthscape. He has over 20 years of high technology experience, with much of that in the Internet and mapping space. He was previously the founder and CEO of AdKnowledge, a Kleiner-Perkins backed enterprise ad serving company, as well as the lead engineer and manager of Yahoo! Auctions. When not working, Tom enjoys hiking with his family in the mountains near Boulder, Colorado. Justin Clark-Casey OpenSim Developer IBM Right now Clark-Casey is in a very brief period between leaving IBM and joining the Black Dress Technology subsidiary of the Fashion Research Institute as lead developer. At Black Dress Technology he will be helping to create, in partnership with IBM, an enterprise apparel design application based on the OpenSim server platform and Linden Lab’s Second Life viewer. He is an OpenSim core committer and writes about OpenSim development and related issues at http://justincc.wordpress.com Victoria Coleman Vice President Samsung Electronics Victoria Coleman is a Vice President with the Corporate Technology Organization of Samsung Electronics where she is responsible for Computer Science R&D in North America. Prior to this she was Director of Security Initiatives at Intel Corporation. She has a long R&D history including 6 years at SRI International as a Director and 10 years at the University of London as a Professor. Giff Constable VP of Products & Strategy Electric Sheep Company Giff Constable currently leads The Electric Sheep Company’s operations as Chief Operating Officer. He is a repeat entrepreneur in the software and Internet industry, has designed and released multiple software and Internet applications and also spent time as an investment banker at Jefferies/Broadview providing M&A and IPO advisory services to technology companies. He often speaks about virtual worlds at conferences and in the media, and writes the blog Out to Pasture, found at http://blogs.electricsheepcompany. com/giff/ . Kevin Covert Co-Head of Media & Internet Investment Banking Montgomery & Co., LLC Kevin Covert serves as Managing Director and Co-Head of Media and Internet Investment Banking at Montgomery & Co. Mr. Covert advises growth companies in the Internet and digital media sectors and has an extensive track record of highly successful M&A and private placement transactions. Montgomery’s Media and Internet group has completed industry leading M&A transactions such as News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 25 Club Penguin/Disney, MySpace/News Corp, UGO/Hearst, SignStorey/CBS, Grouper/Sony, Musicmatch/Yahoo, element5/Digital River, Neven Vision/Google, Trymedia/Macrovision, iFilm/Viacom, xDrive/AOL and Rent.com/eBay. Montgomery has also raised capital for clients such as meebo, Realtime Worlds, Visible World, Vuze, WildTangent, Move Networks, LegalZoom.com, Reactrix and DivX. Mr. Covert was a founding member of Montgomery & Co.’s investment banking group. Bruce Damer Executive Director Contact Consortium - Virtual Worlds Roadmap SIG Bruce Damer is one of the pioneers of the virtual worlds medium having formed the first organization dedicated to the medium (the Contact Consortium), held the first conferences, and authored some of the first publications (the book Avatars, 1997, and others). Bruce has recently led open-source virtual worlds efforts in a number of industries including the space program and NASA. He is also heading up a virtual worlds history project with Stanford University and leading the EvoGrid effort for Biota.org, a virtual worlds grid for artificial life experimentation. Erica Driver Principal ThinkBalm Erica Driver is a co-founder and principal at ThinkBalm. She is a leading industry analyst with 14 years of experience in IT. Prior to co-founding ThinkBalm, Erica was a Principal Analyst at Forrester Research, where she launched the company’s Web3D coverage as part of her enterprise collaboration research. She was also the co-conspirator behind Forrester’s Information Workplace concepts and research. While at Forrester Erica served as a strategic advisor to a wide range of clients including Alcoa, Bell Canada, Dominion Resources, GlaxoSmithKline, IBM, Marriott, Microsoft, Raytheon, Roche, the United Nations, and the U.S. General Services Administration. Malik Ducard VP North American Digital Distribution Paramount Digital Entertainment Malik Ducard currently serves as Vice President of North American Digital Distribution at Paramount Digital Entertainment. In this role, Ducard is responsible for driving revenue and profitability growth by enlisting third-party aggregators to distribute Paramount Pictures’ content across alternative distribution channels. He also leads the domestic team, and drives digital development and exploitation of growing digital business such as Virtual Worlds, Content-loaded Hardware and Devices, and Consumer-direct Distribution Efforts. Prior to joining Paramount, Ducard held VP positions at both Lionsgate and MGM Studios. Brian Dunbar EVP Client Services Millions of Us Brian Dunbar is EVP Client Services and Millions of Us, which has spearheaded a consortium of virtual world industry leaders in commissioning a report on ROI in virtual worlds from Forrester consulting. Brian Dunbar has spent most of his career working at some of the world’s most creative advertising agencies. Prior to joining Millions of Us, he was an Associate Partner at Goodby Silverstein & Partners in San Francisco and, before that, a Group Account Director and head of business development at DDB in Dallas. Brian’s career encompasses two decades of award-winning advertising and marketing experience across a variety of industries. Dunbar has worked with many marquee brands including American Airlines, E*TRADE, eBay, Saturn, Adobe, Frito Lay, and Budweiser. Page 26 Martin Dunsby CEO Vollee Martin Dunsby is President and CEO of Vollee, which enables an interactive PC experience on mobile – including the recently debuted Second Life application available for 3G handsets. Martin, a 17-year telecommunications veteran, works with operators and content publishers to create and launch innovative 3G services to drive business success. Martin was formerly GM/SVP at mobile solutions provider Openwave Systems, responsible for Global Services, accounting for half the company’s revenue. Previously Martin was VP of sales and operations for engineering consultancy, inCode Wireless. Brenda Elliot Vice President, Marketing iToys, maker of Me2 www.irwintoy.com Brenda Elliott, V.P. Marketing at iToys Inc, has over 20 years experience in Marketing, Licensing and Product Development with American Sensor ( Hi-tech carbon monoxide detection) , Irwin Toy, Spinmaster, and iToys inc. Brenda is recognized for Global Strategic Marketing, and New Product Trends. Adam Frisby Director DeepThink OpenSim Developer Adam Frisby is a founder and director of DeepThink labs, a company specializing in Virtual Worlds since early 2004. Adam is also the Chief Technical Architect for Another Dimension Media and is heavily involved in the development of the OpenSim platform and participates as a core developer. Robert Gehorsam President Forterra Systems Robert Gehorsam, President of Forterra Systems, Inc., has more than 20 years of management experience in the online games and entertainment world. In recent years, he has applied that experience to leveraging commercial game technology for national security applications. Robert has participated in several government studies on this subject and speaks frequently on the topic. Before joining Forterra Systems he served as Senior Vice President, Programming and Production at Viacom’s CBS Internet Group, where he was responsible for content, creative, production and operations for CBS.com, CBSnews.com and related wholly-owned CBS internet properties. Barry Gilbert VP & Research Director Strategy Analytics Barry Gilbert was among the original founding members of Strategy Analytics. He rejoined the firm to lead the development of new programs tracking emerging technologies and markets. While away, Barry served as COO of Current Analysis, Inc., a competitive intelligence firm based in Washington DC. Previously, Barry held executive level positions with Giga Information Group where he was Vice President of Quantitative Research and Vice President of the Market Strategies Division (formerly BIS Strategic Decisions). Barry’s involvement with high technology research, publishing, and consulting spans over 25 years. Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ Jared Freedman President Code4Software LLC Jared is currently President of Code4Software LLC, a full service developer for Virtual World projects and creator of the V-Tracker software system, the most advanced Virtual World metrics capture and web based analysis tool currently available. Jared Freedman has been involved in nearly all facets of software development for over 20 years and has created enterprise level software for Coldwell Banker, IBM, American Express, Office Depot, Royal Caribbean and more. A life-long passion for electronic entertainment led Jared to also spend six years in the Video Game business, having designed games for Warner Brothers, GT Interactive, Sierra Online, Mattel and others. Ben Goertzel CEO Novamente LLC Dr. Ben Goertzel is CEO and Chief Scientist of AI firm Novamente LLC, a company focused on creating powerfully intelligent NPC’s for online games and virtual worlds. He is also CEO of bioinformatics firm Biomind LLC, and Director of Research of the nonprofit Singularity Institute for AI. Dr. Goertzel is the originator of the OpenCog open-source AI framework, as well as the proprietary Novamente Cognition Engine AI system. A research faculty for 8 years in several universities in the US and Australasia, he remains active in the academic AI community. He was the Program Committee Chair for AGI-08, the First Conference on Artificial General Intelligence; and is the Conference Chair for AGI-09 which will be held in March 2009 in Washington DC. Marc Goodman Director Alcatel-Lucent Marc Goodman is a Director at Alcatel-Lucent (ALU) in the North America Marketing Group where he is focusing on forward-looking trends and technologies. He manages the University Innovations Program which partners with universities to develop concept demos of futuristic ultra-high bandwidth applications such as augmented reality and mobile versions of massively multiplayer on-line games (MMOG). Marc is a subject matter expert on social networking and, for the past few years, has been researching social networking applications and how teens and young adults interact with this growing trend of self-expression and communication. Anders Gronstedt President Gronstedt Group Anders Gronstedt, Ph.D., is president of the Gronstedt Group, a global firm specializing in improving management and frontline performance with consulting and custom-developed virtual world experiences, simulations, Podcasting, and other innovative learning approaches. Their global client list includes industry leaders such as Dell, FedEx’s, Ericsson, Farmers Insurance, and Volvo Cars and his articles have appeared in Harvard Business Review, Marketing Management, T+D Magazine, and more. Gronstedt hosts the weekly “Train for Success” meetings in Second Life. Peter Haik CEO & Cofounder Metaversatility Peter Haik, CEO of Metaversatility, constantly seeks to push the boundaries of possibility in the metaverse space. Ever the techno- News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 27 phile, Peter has been actively involved in bridging the gap between the existing world wide web and 3d virtual worlds. Prior to working with Metaversatility, Peter worked as a software development consultant providing clients with advanced, web-based custom software solutions. Today, Metaversatility is involved in building and working within virtual worlds of all shapes, sizes and dimensions. Neil Harris Executive Vice President Simutronics Neil is the driving force behind the company’s key partnerships and business strategies as head of business development and marketing. Prior to joining Simutronics in 1993, Neil spent five years with General Electric as marketing director for its groundbreaking GEnie online service, spearheading its strategic focus on games and forums. He spent eight years during the 1980s with Commodore and Atari where he helped launch their computer systems. He has an MBA from the Wharton School of Business. Lewis Henderson Senior VP, Head of Digital William Morris Mr. Henderson is a Senior Vice President and the Head of Digital at William