Professional Documents
Culture Documents
White Paper
July 2009
Prepared by:
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
Derek Parks
Office of Oceanic and Atmospheric Research
Tel: 301-734-1186
2|Page
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
Executive Summary
The purpose of this white paper is to demonstrate the utility of Immersive Internet
technologies, including Virtual Worlds, for accomplishing the mission goals of the
National Oceanic and Atmospheric Administration (NOAA). The paper will seek to
demonstrate the value of the technology for improving NOAA’s education and
outreach activities, streamlining and reducing cost in our existing business
processes, as well as fostering a sense of corporate community and innovation to
guide the agency through the next century.
NOAA has its own virtual space on a technology platform called Second Life
(http://secondlife.com/ ). This first NOAA exploration of Virtual Worlds and
Immersive Internet started as a way to expand and promote OAR’s Earth System
Research Laboratory exhibit, Science on a Sphere. The virtual Science on a Sphere
used the same visualizations and data as the real world Spheres but allowed access
to people who may not have been able to get to one of the real world installations.
In addition to the virtual Island on Second Life, NOAA has also expanded its reach
into more mainstream websites, such as YouTube through the use of a virtual
technology called Machinima. Machinima uses the 3-D rendering capabilities of
Virtual Worlds and combines it with a video editing functionality to create machine
cinema or machinima.
First, and most importantly, Immersive Internet technology is cheaper and more
effective than many existing tools NOAA currently uses to support its mission
functions.
Secondly, NOAA has already made an initial investment in development time and
human resources to create a Virtual World. Although this is not a justification for
continued expenditure per se, the expertise gained will allow for a more rapid
development cycle and a quicker return on investment in the future.
3|Page
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
Third, the next generations of scientists and engineers are growing up now in a
different world from that of 30 years ago The broad application of immersive
technologies at NOAA will not only attract new employees, but will enable them to
become productive much quicker as they will be intimately familiar with the
technologies being employed.
Lastly, NOAA is a pre-eminent science agency with its foundation built upon
research and development. Demonstrating leadership in the federal workforce by
developing new applications for these tools will keep NOAA at the forefront of U.S.
federal agencies. At the same time, working smarter, faster, and cheaper through
the application of technology will allow NOAA to meet the high standards set by the
Obama Administration for a cost-effective and open government.
As with any new process, there will be specific challenges and barriers to adoption
that will need to be overcome. Despite these initial hurdles, a strategic application
of immersive tools will help NOAA effectively accomplish its mission in a cost-
effective manner and with a high-return on investment.
NOAA’s Functional Model divides the Agency into three main functions: Manage,
Create, and Serve. Within each function, there are major sub-areas and activities
where immersive technology can boost productivity and overall effectiveness at a
relatively low cost to the Agency. Specifically, immersive technology can provide
improved functionality at a lower cost in the following areas:
A NOAA Career and Worklife Center built in Second Life or similar application
would help NOAA accomplish its goals of creating a responsive, high-
performance culture; promoting knowledge-sharing, continuous learning and
improvement; encouraging a climate of open communications; and attracting
a diverse workforce with the competencies necessary to accomplish the
Agency mission. It would also directly meet the stated goal strategy of
“ensure training and development programs build needed competencies,
including more effective incorporation of knowledge sharing, mentoring, and
distance learning of employees”.
NOAA already has the basic technical infrastructure in place on the NOAA
Island to immediately enable pilot projects in mission support. Staff meetings
where participants are located in multiple time zones and where interactivity
and collaboration are important would be the most useful application of the
technology. For example, regional team meetings, program and goal team
4|Page
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
Challenges
There are a number of challenges that could negatively impact NOAA’s ability to
take advantage of the full potential of the Immersive Internet. These challenges
range from cultural to technical and will need to be carefully planned for during the
implementation phase of any Immersive Internet project.
As mentioned earlier, the concept and technology behind Virtual Worlds and
immersive environments came largely from the software gaming industry. Although
a number of organizations and government agencies have a long history of using
computer simulations to replicate the natural environment for the purposes of
training or modeling systems behavior, there are still reservations about funding
Virtual Worlds projects. These reservations are largely tied to the perception of
Virtual Worlds as games and not serious business applications.
1
NOAA Education Strategic Plan 2009-2029, p 16,
http://www.oesd.noaa.gov/NOAA_Ed_Plan.pdf
5|Page
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
A related concern and similar double-edged sword is the public nature of Virtual
Worlds. While public involvement and feedback, especially from stakeholders, is a
primary benefit to using these technologies, NOAA will need to consider the
audience for different applications and determine how to best secure the
environment so children are always 100 percent protected and activities remain
appropriate for a U.S. government agency.
A large portion of NOAA staff are not allowed to download the Second Life
application and access the NOAA Virtual World from their work desktops due to
existing “desktop core configuration” guidelines, as well as security restrictions
related specifically to the design of the Second Life platform and its requirement to
open multiple access doorways in the corporate firewall.