Morris. His responsibilities include building revenuegenerating digital business opportunities domestically and internationally for all William Morris clients across film, television, music, publishing, theater, sports, and corporate. In addition, William Morris Digital advises leading technology companies and digital media start-ups like Mywaves, Hiro, Immersive, Scanscout, and Habbo on entertainment strategy. He also works with the Mail Room Fund, which is a partnership between Accel Partners, Venrock, and AT&T. Mr. Henderson started his career as a trainee in 1989 and eventually advanced to the agency’s television department. John Hengeveld Senior Business Strategist Intel John Hengeveld has 20 years of experience leading the development of technology and business strategy. John is currently the Senior Business Strategist for Intel’s Digital Enterprise group. Dedicated to life-long learning, he also teaches Corporate Strategy and Business Strategy and Policy for Portland State University’s Master of Business Administration program. John is a graduate of the Massachusetts Institute of Technology and holds his MBA from the University of Oregon. Joshua Howard Senior Vice-President of Online Development Bella Sara Online Hidden City Games, maker of Bella Sara www.hiddencitygames.com Joshua Howard has 15 years of experience at Microsoft, where he was group manager for Carbonated Games, the casual games studio he started at the company. Prior to that he was part of MSN Games/Zone.com, where he was responsible for overseeing all efforts related to distributing, publishing and internally developing games for MSN Games, Live Messenger and Xbox Live Arcade before joining Hidden City Games. Ian Hughes/epredator Metaverse Evangelist IBM Ian Hughes, a.k.a., epredator is an IBM Consulting IT Specialist who has worked on leading edge emerging technologies for the past 18 years, a programmer since he was 14. As a gamer he has seen a massive increase in the capability and design ethics within Page 28 games and the rise of online gaming. In 1997 Ian started working on all things web, changing his perspective on the technology and the business due the much richer mix of people involved in the web revolution. Graphic Designer, Producers and Programmers all having to work together. At work he has seen and been part of the Web 2.0 revolution has a top rated blog inside IBM and jointly writes http://www.eightbar.com outside. As a digital native his epredator persona spans many places, blogs, Eve Online, WoW, Xbox Live, Twitter, Flickr etc. He is officially an IBM Metaverse Evangelist having led in band of colleagues into Second Life (as epredator potato) and other virtual worlds for the past 2.5 years with a view to understanding what the social, business and technical implications are of virtual world technology. Teemu Huuhtanen President, North America & EVP Habbo Business Sulake Corporation Ltd. As Executive Vice President for Habbo Business and President, North America for Sulake Corporation, Teemu Huuhtanen is instrumental in leading the continued growth of one of world’s most popular online social networking and gaming communities for teens, Habbo.com, Sulake’s top property. Since its launch in 2000, Habbo has grown to over 7 million unique monthly users worldwide and has been launched in 30 countries on five continents. Its highlytrafficked North American sites, headed by Huuhtanen, receive over 1.5 million unique users per month. In 2003 Huuhtanen was named Vice President, Sales for Sulake, overseeing sales at the company’s headquarters in Finland. Daniel James CEO Three Rings Daniel is co-founder and CEO of Three Rings, developers of casual MMO games PUZZLE PIRATES, BANG! HOWDY and the open web-based virtual world, WHIRLED. Three Rings is an independent game developer and operator with over thirty employees, based in San Francisco. Prior to Three Rings Daniel developed MMORPGs and text MUDs, starting in the field in 1982. Dan Jansen CEO and Co-Founder Virtual Greats Dan Jansen is the CEO of Virtual Greats, a company that distributes and sells branded virtual goods in partnership with the leading social networks and virtual worlds. Prior to founding Virtual Greats, Jansen was an active investor and entrepreneur in the new space. He also led the Global Media & Entertainment practice for the Boston Consutling Group. Jansen holds a BA in Economics from UCLA and an MBA from the Wharton School and lives in Manhattan Beach with his wife and three children. Barry Joseph Online Leadership Director Global Kids, Inc. Barry Joseph holds a BA from Northwestern University and an MA in American Studies from New York University. Barry has developed innovative programs in the areas of youth-led online dialogues, video games as a form of youth media, and the educational potential of virtual worlds, combining youth development practices with the development of high profile digital media projects that develop 21st Century Skills. He has also worked with GK’s development program to secure funding from a number of foundation’s and corporations. He has spoken at numerous conferences and published articles in a wide variety of publications. More at olp.globalkids.org and RezEd.org. Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ Sean Kane Attorney Drakeford & Kane LLC Sean F. Kane is a member of Drakeford & Kane LLC and Manager of the firm’s Intellectual Property Practice Group. He counsels clients in the interactive entertainment, video game, virtual world, publishing, licensing and merchandising, and sweepstakes and gaming industries. His clients are engaged in all aspects of these industries and he regularly counsels his clients on various aspects of their business enterprises, including negotiation and completion of business agreements, counseling on the management and protection of intellectual property rights and other matters relating to their business operations, mergers and acquisitions, and representation in resolution of disputes. Moreover, he is regularly involved in transactions ranging from development, financing, publication and distribution of interactive entertainment properties and related technology licensing; licensing and merchandising of brands, character, entertainment and sports properties. brand new site, Uniqlo.com was one of the top aggregators of ecommerce customers and recorded an astounding 47% conversion rate for visitors entering the transaction process. Taku Kamata CTO Vice President 3Di, Inc. Taku Kamata is the CTO and Vice President of 3Di, Inc., (3di.jp/en), a founding committee member of the Metaverse Association (metaverse-association.jp), and a strong advocate for the Interverse, an open virtual world. In 2001, he established the technology strategy firm, ADN Group. Taku was also an affiliate consultant with McKinsey and Company. In 2000, Taku was the CTO of the Netyear Group, Inc., which was lead by Satoshi Koike (current CEO of ngi group, inc. and 3Di, Inc.), one of the leading advocates of Japan’s “Bit Valley” in the Shibuya Area of Tokyo. While at Netyear, Taku helped establish Uniqlo.com, the web presence for Uniqlo, one of Japan’s largest apparel retailer (similar to the Gap). Even as a Raph Koster President Metaplace Raph got started in virtual worlds back in the days of the text MUDs in the early 90s, working on LegendMUD. He was creative lead on the original Ultima Online and lead designer for UO Live and Ultima Online: The Second Age while working for ORIGIN and Electronic Arts. He then went on to be creative director on Star Wars Galaxies: An Empire Divided for Sony Online Entertainment. From 2003 to 2006 he served as Chief Creative Officer at Sony Online. He’s also the author of the acclaimed book A Theory of Fun for Game Design, and somehow finds the time to write constantly on his popular blog. Jeff Kleiser Visual Effects Supervisor CEO and Cofounder Synthespian Studios Jeff Kleiser’s pioneering work in computer animation has spanned the history of the medium. He has contributed to films with groundbreaking visual effects including “Tron,” “Stargate,” “Judge Dredd,” “Clear and Present Danger,” “Mortal Kombat Annihilation,” “X-Men,” “X-Men United” and “X-Men: The Last Stand.” He served as senior visual effects supervisor on “The One”—a film starring martial arts master Jet Li that required the development of innovative digital face replacement techniques. More recently, Kleiser supervised visual effects for “Son of the Mask,” “Fantastic Four” and “Scary Movie 4.” In addition to supervising visual effects projects, Kleiser has directed numerous commercials. News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 29 Tim Kring Executive Producer/Creator Heroes Tim Kring is creator and executive producer of “Heroes,” NBC’s Emmy nominated epic saga that chronicles the lives of ordinary people who discover they possess extraordinary abilities. In 1996, Kring became a producer on the popular television series “Chicago Hope” and became the supervising producer on the series a year later. In 1998, he co-created the series “Strange World” and served as co-executive producer on the drama “L.A. Doctors.” Kring joined the staff of NBC’s “Providence” in 1999 as co-executive producer and signed an overall deal with NBC Studio. In 2001, Kring created the procedural drama “Crossing Jordan,” which ran for 6 seasons and over 100 episodes. In 2008, Kring expanded his horizons, from the film and TV world by pairing with New York Author Dale Peck to sell a pitch for a trilogy of books to Crown Publishing. The trilogy is to be titled THE FLAG OF ORPHEUS with the first book in the trilogy entitled SHIFT. Demian Lichtenstien CEO Equilibrium Entertainment Lichtenstein, best known for directing 3000 Miles to Graceland, has been mentored by James Cameron on Avatar, and has been trained in 3D techniques by James Mainard and Phil McNally of Dreamworks. Lichtenstein has over twenty motion picture projects, five television shows, multiple music acts, and a new video gaming division in active development, in addition to running a full service production and post-production company. Currently, he is preparing to produce and direct Relentless, a $25 million dollar 3D action thriller starring Kiwi actor, Karl Urban. Daniel Light Head of Interactive Picture Production Company Daniel Light is Head of Interactive at Picture Production Company (PPC), a leading international film marketing agency. Daniel heads a 15-strong team of designers, developers and account handlers delivering ground-breaking online marketing campaigns for clients including Disney, Fox, Paramount, Universal and Warner Bros. Dannyboy Lightfoot is General Manager of Silverscreen, an island venue in Second Life owned by PPC. Dannyboy has planned and executed events and initiatives in Second Life bringing film-makers such as Zack Snyder, Frank Miller, Bruce Willis, Michael Bay and Shia LaBoeuf into Second Life to promote movies including 300, DIE HARD 4.0, TRANSFORMERS and IRON MAN. Brad Lineberger CTO Icarus Studios Brad is a twenty year veteran of the massive multiplayer online game industry, and author of the first graphical MMORPG on the Internet, the Kingdom of Drakkar. He became Vice President of Development at MPG-Net in 1993, and Chief Technology Officer in 1994. Brad also worked as the CTO at World Gaming Corporation. Today Brad manages multiple virtual world projects being built on the Icarus platform. Julie Livingston Senior Director, Public Relations Toy Industry Association, Inc. Julie Livingston was appointed Senior Director, Public Relations of the Toy Industry Association in November, 2003. She oversees internal and external communications and serves the association as national media spokesperson. Through her efforts, Livingston has successfully positioned TIA as the “go to” resource for media on Page 30 toy trends, hot products and information on how toys enhance child development which has lead to coverage in The New York Times, Wall Street Journal, USA Today, CNN, The Today Show, Parents and more. Previously, Ms. Livingston was Director, Corporate Communications at Scholastic, where she worked on public affairs and literacy programs. She has 25 years experience in public relations and marketing communications, including Luxury Marketing Group, a private consulting practice whose clients included World Gold Council, Gemological Institute of America (GIA), DeBeers and Condé Nast Publications, among others. Kenneth Locker SVP Digital media Cookie Jar Entertainment Kenneth Locker establishes Cookie Jar’s wireless, broadband and IPTV partnerships and online games initiatives. He also forms global partnerships and licensing arrangements in emerging digital distribution platforms. Before joining Cookie Jar Entertainment, Locker served as Senior Vice President for Digital Media for Comedy Central where he successfully rebuilt the company’s website and extended the network’s brands to wireless, online and interactive TV platforms. He was instrumental in establishing strategic marketing and business partnerships with AOL, Yahoo!, Microsoft, RealNetworks, Nokia and Ericsson. Locker was General Manager and Executive Producer for MGM Interactive, where he supervised the studio’s online efforts and worked with game developers in creating MGM Home Entertainment titles. Locker also co-founded Worlds. com, an early industry leader in delivering online, multi-user, 3D virtual environments. Christopher Lucas Vice President and Executive Producer Showtime As Vice President and Executive Producer of Showtime’s Digital Media department, Chris oversees production of the network’s online, interactive television and wireless initiatives and the development of new business strategies leveraging emerging technologies and shifting consumer behavior. During his tenure at Showtime, Chris has established partnerships with key technology and content providers to create breakthrough entertainment experiences resulting in increased exposure and awareness for the network’s award-winning original programming. Showtime Digital Media holds a reputation as an industry leader and technology innovator and has received numerous industry awards, including three Emmys®. Blair MacIntyre Associate Professor, School of Interactive Computing Director, GVU Center Augmented Environments Lab Georgia Institute of Technology Blair MacIntyre is an Associate Professor in the School of Interactive Computing at the Georgia Institute of Technology, and directs the GVU Center’s Augmented Environments Lab. His research focuses on understanding the potential of AR as a new medium for games, entertainment, education and work. Recently, he has been working on handheld AR games and on using AR as an interface to large-scale virtual worlds like Second Life. He received a Ph.D. from Columbia University in 1998, and B.Math and M.Math degrees from the University of Waterloo in 1989 and 1991. He is the recipient of an NSF CAREER award. Ginny McCormick Interactive Director Techno Source, maker of Clickables www.technosourceusa.com Ginny McCormick oversees the development and marketing of Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ Techno Source’s patent-pending Clickables technology. The innovation, which integrates with Disney’s online initiatives, allows kids to take their online play into their offline worlds and join them together in a collection of products. Ginny began at Reebok International in 1996, where she helped establish the company’s Web presence creating one of the first interactive online consumer interfaces. In the late 1990s, Ginny was director of product marketing at Mattel Interactive. Keith McCurdy Co-founder, President and CEO Vivaty As CEO and co-founder, Keith is responsible for setting Vivaty’s overall vision and strategic direction as a leading web-based virtual world platform. Keith’s career has spanned more than twenty years in digital media and entertainment, where he has held numerous executive positions ranging from CEO of venture-backed start-ups to senior executive at Electronic Arts. Keith’s more than 10 years at EA encompassed the company’s growth from 150 to over 3,500 employees and $8 billion in value. During this time he held Vice President roles in Online, Product Development, and Technology, and he developed his passion for creating innovative and high quality consumer products. Peter Mills Chief Health Officer vielife / Cigna Peter trained in medicine at the Royal Free Hospital School of Medicine and graduated in 1990. He is an accredited specialist in respiratory diseases and still practices medicine on a part-time basis at the Whittington Hospital in north London. As well as an MD Peter also has a PhD from the University of London for his original research work on the effects of pollutants on the cells of the lungs. Peter has a track record of involvement of entrepreneurial start ups in the healthcare sector, having been part of the founding teams of both Encyclomedica and vielife over the last 10 years. Both organizations were successfully acquired during this time. He is currently Chief Health Officer within the Health Solutions division of CIGNA. Nic Mitham CEO K Zero Nic is CEO of K Zero, a leading virtual worlds consultancy formed in 2006. Nic spent 7 years in the Telco sector in strategic marketing role before setting up his own ad agency. The metaverse beckoned and K Zero now sits in the hub between brands, virtual world operators and investors providing analytics, consulting and virtual world strategies. Rajiv Mody Vice President of 3D Worlds MTV Networks Music/Logo Group Don’t let his pleasant virtual persona “raj” fool you because it’s rumored he also has a virtual evil twin! Behind his avatar’s perfect physique is Rajiv Mody, the vice president of 3D Worlds for MTV Networks Music/Logo Group. As the executive producer behind MTV Networks’ award-winning virtual world initiative, Mody helped start up and is currently overseeing the development of the company’s upcoming television and music-based virtual worlds. Both are set to be unveiled by the end of 2008. Previously, Mody served as senior director of franchise development, director of integrated marketing for MTV, manager of strategic partnerships and public affairs for MTV, and researcher and writer in MTV’s News & Documentaries department. News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 31 Jeremy Monroe Director of Business Development, North America Sulake As director of business development and a senior management team member of North America, Sulake Inc., Jeremy Monroe is instrumental in building unique and beneficial partnerships in the professional sports and media entertainment industries. Monroe is responsible for defining new branded products, traffic strategies and revenue generating opportunities for Sulake’s top property, Habbo, the world’s largest and fastest growing virtual world and social networking service for teenagers. Preceding his current role, he was head of production for Sulake. Monroe is based in Sulake’s North American headquarters in Santa Monica, Calif. W. Vito Montone Chairman & CCO Neoverse Technologies, Inc. W. Vito Montone has produced over 25 stage plays including To Oz and Back, the television show Entertainment Atlanta for a CBS affiliate, three multi-million dollar award winning CD-ROM projects for Disney Interactive: 101 Dalmatians Animated StoryBook, MathQuest with Aladdin featuring Robin Williams and Hades’ Challenge and the award-winning broadband website Concept: Cure for Digital Domain and General Motors. As the Executive Producer at Paramount Digital, he led the development of the next generation of entertainment on the web. Out of his vision for the future, he created The First-Ever Official 3D Virtual Star Trek Convention in 2002. He is now Chairman and Chief Creative Officer of Neoverse Technologies, Inc. Claus Nehmzow VP, Virtual Worlds/Immersive Experiences Practice Group Method Claus Nehmzow is Vice President at the leading brand experience design agency Method, Inc. He leads their Immersive Experience / Virtual World Practice. Prior to joining Method, Claus led PA Consulting Group’s work on participatory media and virtual worlds. Prior to PA Consulting Group, he was COO/ International Business Development director at mobile startup Shazam. Claus has also held positions as Managing Director of Viant Germany, Partner and Vice President at Booz-Allen & Hamilton in London and New York and Senior Manager at Accenture/Andersen Consulting in Zurich, New York, London. Greg Nuyens CEO Qwaq With more than twenty years’ experience as a high tech entrepreneur, Greg Nuyens has served in a variety of executive roles. He has served as CEO of Devicescape (backed by Kleiner Perkins and August Capital), CTO of Neomar (now part of Motorola) and chief technologist at Inktomi. Earlier roles included co-founder at Ilog, director at Sun Microsystems and researcher at Xerox PARC and Xerox AI Systems. Greg holds a MS in Computer Science from Stanford University and a BS in Computer Science from Carleton University. Tony O’Driscoll Professor of the Practice Fuqua School of Business, Duke University Tony O’Driscoll is a Professor of the Practice at Duke University’s Fuqua School of Business. His current research focuses on how emerging technologies such as virtual worlds can rapidly disrupt existing industry structure and business models. His research has been published in leading academic journals such as Management Information Sciences Quarterly, the Journal of Management Infor- Page 32 mation Systems, and the Journal of Product Innovation Management. He has also written for respected professional journals such as Harvard Business Review, Strategy and Business, Supply Chain Management Review and Chief Learning Officer Magazine. Mitch Olson Co-Founder SmallWorlds Mitch Olson is co-founder of SmallWorlds - the browser-based and web2.0-inspired world that makes a 3D virtual world experience more accessible than ever before to anyone aged 13 and above. David Orban Founder & Chief Evangelist WideTag, Inc. Alert analyst of the global high technology landscape, with broad experience in structuring virtual subsidiary deals for companies penetrating the EU, and EMEA markets. Deep understanding of the needs and mechanics of both product marketing, sales development, localization, and globalization. Futurist, and speaker. David Orban’s Specialties: Business case analysis, contract negotiation, strategic market development, partner management. Startup management. Community, and metaverse design. Jeremy Padawer Vice President, Entertainment Marketing JAKKS Pacific Jeremy Padawer joined JAKKS Pacific in 2003 and has successfully grown the Entertainment Brand Marketing division worldwide. In this role, Padawer is responsible for the business management and product development of all action figure and collectible brands, including WWE, Pokemon, Dragonball, Neopets and new initiatives with Lucas and WB. Padawer began his toy career at Mattel in 2001 and worked in Brand Management from 2001-2003. Padawer received his BA in Psychology & Business from The University of Texas (1996), his JD from the University of Tennessee (1999), and his MBA at Vanderbilt University with a concentration in Marketing (2001). Matt Palmer Executive Vice President and General Manager Stardoll Matt Palmer is Executive Vice President and General Manager of Stardoll (http://www.stardoll.com/), the world’s largest online entertainment destination for girls aged 9-17 focused on fame, fashion and friends. Prior to joining Stardoll, Matt was named Advertising Age’s 2006 Entertainment Marketer of the Year while serving as Senior Vice President, Marketing, Disney Channel, at the Disney ABC Cable Networks Group. His role at Stardoll is to develop innovative, integrated partnerships with advertisers, brands, music labels, film studios, television networks, celebrities and musicians that will ultimately expand the user base and increase traffic to the website. Matt is able to discuss how advertisers can market virtual products via virtual worlds. Arnaldo “AJ” Peralta Executive Vice President Icarus Studios Arnaldo “AJ” Peralta got his start in virtual worlds in the early ‘90s when he founded Lamuz, a Tokyo-based software developer where he published over a dozen 3D and virtual world applications, including a MacLife Product of the Year winner, Virtus VR. Recently, as Executive Vice President at Icarus Studios, AJ has been responsible for the creative strategy behind MMOG and virtual world projects with partners including MTV, Discovery Networks, and FOX. AJ also co-founded Vivaty (nee Media Machines), a Web-based Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ virtual world service and was President of Digital Brandcasting, a brand management company where he built digital businesses for celebrity clients including Will Smith, Alanis Morissette, and the Deftones. Over the last twenty years, AJ has also worked in-depth with companies such as Ogilvy & Mather, Coca Cola, Jack in the Box, Nokia, Motorola, as well as every major film studio to develop brand and content strategies for