Other Federal Agencies are experiencing the same difficulties and this is prompting
Federal CIOs to establish government-wide policies that will cover both immersive
and social media sites. It will be important for the NOAA Chief Information Officer to
be engaged in helping to find creative solutions to these potential problems as they
arise.
Similarly, NOAA’s corporate planning and oversight entities have not moved at the
same speed as NOAA’s virtual presence and the organization is now faced with
some strategic questions and disconnects. For example, who should own NOAA’s
virtual presence? Who funds these activities and how are they planned? What
business cases will generate the most return on investment for NOAA? And most
importantly, is this technology even worth any investment in time or resources by
NOAA?
Recommendations
Virtual Worlds and Immersive Internet technologies are valuable tools NOAA can
utilize to accomplish its mission goals more effectively and at a lower cost than the
current applications. Rather than replace current practice, these tools will
complement existing applications to save money and improve effectiveness, while
keeping NOAA at the forefront of internet technology. We are proposing the
following overarching recommendations for NOAA leadership to undertake in the
6|Page
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
next 5 years to build the foundation needed to take advantage of the internet
technology opportunities available now and in the future.
Conclusion
NOAA now needs to make the necessary corporate investments, in planning and
funding, to take best advantage of the benefits inherent in these new business
technologies and to maintain its leadership as a world-class science and technology
organization.
7|Page
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
Table of Contents
Executive Summary....................................................................................................3
Table of Contents....................................................................................................... 8
Introduction.............................................................................................................. 10
Purpose.................................................................................................................10
From Science Fiction to Reality: Immersion and the New Reality ........................12
Machinima............................................................................................................. 21
Recommendations....................................................................................................31
Conclusion................................................................................................................ 35
8|Page
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
9|Page
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
Introduction
Purpose
The purpose of this white paper is to demonstrate the utility of Immersive Internet
Technologies, including Virtual Worlds, for accomplishing the mission goals of the
National Oceanic and Atmospheric Administration (NOAA). The paper will seek to
demonstrate the value of the technology for improving NOAA’s education and
outreach activities, streamlining and reducing cost in our existing business
processes, as well as fostering a sense of corporate community and innovation to
guide the agency through the next century.
To achieve these goals, NOAA will need to make corporate investments, both in
planning and funding in the coming years. This paper will define four key functional
areas where strategic investments will yield the greatest return on investment.
Within these functional areas, the paper will make specific recommendations for
projects that both relate to the strategic goals and objectives of the functional area,
as well as the mission and vision of NOAA as an agency.
Before delving into the recommendations for NOAA, it is essential the reader have a
basic understanding of the technology in question, as well as some background on
NOAA’s involvement to date. Following is a brief overview with links to additional
resources for more information.
10 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
Source: ThinkBalm
Think IMAX® movies, surround sound, and World of Warcraft® applied to the Web
and business applications, and you’ve got the Immersive Internet. What we once
called Virtual Worlds as a catch-all category now only describes one small piece of
the picture. Other important elements are virtual campuses or 3D intranets,
immersive learning environments and serious games, and 3D business applications.
What these all have in common is that they deeply engage — even engross — the
person who is using them. A combination of these technologies and an emerging
culture with roots in gaming is opening up new dimensions in collaboration,
engagement, and context.”2
These technologies also allow users to operate outside the “real-world” constraints
of time and the laws of physics. Brainstorming and modeling can be done in 4
dimensions and retained for use in the future. Users can interact with designs and
data models directly, which allows for a new level of understanding. Teleportation
from one location to the next, is not only possible, but is the norm.
2
ThinkBalm Industry Analysis - http://thinkbalm.com/immersive-internet/
11 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
“Adoption of the Immersive Internet for work is still in the ‘seedling’ stage.
[ThinkBalm] expect adoption will progress rapidly toward mainstream during the
next five years because:
• A slow economy and the green movement are influencing business decisions
• Early case studies demonstrate return on investment
• We live in a video game culture
• Large business technology vendors are jumping into the fray
• Hardware, software, and networking technology have advanced rapidly
• Social networking is a way of life, allowing advocates and implementers to find
each other “3
The immersion of the participant in the Virtual World allows for enhanced
experiences and information exchange beyond those available through the more
traditional written word, photo, or video. The addition of collaboration and social
interaction in real time and with no constraints based on location of participants has
driven this technology beyond the gaming community, into the real world. The
applications for this technology, such as distributed problem solving, training,
education, and interactivity/awareness, are tremendous and can be of great utility
to businesses, universities, and governments who choose to take advantage of the
opportunity.
Likewise, the popular gaming origins of Virtual Worlds have tended to slow their
adoption into mainstream business applications. Most working adults don’t have
the time, patience, nor interest, to sit down and explore an online “world”,
especially if there is not a fairly high perceived benefit to them.