their products and services. NLTC Greg Pickell Chief, Training Technologies Branch Joint Education, Division, NGB J7 National Guard Lieutenant Colonel Greg Pickell is an Active National Guard officer with over 22 years’ military service in the Army, the Army Reserve and the National Guard. During the early course of his career, Greg transitioned from tactical nuclear missiles, to training and plans, and then to Civil Military Operations. As a civilian, while serving for nine years as a traditional Army Reserve officer, he worked as a deputy program manager for the Strategic Defense Initiative Organization (SDIO), followed by support for the DARPA-National Guard Simulation in Training for Advanced Readiness (SIMITAR) program, and finally as an adjunct staff member with the Institute for Defense Analysis. More recently, following a stint in the National Guard Congressional liaison office, Greg returned to work in the training arena, focusing on developing technologies for a civil military audience. Jeffrey Pope Executive Vice President ngi Group Ventures / 3Di Jeffrey is an Executive Vice President in ngi group and the founder of ngi’s North American branch office. He is also a Director in 3di; which is ngi’s group company innovating in virtual world and 3D technologies. With over 13 years’ living and working in Asia, Jeffrey has an extensive background in business development, negotiating critical business alliances and opening new markets. Prior to joining ngi group, Jeffrey held a position with Microsoft Japan where he was involved with the development of Japans Xbox live game server infrastructure and overseeing an MSN data center. Thereafter he spent 6 years with Sun Microsystems Japan where he managed various aspects of Sun’s Services and Sales business. He was instrumental in helping Sun to streamline its Services processes, primarily through the Six Sigma quality control methodology, of which he was the lead practitioner and trainer. Steve Prentice VP & Gartner fellow Gartner Mr. Prentice takes a particular interest in the longer term (5-10 year) scenario for the development of IT; its evolving role in supporting and enabling new business models; and the relationship with societal trends and behaviour. Current research topics include the Consumerisation of IT, Virtual Worlds, Social Networking and Gaming and emerging technology and societal trends. Patti Purcell Principal Bel Aire Elementary School Tiburon, CA I began my career in recreation, designing “fun” activities and events for children. I eventually moved into teaching, primarily in bilingual classrooms and “newcomer” centers. I spent some time working out of the classroom as an educational consultant, training teachers and writing curriculum for various school districts and publish- News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 33 ing companies. I have co-authored a series of books with Essential Productions entitled “Fabulous Follow Ups” providing challenging and exciting ways to learn and practice language skills. One focus of this school is the integration of technology in meaningful learning experiences and another is the connection of students globally via in purposeful project based learning. Scott Raney Partner Redpoint Ventures Scott Raney is a Partner with Redpoint Ventures focusing on information and consumer technology, and service investments in consumer, enterprise, wireless and cleantech segments. Scott serves on the board of directors of adap.tv, JumpTap, mig33 and LetsTalk, and is involved with Redpoint’s investments in Gaia Online, Scribd, Cortina Systems, Mobilygen, MobiTV, and Kodiak Networks. Prior to joining Redpoint, Scott served as Senior Manager of New Products with NorthPoint Communications, a data CLEC providing nationwide DSL services. Previously, Scott was the Director of Engineering for VideoPort Technologies, a developer of videoconferencing hardware. Scott began his career at Andersen Consulting as a member of the Advanced Technology Group where he assisted clients in the telecommunications industry. Jonathan Reichental Director of IT Innovation PricewaterhouseCoopers Dr. Reichental has 18 years of experience in the field of information technology (IT). In addition to working in various technology roles, he has consulted with many Fortune 500 companies and has spent the last 12 years with PricewaterhouseCoopers. He is currently responsible for focusing on, understanding, and communicating the impact of business-aligned innovative and emerging technologies and processes. Dr. Reichental presents often on a range of subjects and has recently addressed audiences at Harvard Business School and the Conference Board Council of CIO Executives. He is interviewed often and was recently featured in CIO magazine and Computerworld. Christian Renaud CEO Technology Intelligence Group Christian is the CEO of the Technology Intelligence Group, an early-stage technology analyst firm. The Technology Intelligence Group is an open network of key subject matter experts from diverse industries that provide their insights and experience to early adopter enterprise and public sector clients. www.techintelgroup. com Prior to founding the Technology Intelligence Group, Christian ran the New Markets and Technology Group at Cisco Systems. The New Markets and Technologies group was chartered to identify, incubate and develop new billion dollar businesses for Cisco. In addition to New Markets and Technologies, from 2006 to 2008, Christian also served as Cisco’s Chief Architect of Networked Virtual Environments, developing the virtual collaborative teamspaces market and product strategy, leveraging immersive gaming technologies into enterprise collaboration. Andrew (Roo) Reynolds Portfolio Executive for Social Media BBC Vision Roo recently accepted the position of Portfolio Executive for Social Media at BBC Vision, which means he spends a lot of time thinking about the intersection between television and social media. Television has always acted as a talking point for people, but the conversation doesn’t usually get as much attention as the content. Roo’s job at the BBC is to develop and execute BBC Vision’s strategy Page 34 in relation to social media (including blogs, tagging, games, user generated content and third-party social media sites such as Flickr, YouTube, Facebook, Twitter, etc) as well as working with teams across the BBC to help shape various social media projects and initiatives. Roo has been a long-term advocate of virtual worlds and other social software. Previously, as a Metaverse Evangelist based at IBM’s Hursley Park laboratory, he provided design and strategy for virtual worlds within IBM’s intranet and championed the use of public virtual worlds by corporate employees. Eric Rice Producer Slackstreet Studios Eric Rice is a Silicon-Valley based producer, artist, and writer focused on the sphere of user-created multimedia publishing and virtual worlds. He consults for a wide range of companies and researches the applications of augmented reality in civic, educational, and entertainment industries. Eric is the executive producer of the Saijo City open cyberpunk franchise, which is currently under development. Benton Richardson VP Business Development Makena Technologies, Inc. Ben Richardson leads all strategic partnerships for Makena Technologies involving interactive advertising, product and content integration as well as custom worlds development. He is also a company spokesperson and has been a featured speaker around the world on the topic of virtual worlds. Prior to Makena, Mr. Richardson spent five years as a management consultant to CEOs in the financial and news media industries, assisting in funding and business planning. Prior to consulting, Mr. Richardson served as a founding member and executive of Onvia, a business-to-business ecommerce and services provider that he helped lead to $150M in revenue and a subsequent $240M IPO on the NASDAQ. Jeremy Ross Executive Producer - New Product Development TOKYOPOP Executive Producer Jeremy Ross leads new product development as part of the production team at TOKYOPOP Media. His focus is on cross-media adaptation of the company’s original manga graphic novels into games, animation, film and other media. In 2004, Jeremy initiated TOKYOPOP’s original manga development program, signing over 100 worldwide creators to date -- the largest mangabased IP library outside of Asia. Prior to joining TOKYOPOP, Jeremy was Executive Producer at Kleiser-Walczak, a pioneering 3-D visual effects firm. Previous posts include Director of New Technology at Callaway Editions and Vice President of Brooklyn Games at Byron Preiss Multimedia. Sean Ryan Founder and CEO Meez Sean is the Founder and CEO of Meez, a leading avatar and game service. Sean recently served as vice president of music services at RealNetworks, where he managed the music division after selling Listen.com/Rhapsody to Real in August, 2003. Previously as CEO of Listen, Sean was charged with overseeing day-to-day operations and was responsible for the overall direction of the company. Prior to joining Listen.Com, Sean ran business development for online game company SegaSoft Networks, spent several years at the GAP helping launch the successful Old Navy clothing line, and worked at Chemical Bank. Sean holds an M.B.A. from UCLA’s Anderson Graduate School of Management and a B.A. from Columbia University. Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ Stefanie Schwartz Vice President, Marketing and Operations, Neopets Nickelodeon Stefanie Schwartz is the Vice President of Marking and Operations for NeoPets, based in Los Angeles. In this role, Schwartz is responsible for all marketing, consumer products, research, ad operations and new business including wireless, games and subscriptions. Earlier, she was Vice President of Ad Sales Strategy and Development for MTVN AD Sales. In this capacity, she was responsible for evaluating alternative deal structures and acquisitions, developing cross-network sales initiatives, and identifying growth prospects for MTVN’s advertising sales business. Prior to this role, Schwartz was the Director, Planning & Business Development for MTV Networks. She originally joined Viacom in 1999 and has held positions both at Viacom Corporate and MTV Networks. Prior to Viacom, she worked as a Consultant for Mercer Management Consulting. Christopher V. Sherman Executive Director, Founder Virtual Worlds Management Show Initiative, LLC Chris helms Virtual Worlds Management, the leading trade media company serving virtual worlds professionals and organizer of this conference. As an entrepreneur with more than 17 years’ experience, Chris is one of the world’s foremost experts on the virtual worlds and video game industries. He leads the Virtual Worlds conference series, including shows in Los Angeles (this one), London (October 20-21, 2008) and New York (March 10-11, 2009). He also serves as the publisher of VirtualWorldsNews.com, the industry’s leading information source. Chris has been involved in a variety of startups. He founded the industry-leading Austin Game Conference (now Austin GDC) in 2003, UGO Networks in 1998, Multimedia Wire in 1994 and various companies in between. Joey Seiler Editor VirtualWorldsNews.com Virtual Worlds Weekly As Editor, Joey Seiler is responsible for all news and editorial for VirtualWorldsNews.com and Virtual Worlds Weekly. As one of the main reporters covering the industry, Joey has been sought out by professionals for advice and media representatives for commentary. His research on virtual worlds has been covered up by the BBC, LA Times, NY Times, and many other outlets. Prior to Show Initiative, Joey worked as a freelance reporter for both print and online media, covering video games, technology, music, and art. Tish Shute Writer/Virtual World Evangelist Ugotrade.com My career in new media and technology began with innovation in motion control, robotics, and special effects for film, television, theme parks and aerospace. I continue my interest in pioneering new technology and paradigm shifts as an entrepreneur, writer, and evangelist for virtual worlds. News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 35 Adrian Si Interactive Marketing Mgr Scion Si is responsible for the overall online presence of Scion, including Scion.com and associated microsites that support Scion’s marketing programs, online media buys and integrations, online promotions, online partnerships and dealer Web sites. Si joined Toyota in 1993, and has worked as training and certification analyst, merchandising administrator, field operations administrator, accessories marketing administrator and distribution operations manager. Most recently, Si was eBusiness strategy manager. Prior to working for Toyota, Si was a design engineer for Newport News Shipbuilding. Si holds a master’s degree, business administration, in marketing from Penn State University and a bachelor’s degree in mechanical engineering from SUNY Buffalo in N.Y. Reuben Steiger CEO and Founder Millions of Us Reuben Steiger is the CEO of Millions of Us, a company dedicated to helping businesses understand and harness the power of virtual worlds and online communities. Prior to founding Millions of Us, Steiger was the Evangelist for Linden Lab, creators of the 3-D virtual world Second Life. In that role he was responsible for business development efforts and bringing the first wave of corporations and commercial developers into Second Life. Until 2002, he was Chief Development Officer at OVEN Digital, where he helped build that company into the world’s largest privately-owned Internet consultancy with 11 offices and 350 employees worldwide. Steiger holds a BA in English Literature from Brown University and lives in Marin County with his wife and two young children. Matt Sterling Property Sales Director - AIM Platform A/Time Warner Matt Sterling has been working in the advertising and publishing industry for almost 20 years. Matt has a degree in Advertising from the University of Florida and began his career in media planning in New York at LINTAS working on IBM, Sara Lee and Johnson & Johnson. During this time he planned and bought some of the first ads on the Internet. He joined Time Warner as a Marketing executive at TIME Magazine where he worked on multimedia special issue projects and then moved into sales as the Worldwide Account Director on the IBM account selling global advertising programs. During the dot com boom, Matt launched eCompany Now an internet business magazine based in San Francisco born out of the FORTUNE Mag. group which eventually acquired Business 2.0. John Swords Director of Business Development The Electric Sheep Company Swords oversees strategic partnerships at Electric Sheep Company, a leading virtual worlds development firm based in New York. Prior to his role in business development, John produced virtual world media campaigns for clients such as NBC Universal and Edelman. He was also responsible for some experimental virtual world technology projects (which he can’t really talk about). John is a contributor to the Metaverse Roadmap Project and is a frequent speaker at social media and virtual world conferences. As an independent media producer, he has produced hundreds of hours of recorded sessions on virtual worlds and other social technologies. He writes a blog for the Electric Sheep Company and has a personal blog at johnswords.com. Page 36 Laura (Pevehouse) Thomas Dell, Inc. Laura (Pevehouse) Thomas has worked in and around the Dell family for more than seven years, primarily in the areas of corporate communications, employee communications, public relations, community affairs, branding and online communication. She is currently part of the Global Online group where she is responsible for the corporate content on Dell.com and community strategy for DellLounge.com. She previously assisted with the creation of Direct2Dell, and brought web feeds and podcasts to Dell.com. In her spare time she led Dell into the metaverse with the creation of Dell Island in Second Life. Laura has earned the designation of Accredited Business Communicator from the International Association of Business Communicators, and received her News/Editorial Journalism degree from Louisiana State University. She has been a resident of Second Life since June 2006. Eilif Trondsen Director SRI Consulting Business Intelligence The focus area of my research and consulting at SRIC-BI—a spinout of SRI International (formerly Stanford Research Institute)—is the use of technology for business performance improvement and learning. I have 29 years’ experience at SRIC-BI and at SRI International, leading or contributing to a variety of projects for U.S. and foreign clients in the private and public sectors. For ten years, I held the position of Research Director of the Business Intelligence Program (now the Scan program) at SRI and I currently lead our Virtual Worlds @ Work consortium ( www.sric-bi.com/vwc ). Sibley Verbeck CEO The Electric Sheep Company T. Sibley Verbeck is founder of The Electric Sheep Company, and is responsible for business development and overall company strategy. As a former Chief Scientist of StreamSage, Inc. and Comcast Online, Sibley has been a leading researcher in advanced computational linguistic and statistical techniques for analyzing audio, video, and text. In January 2001, Sibley received an award from the Washington Techway Magazine as one of the top young technology executives in the DC area; in 2003 he was selected as one of MIT Technology Review’s top 100 technology innovators worldwide under the age of 35. He has been an invited presenter at conferences ranging across virtual worlds, digital television, computational linguistics, and undergraduate science education. Mark Wallace Chief Executive Wello Horld, Inc. Mark Wallace is chief executive of Wello Horld, Inc., a social Web startup. In 2006, he founded 3pointD.com, a leading blog covering virtual worlds and other social technologies. He is a contributor to the Metaverse Roadmap project and co-author of a book about virtual worlds (The Second Life Herald: The Virtual Tabloid That Witnessed the Dawn of the Metaverse). As a journalist, his work has appeared in The New York Times, Wired, The New Yorker, the Financial Times, and many other publications. Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ Debra Aho Williamson Senior analyst eMarketer Inc. Debra Aho Williamson has been a keen observer of Internet marketing and advertising trends since 1993. At eMarketer, she focuses on social network marketing, word-of-mouth marketing, virtual worlds and targeting online marketing to key demographic groups, including kids and teens, college students and women. Debra has been quoted in The Wall Street Journal, The Washington Post, USA Today, BusinessWeek, the San Francisco Chronicle, Advertising Age, MediaPost and other publications. Valerie Williamson VP of Marketing and Business Development The Electric Sheep Company Valerie Williamson currently leads the Business Development and marketing efforts for The Electric Sheep Company. Valerie spent her formative business years working in the media, entertainment and events industries. Prior to ESC Valerie was the VP of Marketing and Business Development for OSTG (parent company of Slashdot and SourceForge.net), she also worked in the film industry at Orion Pictures back in the day, and was President of Interop Worldwide. Throughout her career, Williamson has led business, marketing, and sales strategy for leading media companies including OSTG, ZiffDavis Events/Key3Media, IDG Entertainment (GamePro Magazine and co-founder of the E3 tradeshow), and Orion Pictures. Michael Wilson CEO Makena Technologies, Inc. Working in the field of Online Community and eCommerce for over 30 years, Michael Wilson has been bringing exciting new technologies to consumers for years. At Oracle, he brought relational databases to the Macintosh, and at eShop he helped create the world’s first online shopping platform. In 1997, he was one of eBay’s first employees, creating the technology and organization behind the world’s largest eCommerce site. In 2001, he joined There as an investor, later joining the company to help drive its emergence as the premiere 3D Virtual World for consumers. He has also held leadership positions at daVinci Time and Space, The Well, Neuron Data, Macy’s and Chevron. Ginsu Yoon VP of Business Affairs Linden Lab Gene Yoon handles a variety of business matters for Linden Lab, including international market development, corporate and business development, and external developer programs. He was also previously the company’s general counsel and provided interim leadership for finance. Prior to Linden Lab, he was general counsel and corporate secretary at Airespace, a wireless LAN equipment company, where he negotiated key strategic relationships, including the sale of the company to Cisco Systems. Before joining Airespace, Gene was a principal at KTB Ventures, leading the firm’s investments in wireless communications, networking equipment and semiconductors. News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 37 Page 38 Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ presented by www.VirtualWorldsExpo.com Technology Pavilion Hours of Operation Wednesday, September 3, 2008 - 9:00am to 5:00pm Thursday, September 4, 2008 - 10:00am to 4:00pm Attendee Lounge Sponsored by: Exhibiting Companies 113 117 218 119 414 104 116 310 115 314 412 316 100 107 307 118 207 200 206 114 211 Altadyn Animax Entertainment Avatar Reality Chobots.com - Vayersoft Code4Software Dinokids - Avocado Entertainment Egencie Electrotank Engineering & Computer Simulations Forterra Frima Studios Habbo HeroEngine (Simutronics) IBM Icarus Studios iLemon Linden Lab Makena Technologies MASA Group Metaverse MOD Squad Millions of Us 313 101 400 214 216 215 312 217 301 213 416 110 418 124 300 212 317 112 315 126 Multiverse Mycosm ngi group, inc NICTA Novamente Parature Pay By Cash Paynova Proton Media Qwaq ShanghaiPop sMeet Soft Kinetic Spin AG - Freggers The Electric Sheep Company Turbo Squid Vastpark Virtual Job Candy Weblin Yogurt Technologies News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Virtual Worlds Innovation Award winners will be announced at the Virtual Worlds Expo on Wednesday evening, 5:00 to 6:00pm, Wednesday, September 3, 2008, on the stage in the Expo Hall. The reception kicks off at 5pm with free beer for attendees, celebration, and a good time for everyone. Details on page 49. VW Expo is presented by Page 39 113 Altadyn Altadyn is a developer of web3D technology that makes powerful 3D accessible from any PC or Mac. With the 3DXplorer “plug-inless,” browser-based web3D development platform -- and ToonMX, a 3D “digital puppetry” software application -- the company has delivered a new dimension to the online experience, making dynamic and immersive 3D immediately viewable on all computer platforms, including Windows and Linux PCs and the Mac, and browsers such as Internet Explorer, Firefox, Safari and Opera. Altadyn customers include SAP, Orange, Bayer, and Glaxo-SmithKline, and the company has offices in Paris, France and Irvine, California. For more information visit www.3dxplorer.com or email marketing@3dxplorer.com. 117 Animax Entertainment Animax Entertainment (www.animaxent.com) is an Emmy awardwinning, full-service creative studio that creates interactive entertainment for Kid & Family properties. We’ve strategized, designed, developed and deployed virtual worlds, MMOs, casual games, websites, animation, social media, and interactive marketing applications. We develop new kids virtual worlds platforms, as well as produce content within existing platforms. Our clients include top entertainment studios, leading toy brands, CPG brands and advertising agencies. The worlds we create range from drivers of revenue to marketing focused experiences. Based out of our Los Angeles headquarters and satellite office in Toronto, our in-house team of 50 animators, designers and developers create compelling, kid-safe experiences that win our clients awards -- including the first ever broadband Emmy Award. 218 Avatar Reality Avatar Reality Inc. is a Honolulu-based development entity dedicated to the advancement of online community building. Our mission is to utilize leading-edge computing technologies to build serious entertainment for the masses. Our premiere project, Blue Mars, is a new massively multiplayer virtual world (MMVW), integrating interactive 3D graphics and online networking. Set on Terraformed Mars in the year 2177 AD, players will be able to experience life in a beautiful, 3D-rich virtual environment. Blue Mars is scheduled for beta release at the end of 2008. Currently, Avatar Reality is offering partnership opportunities for Blue Mars. A fully integrated platform for all business types including city development, marketing research, product testing and advertisement, Blue Mars provides its partners with practical and effective resources for their business. To learn more about these opportunities, or to view a sneak peek of the upcoming MMVW, please visit Avatar Reality at booth #218. 