However, just 30 years ago most average adults would have also rolled their eyes at
the idea of getting their daily news through “a series of tubes” or at using a
community-generated encyclopedia that was not only generally accurate, but also
self-regulating. Likewise, the thought of putting one’s personal photos and private
details up on a public message board, along with a stream of your most mundane
and trivial thoughts, would have likely seemed the work of the deranged, not the
hottest social trend since the Rubik’s cube. In short, the world has changed – a lot.
The one constant, in fact, is the evolution of human ideas and culture. So how do
immersive technology and Virtual Worlds fit in to the bigger picture? What is the
future of human collaboration and interaction on the Web? While we cannot know
for sure, we can certainly make some educated guesses.
Imagine a scenario where you are researching a topic through Google or another
search engine, and instead of linking to a website with multiple text pages, you
instead link into a 3-dimensional, Virtual World. The 3-D space would be viewed
directly on the screen or even projected into or around a room for a greater sense
of immersion. The images available would be photo or video quality, so there would
be no need to suspend disbelief. Rather, you would be interacting directly with a
simulation in a very real world way. The experience would be natural, intuitive, and
highly effective at delivering information and encouraging retention.
Take Ocean Acidification for example. Today a Google search on OA results in links
to the Wikipedia definition, the Ocean Acidification Network, and the PMEL OA
Homepage, as the top three results. An interested person can read on the subject
and follow the various links to learn about the Carbon Cycle and atmosphere-ocean
interactions, pteropods, coral bleaching, coral ecosystems, and such. In order to
gain something beyond a cursory understanding of the subject, one would need to
13 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
do a lot of reading and not get derailed along the way by the range of complex
terminology and complex charts that are better suited to a more detailed scientific
discussion.
Changes in atmospheric CO2 under the "business as usual" scenario to the year 2100 and associated changes in
ocean pH and carbon chemsitry. Adapted from Wolf-Gladrow et al., 1999 (9). 5
However, if the interested public could take a quick tour of a virtual ocean that
rapidly simulates an end-to-end process of ocean acidification in a clear, interactive,
and entertaining fashion, the person would likely retain the knowledge and possibly
be more motivated to explore the topic. Having seen first-hand the beauty of the
coral reef environment, the fish that live there, and then having watched them
slowly die away, the person may feel a deeper connection to the issue and even be
inspired to do something about the problem. An Immersive Internet site has the
potential to deliver these results, which is a powerful tool for accomplishing NOAA’s
communications and education missions.
5
Graphic taken from http://www.ocean-acidification.net/ for illustrative purposes.
14 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
improvement over the existing NOAA 101 slides and could contribute to recruiting
the next generation of NOAA scientists.
Expand this same concept to training for existing NOAA employees, especially those
who are about to undertake difficult or dangerous jobs. Scenario-based training
simulations and games build needed skills in a safe and controlled environment
providing the necessary hours of practice before sending someone into the field.
The U.S. military has been using this type of simulation training for years and is now
moving heavily into immersive technology to provide lower cost supplements to
their live training simulations.
In the real world, this type of real-time, ongoing collaboration is difficult and cost-
prohibitive. In a persistent virtual space, collaboration can happen continuously
with scientists and decision makers jumping in and out of the discussion and
activities as their schedules allow. The potential benefits and cost savings are
tremendous.
15 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
16 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
What are the costs associated with flying people around the country and around the
globe to attend meetings? While conference calls, VTC, and Webinars can provide
some degree of interaction, they are often poor substitutes for the productivity of a
face-to-face meeting. The solution is the Virtual Workplace.
http://www.techradar.com/news/computing/ibm-sounds-death-knell-for-desktop-pc-270127
17 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
Joanne Martin, President, IBM Academy of Technology said “The meeting in Second
Life was everything that you could do at a traditional conference and more, at one
fifth the cost and without a single case of jet lag”.6
As we begin the 21st Century, NOAA is managing a workforce with its leadership and
the majority of its staff offices located in two locations in the Washington, DC metro
6
Linden Research, Inc. (2009)
7
Linden Research, Inc. (2009). How meeting in Second Life transformed IBM’s technology
elite into Virtual World believers. Case Study. Retrieved May 8, 2009 from
http://secondlifegrid.net.s3.amazonaws.com/docs/Second_Life_Case_IBM.pdf
8
Linden Research, Inc. (2009). How meeting in Second Life transformed IBM’s technology
elite into Virtual World believers. Case Study. Retrieved May 8, 2009 from
http://secondlifegrid.net.s3.amazonaws.com/docs/Second_Life_Case_IBM.pdf
18 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
area. The remainder of NOAA’s workforce is distributed across the United States in
Labs, Science Centers, and at cooperative institutes, which poses a number of
communications and management challenges. Added to the difficulty of managing
a distributed workforce is the reality of managing headquarters operations in a
densely populated city with considerable traffic and transportation issues. Past
events, such as the terrorist attacks of September 2001 and the Metro accident of
June 2009 demonstrate the potential impact to NOAA operations when the next
incident occurs. Of particular concern is the scenario where the DC metro area is
impacted by a chemical or biological attack or is stricken with a naturally occurring
pandemic. Public transportation would not be a viable option for getting to and
from work and having large numbers of staff in a single location would not be
possible or advisable, depending upon the scenario. Continuity of Operations
scenarios account for short term disturbances, but what about scenarios, such as a
pandemic, where the disturbance is longer in duration and may preclude leadership
gathering as a group in a single location? How does the Agency continue to
function? Conference calls and email offer a partial solution, but are limited in their
effectiveness. A 24-hour virtual operations center, on the other hand, would allow
staff to come and go, create and post information for others to see, hold meetings,
and generally continue operations at a high level of effectiveness. To date, no
central NOAA repository exists for this type of activity to happen in the case of an
emergency.