119 Chobots.com - Vayersoft Chobots.com - Vayersoft Chobots.com is a fun and safe online entertainment experience for children and families. A fully featured virtual world where you can make friends, play games, chat, go shopping and so much more! It has a very strong multiplayer social gaming concept, original setting and characters. Innovative multiplayer missions help develop communication, collaboration and decision-making skills. The game is being developed by Vayersoft.com - a provider of rich media 2D and 3D content such as: cartoons, animations, games, etc. Page 40 We are looking for strategic partnerships for Chobots.com and other virtual worlds to be produced in the near future. We are interested in: - Media companies - for content delivery, various integration and bringing the Chobots concept to other media formats/products; Distribution companies; - Venture companies - for possible investments; - Content developers - 3rd party content integration into Chobots.com world. For more information visit us in booth 119, or see our website, http://www.vayersoft.com/vwe 414 Code4Software Code4Software is unlocking the potential of virtual worlds by providing turn-key metrics capture and analytics platforms that enable optimization, advertising, and affiliate marketing systems for any 3D Internet environment. Our products are first-in-class and often first in the world: V-Tracker (Virtual World Metrics Capture and Analytics), AdSoft (Distributed Display Advertising Systems), P.O.M.P (Promotional Object Management Platform), and TAG Affiliate (Affiliate Based Marketing System) are all live production systems available for immediate porting to any virtual world. Our solutions provide a competitive advantage to our partners, delivering advanced features at significant cost and time savings With a diverse combination of expertise in enterprise Internet software, analytics, electronic entertainment, and virtual worlds, the Code4Software team is uniquely qualified to provide world class analytics and advertising solutions to the virtual worlds and electronic entertainment industries. 104 Dinokids Avocado Entertainment Inc. was founded in Feb. 2006 by veteran online gaming product managers, game developers and designers from Yahoo! Korea. DinoKidsTM is our flagship project in which we intend to provide exciting new virtual world for kids and tween swith cute dinosaur characters and a lot of funny contents. DinoKidsTM provides children-friendly and social networking environments, where users can meet friends and chat with them, decorate characters or houses, complete missions and also play interesting mini games. The goal of DinoKidsTM is to present educational and social networking playground to our kids with safety. We offer parents monitoring tools for their kids’ activities such as playtime, chat status, buddy list and so on because we strongly believe that the parents should be aware of their kids’ online activities at all times. The demo version of DinoKidsTM is live now. You can play for free at www.dinokids.com 116 Egencie Egencie is an up-and-comer among the new breed of boutique digital agencies. Since 2005, we have specialized in the custom design and build of brand-based virtual worlds, flash games and advanced CMS and community-based websites. Egencie also provides marketing strategies and programs that brand managers need to succeed in today’s digital world. With staff and partners across North and South America, Egencie provides clients with innovative solutions at an exceptional value delivered with the speed today’s marketplace demands. Egencie’s diverse group of clients includes Russ Berrie (gifts), Myachi (toys), Fiskars (garden/crafts) and Running Network (publications). Stop by and visit to learn how Egencie can help you achieve your business goals. www.egencie.com Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ 310 Electrotank Electrotank® is an award-winning developer of Flash® multiplayer games and innovator of the cutting-edge technologies currently powering today’s most profitable virtual worlds. As creators of Electrotank Universe Platform™ (EUP™) and ElectroServer™ 4, Electrotank has reduced the production time and financial risk associated with making your Flash virtual world a reality. 115 Engineering & Computer Simulations ECS is a small, advanced learning technologies firm headquartered in Orlando, Florida. ECS develops and implements new training technologies to augment learning, improve skills retention and increase training effectiveness. ECS was incorporated in 1997 and has developed a set of top tier strengths in commercial and government virtual worlds, 3D games and simulations, and other collaborative training technologies. ECS’ virtual worlds experience focuses on those environments that provide practical, purpose-driven, collaborative capabilities. 314 Forterra Forterra provides distributed, enterprise-grade virtual world software that enables our customers and partners to create their own private, realistic 3D Internet solutions for the corporate, healthcare, government, and education industries. Our software enables users to train, learn, communicate, rehearse, analyze, collaborate, experiment, and socialize over any network. Using standard PC hardware, customers can rapidly generate trusted, secure, collab- orative solutions behind or through firewalls that scale to thousands of concurrent users. Forterra’s open and extensible architecture works with 3D authoring tools and integrates with real-world data systems. Users get a better experience from 3D audio, realistic graphics, and anytime, anyplace access. 412 Frima Studio Since 2003 our studio has experienced a rapid growth and valuable recognition in the market place. Its talented creative and technological teams combine their strength to push the boundaries of multiplatform game development. The launch in the last 15 months of 6 MMOGs and Virtual Worlds along with numerous online promotional games clearly show our capability to rapidly deploy and manage multiple projects. With the recent acquisition of Humagade, Frima expands its line of services to its partners with a truly integrated multiplatform key solution; this undoubtedly demonstrates our commitment to being on the forefront of the marketplace…yes, we are massively creative…and beyond. 316 Habbo Habbo is the largest virtual world and online community for teenagers. Richly colorful and multi-dimensional, users join for free by creating a fully customized online character called a Habbo. At its core, Habbo is about social interaction, having fun and building a world for self-expression and creative experiences. Currently there are Habbo communities in 32 countries on six continents. To date, over 106 million characters have been created and 9.5 million unique users worldwide visit Habbo each month. For more information, please visit www.habbo.com or contact us at info.us@ sulake.com or (310) 395-0404. News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 41 100 HeroEngine 207 Linden Lab: Second Life Grid Simutronics is demonstrating the HeroEngine MMOG and Virtual World platform to developers. HeroEngine is the world’s most complete platform for building online 3D worlds and is being used worldwide by teams like BioWare, Zenimax, and many more. HeroEngine is a breakthrough development environment for creating and deploying online worlds. HeroEngine is a complete solution – advanced graphical client, highly scalable server, and integrated toolset. HeroEngine is more than an engine – it is a new and much better process for building a world online. HeroEngine reduces time to market –HeroEngine’s development pipeline the team’s productivity. Every single change to the game is instantly integrated and available to all other developers without having to build or re-start the engine. Coders, artists and designers and even management work together within a common environment. HeroEngine is the next generation in MMOG and Virtual World development. www.heroengine.com The Second Life Grid is a platform that enables your organization to create a public or secure private space using the leading 3D online virtual world technology. Discover how your organization can create its own secure space for communication, collaboration and community engagement. Use the Second Life Grid to hold virtual meetings, construct product simulations, provide employee training and lots more. Visit secondlifegrid.net for more information. 107 IBM IBM is aligned around a singe, focused business model: Innovation. We believe that the 3-D Internet will drive Innovation that will change the way we live, work and play. IBM is working across virtual environments and applications to help define the future of business leveraging the 3-D Internet. Our approach is to partner with our clients and work with a broad community to define and drive the standards and business applications for building out the next generation 3-D Internet. For more information on IBM, visit: www.ibm.com/3DInternet Makena Technologies is an entertainment and communications company focused on online interaction and specializing in virtual worlds. Founded in 2005, Makena acquired There from Forterra Systems in April 2005. Makena’s mission is to provide the leading virtual world platform for consumers and corporate clients. We provide solutions that scale from the fun and excitement of our consumer experience on There.com to a full suite of applications available for corporate customization and the development of a completely separate, fully functional, 3D social virtual world. Today, Makena operates two leading virtual worlds: There.com and MTV’s Virtual Laguna Beach. Makena is led by seasoned executives Michael Wilson (CEO) and Steve Victorino (President and COO). Michael has 25 years of experience with 15 years in on-line communities. He was an early employee at eBay, responsible for all technology. Steve has 20 years of venture capital experience and led There’s first external financing in 2000. 206 MASA Group 307 Icarus Studios Icarus Studios (www.icarusstudios.com) is a comprehensive resource center for builders of massively multiplayer online games, virtual worlds, and serious games for the entertainment, corporate, and government sectors. Icarus Studios provides a total solution that includes design and content production, monetization, customer support, hosting, and a tightly integrated technology platform. PowerU, a serious games joint venture by Icarus Studios and American Research Institute (ARI), a leader in role-based, resultsoriented education and training services. PowerU is the first company to offer an integrated learning infrastructure that incorporates 3DI (three dimensional immersive) learning environments for leading organizations to dramatically improve the effectiveness of their workforce development. www.poweru.net 118 iLemon iLemon connects brands with their customers through custom made virtual worlds. We create high-quality 2D and 3D virtual worlds faster and cheaper than any competitor. Utilizing a unique combination of highly customizable software platform, global market expertise and cost-efficient Chinese production, iLemon creates unique and highly immersive virtual worlds for media and entertainment companies, existing communities, consumer brands and online properties to connect with their customers in a profitable way in virtual real-time interactive space. iLemon services range from platform licensing to customization and turn-key solutions. Page 42 200 Makena Technologies Based in France, USA and Singapore, MASA Group has 10 years of experience in developing interactive simulation software and serious games for Defense and Homeland Security, with a unique Artificial-Intelligence-based behavior modeling capability. MASA Group’s offering ranges from packaged PC software for training, self-training and planning, to Behavior Models to enhance existing simulations and virtual worlds. MASA Group SWORD™ Behavior Models turn stereotyped and unrealistic simulated agents into believable entities exhibiting complex behaviours without relying on ad hoc Artificial Intelligence development. Based on the successful DirectIA® 4 technology, SWORD™ Behavior Models offer easy to use and reuse behavior components, targeting specific application areas, such as military simulations, serious games and virtual worlds. Thanks to SWORD™ Behavior Models, behavioral simulation is now available for the first time at a low integration and development cost. http://www.masagroup.net 114 Metaverse Mod Squad Yo!!11 Metaverse Mod Squad iz d leadR n avatar stafng solutNz 4 virtual wrlds!!!!!llll LOL & dn our avatars & d ppl Bhind dem NtRtain awwwwdieNces, seL real wrld prodctz, & protek d sAfT of chldrn n virtual wrlds!!!!!11111 frm mod3ra2rs 2 saels staf, & evnt planers 2 actors, ~~~**d00d***~~~, we wrk w marKEE br&s lIk d man Harry Potter, LEGO, Warner Bros. & The CW Network (OMG OMG OGM) 2 cr8 & manetane XcitN, sAf, & slammin virtual wrld XperENsz!!!!!1111 Don’t speak Kidspeak? Don’t worry we do. Avatar staffing for Virtual Worlds. Specializing in Kids, Entertainment, Brands. Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 43 211 Millions of Us, LLC Millions of Us LLC is an agency specializing in virtual worlds and large online communities. Founded in 2006 and based in San Francisco, the agency’s clients include 20th Century Fox, Warner Bros., Toyota, Microsoft, and Intel. Additional information is available at www.millionsofus.com.” 313 Multiverse Network, Inc. Multiverse is a leading provider of virtual world development technology. The company’s technology platform has changed the economics of this medium by empowering development teams to create high-quality virtual worlds – including Massively Multiplayer Online Games (MMOGs), social and educational worlds, and business collaboration environments – for less money and in less time than ever before. Multiverse solves the industry’s prohibitive challenges by providing development teams with the Multiverse Platform, a comprehensive, pre-coded client-server infrastructure and tools, a wide range of free content – including sample worlds for modification – and a built-in market of consumers. The company gives consumers a single program – the Multiverse World Browser – that lets them enter all of the worlds built on the company’s platform and available in the company’s network. www.multiverse.net 101 MYCOSM We are in relentless pursuit of creating a compelling virtual world platform, then letting you enjoy it for free in Mycosm. At Virtual Worlds LA, we are proud to demonstrate Mycosm publicly for the first time at booth 101. We believe there are 5 major problems with virtual worlds: 1. Low fidelity. 2. Too technical. 3. No control. 4. No fun. 5. No friends Mycosm allows you to create your own unique world by using our intuitive tools and importing high quality 3D content. You can then share it with the community online, play games, share media, talk with friends and make money. Mycosm uses its own 3D engine powerful enough to attract the even the most discerning 3D artist. If you are interested in a flexible virtual worlds platform for commercial use and private labeling, talk to us about licensing opportunities. We are entering private beta in the coming months, so be sure to sign up for an invite. Mycosm is a product of Simmersion Holdings Pty Limited, an experienced 3D software and services company. www.mycosm.com 214 NICTA National ICT Australia (NICTA) NICTA is Australia’s Information and Communications Technology (ICT) Centre of Excellence. We are an independent company in the business of research, commercialization and research training. With over 700 people, NICTA is the largest organization in Australia dedicated to ICT research. You can learn more about NICTA at www.nicta.com.au. BADUMNA network suite is a technology platform for hosting virtual worlds and massively multiplayer online games. The highly scalable and cost effective architecture that utilises a peer-to-peer network can support millions of users with very minimal infrastructure. Badumna network suite provides a massive competitive advantage over traditional approaches as it reduces the hosting costs by more than 80%. Learn more about BADUMNA at www.badumna.com 216 Novamente Novamente LLC - Leveraging its uniquely powerful artificial general intelligence technology, Novamente supplies software products and services to power intelligent virtual agents for virtual worlds, computer games, and simulations. For more information please visit our web site: www.novamente.net 215 Parature Inc. Today’s top names in gaming and interactive media are turning to Parature for top-of-the-line service and support for their customers. Parature Customer Service™ software is rapidly deployed and easy to use, integrating a customer portal, rich knowledgebase and full ticketing application in one dynamic, tightly unified system that manages all your support needs. More than 50 million players the world over are supported by Parature. www.parature.com 400 ngi group inc. & 3Di Inc. Cultivating the next generation of innovation, ngi group (http:// ngigroup.com/en) is a globally diversified investment, operating, and holding company of Internet- and mobile phone-related businesses. We boast a team of highly motivated professionals whose combined experiences and diversified skills lead to second-to-none market insight and investment expertise. The virtual worlds market is a strategic focus areas for ngi. Thus, we created 3Di, Inc. (http:// www.3di.jp/en) to revolutionize the way virtual worlds and the web work together. 3Di’s initial contribution to the open-source software community includes a substantial commitment to OpenSim, the open-source virtual worlds platform. The company proactively supports the virtual world activities of other businesses through “3Di OpenSim,” its B2B solutions product. 3Di believes its innovations will be the key to developing the new 3D Internet. Page 44 Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 45 312 PayByCash Founded in 1998, PayByCash™ gives merchants access to over 70 popular payment methods in 240 countries. PayByCash provides merchants with the ability to reach into an unparalleled number of markets with one integration, typically without fees or setup costs. PayByCash also provides greater protection from payment fraud than merchants typically receive from credit-card-based payment systems. By partnering with PayByCash for alternate payment options, Merchants immediately and easily become accessible to some of the hardest demographics to reach. PayByCash has payment methods that are popular with all ages, from tweens, thru teens, college students and adults, world-wide. Because merchants can accept PayByCash’s payment options without any transaction fees, merchants can accept these types of payments on their own terms without sacrificing margins. PayByCash also handles all the customer support for the payment options they accept and provides easily processed reporting for merchant accounting reconciliation, minimizing the complexity of handling international payments. 217 Paynova Paynova offers an international, account based, one-stop shop for payment service on the Internet. With Paynova as the single source, your Virtual World gets a turnkey payment service for more than twenty payment options in 12 languages with 12 currencies in a security-certified interface (PCI). Consumers can also open an a Paynova account, to make purchases simpler and more secure, as well as look after transfers between family members, friends and acquaintances. Paynova has agreements with around 1,800 clients. Most are found in the prioritized segments, travel, retailing and media/network games. The company has been listed on NGM Equity since February 2004. 301 ProtonMedia tive, persistent, and provide users with all the tools they need to work more effectively, to collaborate with others, and to identify and solve problems. Setting up Qwaq Forums is easy: in less than ten minutes, users can create their own virtual space by choosing from one of the included templates, dragging and dropping content into the space, and then inviting others to join them. With Qwaq Forums, users can follow workflow steps, create or review information in applications, evaluate designs in 2-D and 3-D, all while discussing topics using built-in text and voice chat. 416 ShanghaiPop Our passion is art. We are innovators in a dynamic industry that is perpetually accelerating; and in a Web 2.0 world, we’re creating the technologies for Web 3.0. Our capabilities are broad – from illustration, animation and storyboards to virtual world creation – we create a range of interactive media in the style that caters to our clients’ needs. From 2-D cell and Flash to 3-D animation, our artists deliver exceptional results with incomparable artwork. ShanghaiPop Interactive, an Interactive Art Services company, specializes in providing visual solutions for our clients. Founded in 1998, IAS has over 100 artists in five studios worldwide – Burbank, Miami, London, Manila and Shanghai. Regardless of what time zone you’re in, we can turn your ideas into visual realties. 110 sMeet sMeet offers browser-based and installation-free 3D-worlds, in which people can talk, socialize and share experiences (watch videos, play games, listen to music, etc.) together from anywhere like in real life. How it works: • Partners integrate their sMeet worlds on their websites. • Users enter them by clicking a link (URL) and starting a voice connection using their phone (or VoIP). • Users appear as avatars and can talk & socialize with others by simply walking up to them - just like in real life. Partners can choose to join the network of worlds on a rev-share basis or pay for a closed solution ProtonMedia® is the leading provider of enterprise-grade virtual worlds. Our flagship product, ProtoSphere®, is the premier virtual world for collaboration. In your private ProtoSphere world you can hold meetings, share applications and documents, and communicate using voice, video, and instant messaging. ProtoSphere also combines Web 2.0 tools such as blogs, wikis, and social networking - all in one unique application. ProtoSphere is your communication solution for telecommuters, distance learning, field force collaboration, and global meetings. It helps companies eliminate the need for travel thus reducing their carbon footprint. ProtoSphere, the virtual world for collaboration, is being used by a number of large organizations and Fortune 100 companies such as Duke University, Penn State University, TIAA, Cisco, Johnson & Johnson, Merck & Co., and Deloitte. For a free trial of ProtoSphere, visit www.ProtonMedia.com or contact us at 215-631-1401. 418 Softkinetic 213 Qwaq Freggers.com is a new virtual world that runs in the web browser (100% Flash). The Freggers world has a very open concept: it can include a variety of game elements and cover a broad range of topics. It is open for partners to participate with their own branded areas. Freggers is free to play. The business model is based on selling digital goods. The target audience is 13 and up. Freggers is made by the German company SPiN, and is currently looking for partners and strategic investors worldwide. A first beta version, freggers.de, was launched in Germany in May 2007 and has already reached 380,000 registered users. Qwaq, Inc., creates virtual spaces for real work. The company’s product, Qwaq Forums, is the leading secure virtual workspace application for the enterprise, and enables collaboration in ways that weren’t possible before. Designed for enterprises and groups with distributed teams, Qwaq Forums significantly increases productivity by bringing critical resources together in virtual spaces, and allowing people to work together as if they were in the same physical location. Environments created in Qwaq Forums are highly interac- Page 46 Softkinetic is the leading provider of 3D gesture recognition solutions for the Interactive Digital Entertainment, Consumer Electronics and Serious Games Markets. Our solution, iisu™, allows video game and application developers to design intuitive, immersive, transparent game plays and user interfaces that transform the way people interact with the digital world. Our solution works with all 3D camera available on the market today, including 3DV Systems, Canesta, Mesa Imaging, and Prime Sense. Contact us at http:// www.softkinetic.net. 124 Spin AG – Freggers Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 47 300 The Electric Sheep Company ESC is a leading provider of virtual world technology, strategy and design. Since 2005, ESC has worked with the world’s largest brands, media companies, and agencies to design and implement great virtual experiences. ESC works with multiple virtual world technologies, including its proprietary WebFlock platform. WebFlock is a new Flash- based product that enables the creation of private-labeled