As you can see from the examples above, the potential for the expanded use of
immersive tools is very high. As computing speeds increase and bandwidth
concerns diminish, immersive environments will become more integrated into the
existing web infrastructure and, as a result, will be more familiar to the average
person. Activities that are done today in a flat, two-dimensional space on the web
will be migrated to mixed 2-D and 3-D environments – picture yourself at the
computer and entering a virtual electronics store, you direct your virtual self – your
avatar – to pick up that new iPod for closer inspection. Seeking more information,
you click on a spec chart. Needing even more information, you chat with a virtual
associate, and possibly with another customer who is also looking at digital music
players. You make your decision and complete your transaction via the traditional
web interface. This is not science fiction, but is coming to your favorite websites in
the near future. Immersive environments are moving beyond gaming and
becoming part of our daily lives. As we shall see, NOAA is already a key player in
this transition.
19 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
The Virtual Alaska collaboration has been particularly notable as it also spawned the
Second Life Educators in Alaska (SLED-Alaska) developers’ community. SLED-
20 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
Machinima
In addition to the virtual Island on Second Life, NOAA has also expanded its reach
into more mainstream websites, such as YouTube through the use of a virtual
technology called Machinima. Machinima uses the 3-D rendering capabilities of
Virtual Worlds and combines it with a video editing functionality to create machine
cinema or machinima.
NOAA’s development team has created a series of machinima clips highlighting the
NOAA virtual Island and its features. These clips are posted to real-world websites,
such as YouTube where they are expanding the reach of NOAA’s Island well beyond
the Second Life platform. These products are inexpensive to produce and can reach
a much broader audience than the exhibits on the island itself. To cite an example,
the NOAA virtual Island introductory video9 was launched in 2007 and has since
received nearly 26,000 individual viewers from around the world.
On a broader level, machinima can be used to record events that take place on the
island and blend them with 2-D or 3-D images or text and narration for a lasting
record of important meetings or town hall interactions. Similarly, machinima can
also be blended with real world video to produce cinematic quality pieces for
education, outreach, or entertainment. In that respect, machinima is a very cost
effective tool which could be used to compliment and augment NOAA’s current
spectrum of photo and video products.
9
NOAA Virtual Island: http://www.youtube.com/watch?v=is8YX32GAyQ
21 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
Within NOAA, immersive technology could be applied across the entire functional
model from management of the enterprise, to creation of data information and
knowledge, and service to the public. The common benefits of immersion, including
direct interactivity and collaboration, suspension of time and place, improved
communication and knowledge retention, and low cost, make immersive technology
a logical choice for targeted investment to support recruitment, training, education,
and scientific collaboration. Low cost video production capabilities using machinima
would likewise be a boon for communications.
Secondly, NOAA has already made an initial investment in development time and
human resources to create a Virtual World. Although this is not a justification for
continued expenditure per se, the expertise gained will allow for a more rapid
development cycle and a quicker return on investment in the future. In fact,
NOAA’s development team has been contracted by other Federal agencies to
develop large scale immersive projects to support their missions. Any lessons
learned from these activities will most certainly benefit future work for NOAA.
10
Cisco estimated costs from Cisco website: https://my.webex.com/ppu_calc.html. Second
Life costs based on the following: Estimated annual Cost for rent on virtual land in Second
Life 10,000/365 = daily cost ($27). Daily cost 27/24= hourly cost ($1.15). There is no per
user fee in Second Life, so the more participants, the more cost effective. The functional
limit for meetings in Second Life is approximately 40 people at any one time.
22 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
Third, the next generations of scientists and engineers are growing up now in a
different world from that of 30 years ago.
Information is being delivered and accessed in many
ThinkBalm.
management.
resources management, and remote system and facility
prototyping, collaborative 3D data visualization, human
business activity simulation, collaborative design and
areas: learning and training, meetings and conferences,
opportunities to improve business processes in seven main
for making sound larger investments in the future. Look for
emerging technology market, and build the expertise needed
tangible cost savings immediately, influence the vendors in an
both strategic and cash-conscious. Project teams can extract
Investment in short-term Immersive Internet projects in 2009 is
different ways, with hand-held devices and instant
The following sections will address the specific NOAA functional areas where
immersive technology could provide the most bang for the buck, as well as the
specific challenges that will need to be overcome as the technology is brought on
line.
23 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
As stated in the NOAA Strategic Human Capital Management Plan for 2006-2011,
“NOAA must develop and maintain a culture that empowers people by encouraging
creativity, initiative, risk-taking, and open debate. As society evolves, it is
imperative that NOAA continues to have the scientific, technical, and administrative
expertise necessary to accomplish NOAA’s mission. Recruiting, training, and
retaining such a workforce requires a corporate commitment to build the necessary
culture and infrastructure along with a willingness to create a workplace that
rewards teamwork and cooperation”.
A NOAA Career and Worklife Center built in Second Life or similar application would
help NOAA accomplish its goals of creating a responsive, high-performance culture;
promoting knowledge-sharing, continuous learning and improvement; encouraging
a climate of open communications; and attracting a diverse workforce with the
competencies necessary to accomplish the Agency mission. It would also directly
meet the stated goal strategy of “ensure training and development programs build
needed competencies, including more effective incorporation of knowledge sharing,
mentoring, and distance learning of employees”.
NOAA already has the basic technical infrastructure in place on the NOAA Island to
immediately enable pilot projects in mission support. Staff meetings where
participants are located in multiple time zones and where interactivity and
collaboration are important would be the most useful application of the technology.
For example, regional team meetings, program and goal team planning sessions,
and cross-line, cross-discipline science meetings would be logical starting points.
The cost savings to NOAA in terms of increased productivity through collaboration
and interaction, as well as the reduced cost of using Voice over IP instead of a
conference call bridge or VTC bridge line would be immediate.
Benefits:
25 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
Based on these conceptual uses for immersive technology, game theory, and social
networking websites, we propose two specific projects for targeted investment in
the next 5 years.
• Create interactive DVDs or online versions of the NOAA Island, complete with
games and learning assessments for distribution to schools nation-wide. The
result would be improved environmental literacy at the K-12 level, improved
learning and retention through use of interactive gaming theory, increased
awareness of NOAA and recognition of the NOAA brand.
11
Walsh, A. E., (2007). The immersive education faculty-student ecosystem. Published online through
the Immersive Education Initiative. Retrieved May 10, 2008 from
http://mediagrid.org/groups/technology/grid.ied/Immersive%20Education%20Ecosystem.pdf
26 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
NOAA has a mandate to educate the public, as defined in the America COMPETES
Act (P.L. 110-69). NOAA’s Education Strategic Plan for 2009-2029 outlines two
overarching goals under this mandate, the first of which is improving environmental
literacy. To accomplish this goal, the NOAA Education Council has recognized the
importance of new technology on learning. The Council stressed “advances in
technology change the way we interact as a society and impact our view of the
world around us. Maintaining a presence in this new information age and keeping
educational approaches relevant to new learning modalities are important to the
continued success of NOAA’s environmental literacy goal”12. NOAA’s continued
investment in immersive and Virtual World technologies is imperative to ensure the
broad reach and continued relevancy of our educational message in the next 20
years.
Rapid, iterative problem solving would reduce costs and result in more effective
solutions, while the broader participation of end-users and decision makers would
aid in the design of effective decision support tools and user interfaces. More
importantly, the virtual lab is always open and available, so scientists from around
the globe could go to the lab and participate in the discussions on their schedules
and without leaving behind the extensive resources of their home lab or facility.
12
NOAA Education Strategic Plan 2009-2029, p 16,
http://www.oesd.noaa.gov/NOAA_Ed_Plan.pdf
27 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
Since the system users themselves would be doing the majority of the Virtual World
development, a small initial corporate investment in the infrastructure could yield
potentially high value for NOAA and its constituents. That said, training, elimination
of barriers to entry, and acceptance of the immersive technology as a valid tool by
the science community will still constitute a large investment in time and resources.
However, as NOAA seeks to better collaborate with other agencies and our own
internal and external partners, virtual meetings, on-line discussions, and eventually
collaborative spaces are the way forward.
The Mission Support Goal from NOAA 5 Year Research Plan for 2008-2012 stresses
the importance of “communication and visualization technology” using telepresence
to link scientists on NOAA ships with those on shore to conduct joint experiments.
The next step in this evolution is to link scientists on the ship, on shore, and
virtually to conduct joint experiments for the benefit of all societies.
Cultural Perceptions
As mentioned earlier, the concept and technology behind Virtual Worlds and
immersive environments came largely from the software gaming industry. Although
a number of organizations and government agencies, including IBM, NASA, NOAA,
and the U.S. Military, have a long history of using computer simulations to replicate
the natural environment for the purposes of training or modeling systems behavior,
there are still reservations about funding Virtual Worlds projects. These
reservations are largely tied to the perception of Virtual Worlds as games and not
serious business applications. These perceptions are enforced by a certain fantasy
component that is involved in Virtual Worlds by creating an avatar, or virtual
representation of one’s self. In some applications, Second Life included, avatars
can include anything the imagination can conjure. In a gaming construct, this is a
28 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
pretty cool feature. In a business application, it can have both positive and
negative implications.