virtual spaces for social interaction, media consumption and game play. Our client roster includes MTV, CBS, Showtime, NBC, Warner Bros, NBA, MLB, WWE, AOL, IBM, Intel, Reuters, Pepsi, Geek Squad, Procter & Gamble, Nissan, Bantam Dell and many more. For more information, visit http://www.electricsheepcompany.com 212 TurboSquid TurboSquid is the world’s leading seller of 3D models and 3D software plug-ins. With over 200,000 assets in our library, you are bound to find the 3D model, software, or tool that is perfect for your project. TurboSquid has a great selection of everyday items and accessories that are ideal for your Virtual World, too! TurboSquid offers premium 3ds Max plug-ins and training content from creative developers around the globe. More information about TurboSquid can be found at TurboSquid.com. based version of the tool, weblin lite (http://lite.weblin.com), is also available and requires no download or registration. Weblin was founded in 2006, and is funded by T-Venture Holding, one of Germany’s leading venture capital firms. The company has received multiple Web 2.0 innovation prizes including Red Herring Europe 100, and Business 2.0. AlwaysOn recently included weblin in its AO Global 250 List. Companies such as Microsoft, IBM, and Italian car maker Lancia are already using Weblin to expand the reach of their community, create stickiness, and provide a revolutionary immersive Web experiences. http://www.weblin.com. 126 Yogurt Yogurtistan : A new massively online marketplace (MOM) in Adobe Flash! Developed by Yogurt Inc., Yogurtistan is a 3D avatar virtual world based on Adobe Flash, where users can create shops, play multiplayer games, sell and buy goods and services with animated avatars. Users earn virtual credits upon registering and can start doing business once they open up their stores. Yogurtistan will reward its active members by giving them back part of the value created inside the world. Yogurt, a start-up from Istanbul, has been developing Yogurtistan since mid-2007. Backed by Golden Horn Ventures. The company officials said they will go to open beta phase by the end of this year and currently looking for Series B investment. The company plans to develop cities in Yogurtistan for every major world language, with local stores and content. 317 VastPark VastPark is virtual worlds technology done right. • Open framework. • Open eco-system – Own your own! Commercialise as you wish. • Free platform download – Free to use toolset for indie, SME & personal uses. • New: Leverage our powerful portable 3D widget and plug-in solution • Coming soon: Enable your users to create, share, run and join up their own unique microworlds built in seconds from your community content. Latest: Platform v0.94 now available Join our VastPark Developer Program – opening soon! VastPark is not a single virtual world. Instead, it is a series of tools, APIs and libraries that you can use to make and deploy (and even monetize) your own virtual worlds and 3D widgets for corporate, educational and commercial purposes. It can run online or behind a firewall. You can view examples and download the latest toolset for free (no registration required) from www.vastpark.com. The framework is simple, distributed and extensible. Some call it elegant. 112 Virtual Job Candy Virtual Job Candy is a job board dedicated to Virtual World Jobs and Virtual World Employers. We deal exclusively with jobs in the 3D Animation, Multimedia and Virtual World production and development space. We ensure our client’s jobs get exposure on sites such as Simply Hired, Facebook, MySpace, LinkedIn, Twitter and Indeed. Virtual Job Candy also offers virtual world services such as virtual interviews, job fairs and training. 315 Weblin Weblin (www.weblin.com) is a tool that allows Web surfers to make themselves visible to other users by assigning an avatar, or “weblin,” to depict a user at the bottom of a Web site. With the application, weblins who are on the same site at the same time will see each other and be able to communicate in real-time. A browser- Page 48 SPONSORS Aria Systems Aria Systems is the leading provider of subscription billing solutions and offers the only “monetization platform” encompassing the full spectrum of Billing and Customer Lifecycle Management services. The “monetization platform” offers clients the on-demand billing industry’s most flexible tool for accelerating revenue capture, optimizing cash flow, and enabling actionable market intelligence while significantly reducing operating costs throughout each phase of the customer lifecycle. Acknowledged as the SaaS billing leader in terms of experience and execution, Aria manages and maintains more than 1 million accounts and has processed more than 1 billion transactions since it began operations in 2003. With Hummer Winblad and software billing icon Dave Labuda as investors, the company is based in Media, Pa. (metropolitan Philadelphia), with offices in the San Francisco bay area as well. For more information, visit www.ariasystems.com. Fatfoogoo fatfoogoo provides the leading game commerce ecosystem for the monetization of online games and virtual worlds via micro transactions. Our plug-n-play system supports publisher-to-player and player-to-player transactions as well as the traditional subscription models. fatfoogoo enables the implementation of highly successful business models into games quickly and reliably through its comprehensive services platform and open architecture. The fatfoogoo offering includes a comprehensive set of building blocks designed to process millions of daily transactions. It is designed to be embedded in online games and virtual worlds and is ready for global deployment and operation. Operationally, commercially and legally, fatfoogoo has vast experience through beta-testing the system with 170.000+ users. Our specialized team allows game operators to focus on their core competencies and outsource the complexity of the in-game commercial ecosystem to the experts. Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ TM Wednesday, September 3, 2008 5:00pm to 6:00pm On Stage in the Exhibit Hall Join your industry colleagues for the First Annual Virtual Worlds Innovation Awards. There has been a huge amount of innovation in virtual worlds over the past year. To celebrate and recognize this, Virtual Worlds Management is kicking off a new awards program to recognize top innovators. 2008 Judges Joey Seiler - Awards Chairman Editor Virtual Worlds News Nic Mitham Managing Director K Zero Robert Bloomfield Founder and Host Metanomics Steve Prentice VP and Fellow Gartner Erica Driver Co-Founder and Principal ThinkBalm Christian Renaud CEO Technology Intelligence Group Virtual Worlds Innovation Award winners will be announced at the Virtual Worlds Expo on Wednesday, September 3, 2008, 5:00 to 6:00pm, on the stage in the Expo Hall. The reception kicks off at 5pm with free beer for attendees, celebration, and a good time for everyone. Details on the winners can be found online after the show at www.VirtualWorldsAward.com ISN Virtual Worlds Metaversatility ISN Virtual Worlds is the leading Italian provider of online virtual worlds and web 2.0 consultancy. ISN Virtual Worlds provides consultancy, development, and management for projects within online virtual worlds and communities, in particular within LindenLab’s ‘SL Grid’ platform. With a number of ongoing services in operation within Second Life, ISN Virtual World’s projects range across the sectors of telecommunications, airlines, cinematography, the health industry, business consultancy, and the arts, incorporating elements of project management, development, event organization, vLearning, ‘machinima’ (video productions shot from within a virtual platform), gaming, and music and arts. ISN Virtual Worlds is at the forefront of the Italian community in Second Life, having developed the leading gateway to SL for Italian users and having set up a coalition of Italian lands and services in Second Life. This conglomerate is now being extended to form an archipelago of European islands in SL, with participating partners located across Europe. Metaversatility is a virtual world development company that fosters community, entertainment, education and commerce in on-line spaces. From transnational corporations and broadcast media to nonprofit agencies and educational institutions, we have put our communication and technology skills to work on behalf of a diverse range of visionary organizations. Latham & Watkins With more than 2,100 attorneys in 26 offices in the US, Europe and Asia, including more than 150 lawyers specializing in intellectual property, Latham & Watkins’ Intellectual Property, Media and Technology Group consistently achieves outstanding results for our clients in many complex, precedent-setting intellectual propertyrelated disputes and cutting-edge transactions. Latham provides strategic IP counsel to companies at all stages of growth, helping our clients to acquire, manage, license, develop, defend and assert intellectual property in all forms. Our new media attorneys specialize in many entertainment industry sectors such as video and massively multi-player online games, television and movies, music publishing and professional sports teams. Select representative clients include: New Horizon Interactive and Club Penguin, Sony Online Entertainment, AOL and Time Warner, Ganz and Webkinz, Nintendo, Perfect World, Vivendi Games, GigaMedia and The Walt Disney Company. Nixon Peabody LLP Nixon Peabody LLP is a large international law firm with offices in 18 cities and more than 700 attorneys collaborating across 25 major practice areas. Based in our Los Angeles Office, our lawyers on the Interactive Entertainment & Media Team have worked at the cutting edge of media, technology, and financial issues for decades. We combine industry experience, skill & knowledge with respect to digital media and technology deals with full service support for clients from one of the top international law firms. Our team includes some of the leading lawyers for dealing with Hollywood entertainment content for new technologies and new consumer applications. We are regularly representing buyers and sellers of entertainment and media properties and have done thousands of deals with respect to the licensing, developing, selling and distributing of entertainment content (movies, television, music and literary works) for video game, internet, wireless, and new hardware and software applications. RocketOn RocketOn transforms the web into a virtual world. You can take your avatar everywhere. Meet up with friends on YouTube and watch videos together, or hop over to Coca-Cola.com and grab a soft drink. You can even go shopping online with friends, leave notes on websites, or take your virtual pet for a walk across the Internet. Every website becomes a parallel virtual world filled with games, interactive objects and virtual spaces to explore. News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 49 presented by www.VirtualWorldsExpo.com Show Map Ground Floor Expo Hall, Attendee Lounge and Expo Hall Stage See page 39 for detailed view of exhibit hall. Second Floor All Conference Sessions, Meeting Rooms Virtual Worlds Kids Virtual Worlds Hollywood Enterprise Virtual Worlds Future of Virtual Worlds Page 50 Room 409 AB Room 408 B Room 408 A Room 406 AB Technology & Results Keynote Hall Press Room Speaker Lounge Room 404 AB Room 403 AB Room 410 Room 407 Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™ GE TA AR O O OM O !G ! M ET GE ! A R TAR TA RO GE T OM OM GE TA ! RO O M! AR GE TA RO GE TA OM TA OM ! GE TA RO OM ! GE RO RO OM ! RO OM ! OO M! GE TA RO OM GE GE TA RO TA OM ! RO OM GE ! TA RO Habbo is theOlargest M! virtual world and online community for teenagers. Users join for free by creating a fully customized online character cter called a Habbo. At its core, Habbo is about social interaction, having fun and building building a world for self-expression and creative experiences. Currently there are Habbo Hab bbo communities in 32 countries on six continents. To date, over 106 million characters araccters have been created and 9.5 million unique users worldwide visit Habbo each ach month. Interested? Please visit www.habbo.com or contact us at info.us@sulake.com ulake e.com or (310) 395-0404. News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com Page 51 O TA ! R Page 52 Virtual Worlds Conference and Expo™ is a production of Virtual Worlds Management™
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