Consider, for example, if NOAA were to feature guided tours of its virtual island
conducted by an avatar in the form of a fish or a mini-tornado – in this case, the
fantasy component would reinforce the mission and generate a marketing buzz that
would drive traffic to the site: a marketing and communications home run.
However, if NOAA were to conduct facilities tours or group meetings virtually, the
presence of wings, horns, or other less-than-conservative business accoutrements
on avatars would be a distraction, could generate negative or derisive press, and
would definitely be a barrier to adoption at the higher levels of the organization.
This double-edged fantasy sword would need to be a consideration when developing
any new immersive applications.
Additional barriers to entry include the wide acceptance and availability of WebEx
and conference calls, as well as complex user interfaces that do not cater to new
users.
Public vs Private
A related concern and similar double-edged sword is the public nature of Virtual
Worlds. While public involvement and feedback, especially from stakeholders, is a
primary benefit to using these technologies, NOAA will need to consider the
audience for different applications and determine how to best secure the
environment so children are always 100 percent protected and activities remain
appropriate for a U.S. government agency.
In the recent past, there were few immersive applications to choose from and those
that were available catered to more to fantasy and gaming than to business. Now,
however, there are multiple immersive applications, some of which are ready for
businesses to use “out of the box”, and allow a tighter degree of control over who
can access what. In addition, service providers such as Second Life realize the
importance of separating adult and juvenile audiences and have made it possible to
re-purpose content to multiple audiences through controlled access points. This
effectively shifts the burden of access control away from NOAA to the service
provider.
Through the strategic use of multiple products and services, NOAA can effectively
target its business applications, both internal and external, to its maximum
advantage.
Policy Constraints
It is important to note, at the time of this writing, a large portion of NOAA staff are
not allowed to download the Second Life application and access the NOAA Virtual
29 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
World from their work desktops due to existing “desktop core configuration”
guidelines, as well as security restrictions related specifically to the design of the
Second Life platform and its requirement to open multiple access doorways in the
corporate firewall.
Service providers are aware of these restrictions and many now offer applications
that can be accessed immediately through a standard web connection. Second Life
is also working on an upgrade that will limit the security risks for its corporate and
government clients. However, the lingering policy inconsistencies between the
Department of Commerce and NOAA, as well as between the different Line Offices
within NOAA, will continue to hamper corporate efforts to use the technology until
they are resolved.
Other Federal Agencies are experiencing the same difficulties and the Obama
Administration is actively moving in this direction stating "Your government is
delivering online content in new ways and new venues as technology impacts how
and where people consume content". 13 This is prompting Federal CIOs to establish
government-wide policies that will cover both immersive and social media sites. It
will be important for the NOAA Chief Information Officer to be engaged in helping to
find creative solutions to these potential problems as they arise.
Similarly, NOAA’s corporate planning and oversight entities have not moved at the
same speed as NOAA’s virtual presence and the organization is now faced with
some strategic questions and disconnects. For example, who should own NOAA’s
virtual presence? Who funds these activities and how are they planned? What
business cases will generate the most return on investment for NOAA? And most
importantly, is this technology even worth any investment in time or resources by
NOAA?
While this paper is attempting to justify the continued investment in the technology,
the strategic planning for these and other tools needs to be incorporated into the
broader strategic planning for the individual functional areas in order to be
effective. If the tool is not specifically helping to achieve mission goals identified in
strategic plans, and is not producing the desired outcomes, it should not be used.
As we have shown above, immersive tools can be more effective and less costly
than existing mechanisms, especially for education, communications, and workforce
management, and should be funded.
mission goal. Corporate governance will also ensure each Line benefits equally
from their investment in the technology.
Funding Constraints
Recommendations
Virtual Worlds and Immersive Internet technologies are valuable tools NOAA can
utilize to accomplish its mission goals more effectively and at a lower cost than the
current applications. Rather than replace current practice, these tools will
complement existing applications to save money and improve effectiveness, while
keeping NOAA at the forefront of internet technology. We are proposing the
following overarching recommendations for NOAA leadership to undertake in the
next 5 years to build the foundation needed to take advantage of the internet
technology opportunities available now and in the future.
Development Team
The Development Team would be staffed and managed through OAR’s Earth
Systems Research Laboratory would be responsible for executing the technical
elements of NOAA Virtual Worlds and Immersive Internet activities. The team would
also be responsible for working closely to support the content management team
and to provide technical feasibility estimates for both the content management
team and the project management team. The development team will receive its
funding through core funds as described below.
Advisory Board
The Advisory Board will determine the amount of annual funding needed for Virtual
Worlds and Immersive Internet projects and work with NOAA Program Managers to
integrate required funding into funding alternatives for upcoming fiscal years,
analyze new project requests and rank them based on return on investment and
relevance to NOAA mission priorities, and will sign off on any new development
projects. The Advisory Board will be staffed on a volunteer basis and the time
commitment should not be significant.
The Advisory Board would meet on a regular basis and would consist of
representatives from across NOAA including:
The Project Management Team would provide the day-to-day management and
coordination between the other teams and within the organization. This team
would also be responsible for inter-agency activities and seeking new areas for
collaboration. The development team and content management team will report to
the project management team. The advisory board will interact directly with the
project management team and receive status updates.
The project management team will work closely with the NOAA CIO and other
interested parties to stay current on the technologies available and select the
proper technical platform for ongoing virtual the immersive content development.
As with the development team, the project management team will receive core
funding as described below.
Funding:
NOAA’s investment in Virtual Worlds and Immersive Internet has, to date, been ad
hoc and not well coordinated. Although many Line Offices have contributed
finances to the current development, the distribution has not been equitable.
Likewise, while the PPBES process is the accepted mechanism for obtaining funding,
any new alternatives will not be funded for a number of years.
Therefore, to close the funding gap and maintain the existing infrastructure, we
propose a minimum level of funding be allocated from across NOAA for 2010-2015.
After 2015, the expectation is the program will be self-funding through new
development projects and/or successful PPBES alternatives. Specifically, funding
would be generated from each Line Office, the NOAA Office of Education, NOAA
Office of Communications, and NOAA Workforce Management. These funds will be
dedicated to the Development Team and annual infrastructure costs through
Second Life.
Proposed funding for years 1-5 would be approx $96,000 annually allocated across
the following:
these efforts. Above all, NOAA employees involved directly in a virtual project must
have the appropriate software (software is free and available via the internet) and
must be allowed to access the necessary sites. Working closely with the CIO, the
Advisory Board and Development Team should determine which technology options
allow the most useful functionality for NOAA, while still allowing NOAA to meet
federal security standards and regulations. Pilot programs as well as the possibility
of specific service agreement between the Department of Commerce and service
providers should be strongly considered. Above all, a secure environment for initial
testing these applications will need to be established quickly while policy is allowed
to catch up.
Likewise, the Agency will need to provide employees involved in immersive projects
the hardware required to best utilize the technology. Specifically, inexpensive
headsets with microphones will enable users to communicate through Voice over IP.
The cost for this equipment is nominal and it is very important for a true immersive
experience.
The project management team, in close collaboration with the other three teams
and CIO, determine which programmatic areas offer the best return on investment
for NOAA. We have provided suggestions in this paper; however, there may be
other areas where the return on investment is higher or the barriers to entry are
lower. These should be evaluated and ranked.
Once key investment areas are determined, the project management team will
work closely with PPI, Strategic Councils, program mangers, Goal Team and other
NOAA staff, to integrate these tools in the into alternatives and strategic plans. In
this way, Immersive Internet technology will become yet another NOAA capability
for delivering an outcome that satisfies the NOAA mission.
The current exhibits on the NOAA island have been well-received across the
government and IT communities. In fact, the developer for NOAA’s current
capabilities was named by Federal Computer Week as one of their “Top 100”
federal employees in 2008 for the work done to date14. However, even as we
continue to expand our virtual presence, we have not put in place the needed
capabilities to track effectiveness and usability of our existing exhibits. Similarly,
these exhibits were developed without full consideration for their pedagogical
design. An evaluation of existing NOAA assets with respect to our communications
and education goals will be needed. A gap analysis will enable us to determine
14
Federal Computer Week http://www.fcw.com/pages/2009-fed-100.aspx.
34 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
what areas are in need of improvement. These upgrades can be early project
priorities while other initiatives are put in place. Specifically, NOAA should look to:
Conclusion
As we have shown, there is tremendous utility for NOAA in using Immersive Internet
Technologies, including Virtual Worlds, for accomplishing its mission goals. We have
demonstrated the value of the technology for improving NOAA’s education and
outreach activities, streamlining and reducing cost in our existing business
processes, as well as fostering a sense of corporate community and innovation to
guide the agency through the next century.
NOAA now needs to make the necessary corporate investments, in planning and
funding, to take best advantage of the benefits inherent in these new business
technologies and to maintain its leadership as a world-class science and technology
organization.
35 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
• Begin using machinima to develop a library of training tours and videos for
recruitment and retention of NOAA scientific workforce (Workforce
Management/Communications)
36 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
a. NMFS
b. OAR
i. Climate Change
c. NESDIS
i. Satellite Locator
d. NWS
e. NOS
i. HABs Simulation
f. Multi-Line/Goal
38 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
3DXplorer
3DXPlorer is an online platform for designing interactive 3D web pages and Virtual
Worlds including 3D spaces and 3D objects, in which web visitors can walk, visualize
objects and interact as easily as they navigate through HTML pages, but in a 3D
immersive mode.
Designed for a wide range of applications, it can be used simply as a virtual show
room in which visitors can visualize an interior design and feel an atmosphere, or in
more sophisticated cases, used as an online interactive e-commerce tool, such as a
sales configurator or an online collaborative platform to review product
development.
http://www.3dxplorer.com/
ECS creates high impact solutions to improve training and education across the
spectrum of corporate, academic and military training domains. Our design
professionals and engineers work closely with clients to provide solutions that can
be tailored to people from diverse backgrounds and that are capable of providing
graphic simulated experiences that can be shared with geographically dispersed
teams of people. The lines of business within ECS are:
• Systems Integration
• LVC Interoperability
Forterra
39 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
• Training & Learning where remote users can learn in synchronous instructor-
led training or asynchronous, self-paced learning modes with web-based or
SCORM-compliant content. Learners then can practice their new skills in
realistic 3D work settings. Trainees can cover all the activity typical to a live,
instructor-led training environment, yet eliminate the cost and lost
productivity due to traveling. Additional benefits include increased
knowledge acquisition and retention and effective use of remote experts and
instructors.
• Specialized Applications — our customers use the OLIVE SDK to create new
and innovative custom applications, ranging from market research tools to
ground-breaking new behavioral therapy techniques, to operational
command centers. OLIVE’s powerful development capabilities provide
virtually unlimited possibilities for your organization and customers.
http://www.forterrainc.com/
Power U
PowerU, Inc. (PowerU) is a joint venture between Icarus Studios, a platform provider
for massively multiplayer online games, Virtual Worlds, and e-learning products,
and American Research Institute (ARI), a long-established leader in role-based,
results-oriented education and training services.
Organizations worldwide are challenged with upgrading the skills of their workforce
to adapt to changing markets, economic conditions, changing technologies, and
changing global competition. To meet this need, PowerU has taken a leading role in
revolutionizing adult learning by providing three-dimensional immersive (“3DI”)
40 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
http://www.poweru.net/index.php
ProtonMedia/Protosphere
ProtonMedia is the leading provider of Virtual World technology for the enterprise.
Our flagship product ProtoSphere is a secure, private Virtual World environment for
collaboration and learning. As the premier Virtual World platform for the enterprise,
ProtoSphere features a suite of communications and social networking tools
designed to overcome linear communications and create a networked, learning
organization.
http://protonmedia.com/index.php?/welcome
Qwaq
http://www.qwaq.com/solutions/index.php
Linden Lab was founded in 1999 by Philip Rosedale to create a revolutionary new
form of shared experience known as Second Life®. Second Life is a 3D Virtual World
created by its Residents (people like you) that's bursting with entertainment,
experiences, and opportunity. The Second Life Grid™ provides the platform where
the Second Life world resides and offers the tools for business, educators,
nonprofits, and entrepreneurs to develop a virtual presence. Headquartered in San
Francisco, Linden Lab has over 330 employees spread across the U.S., Europe, and
Asia. We welcome you to learn more about Linden Lab and invite you to explore our
exciting employment opportunities.
41 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
http://secondlife.com/
Vastpark
The VastPark platform enables you to build multiuser Virtual Worlds online and
immersive media applications that can run online, offline and behind a firewall. The
platform includes a set of technologies and tools that create the equivalent of the
Web and enable you to create and run immersive Virtual Worlds & interactive social
media events.
http://www.vastpark.com/
Icarus provides next generation technology, tools and production services enabling
publishers and marketers to develop immersive environments to create new
revenue streams and branding opportunities. Our MMO game platform was
developed from the ground‐up to handle the stresses and complexities associated
with enabling thousands of simultaneous users. Our unique offering combines our
Next‐Gen 3D Engine, Real‐Time Tool Suite and an Enterprise Grade Network
Architecture that supports massive concurrency. With an average of over fifteen
years of experience building online worlds, Icarus technical and design leadership
delivers consistent quality to accelerate time to market, reduce development costs,
and enable new revenue streams. http://www.icarusstudios.com/
The Venue Network, Inc. is a new media company that provides on-demand virtual
venues where presenters can share their content and customize unique event
experiences for online attendees. TVN is the next generation of 3D technology
designed and built for the sole purpose of equipping virtual presenters with
powerful and intuitive communication capabilities and reach. TVN empowers an
online community of intellectually curious individuals to create immersive and
interactive learning, collaborative, social and entertainment experiences. For more
information go to www.thevenuenetwork.com.
Nortel/Web.alive
page ensuring users do not have to leave the site to launch the Virtual World.
Combining stunning 3D graphics and unparalleled in-world realism, web.alive also
contains industry revolutionizing 3D spatial audio. With a feature-set designed
specifically for the enterprise, web.alive integrates with your existing network,
security and existing business software tools in order to enhance your
communication, collaboration and employee/consumer engagement.
http://www.projectchainsaw.com/
43 | P a g e
NATIONAL OCEANIC AND ATMOSPHERIC ADMINISTRATION
OFFICE OF OCEANIC AND ATMOSPHERIC RESEARCH
44 | P a g e