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Case Study on Virtual Organizations

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• Three days.
• 200+ Participants
• Nineteen countries.
• Thirty-seven sessions.
• Meetings with IBM Distinguished
Engineers.
• Jet skis, hand gliders and dancing
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ALL THIS WITHOUT
EVEN LEAVING
YOUR OFFICE

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IBM VIRTUAL WORLD CONFERENCE 2008

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• 37 sessions, including “Walk around” presentations and poster
sessions
• An interactive training module, using 3-D models
• Discussions with researchers about use of virtual worlds to simulate
• business and sales processes, to assist in training of employees
• A "Virtual CRM" approach for turning virtual world visitors into leads
• A demonstration of how an enterprise's architecture could be
visualized in 3-D
• Do’s and the don’ts of virtual world design and lessons learned from
creating interactive 3-D demonstrations
• Immersive career planning tools
• A virtual green data centre and 3-D data centre connected to live
equipment
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• “Participants came from around the world --
some arriving as business people, some as
robots; some bald, some bearded; some with
brown hair and some with blue hair”
• “We saw clothes ranging from fancy dresses to
jeans and even a tiny motorcycle (along with
sound effects)”
• “It is always interesting to see how people
present themselves when they aren’t limited to a
particular shape”

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• “The stunning design of both the meeting areas
and the social space created an immersive,
engaging and functionally rich environment”
• “It is so completely different than anything I have
ever experienced, I am still trying to understand it
all”
• “You can build space in a virtual world to meet the
needs of your meeting and your content- that is
not possible in the real world”

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• Saving of over $300000
• Executed at 1/5th the cost
of real world event
• Productivity gains
• Networking and Socializing
• Paved way for future
conferences

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IBM Academy of Technology

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• It focuses on the technical underpinnings of IBM’s future.
• Its membership consists of the top technical leaders from
around the world who are working in research, hardware
and software development, manufacturing, applications,
and services.
• The Academy develops a rich technical agenda each year
which consists of studies, conferences and consultancies.

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WHAT IS SECOND LIFE
• Second Life is a virtual world developed by Linden Lab
launched, and is accessible on the Internet. A free
client program called the Viewer enables its users,
called Residents, to interact with each other through
avatars. Residents can explore, meet other residents,
socialize, participate in individual and group activities,
and create and trade virtual property and services with
one another, or travel throughout the world (which
residents refer to as "the grid").

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• IBM tech team worked closely with Linden lab to establish 16 regions in
Second life behind IBM’s corporate firewall.
• Creation of a secure location for conference attendees.
• Maintaining access to IBM and other islands within the public Second life
environment.
• Building of conference facilities.
• Additional features such as reception plaza, picnic areas, theatres, gardens,
library, green data centre, community gathering spaces etc
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IBM PERSPECTIVE
• Virtual worlds make geography…history
• Reduced costs
• Green
• Visual Memory
• Use of scale
• Social Capital
• User created content
• Fun
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IBM VIRTUAL ONBOARDING WITH SECOND LIFE

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• www.ibm.com
• www.secondgrid.net
• www.eightbar.co.uk
• www.groovemasterblog.blogspot.com

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PRESENTED BY,
NAME ROLL NOS
AYAZ AHMED 12
CHIRAG DEVENDRA 14
NIKHIL SINGH 28
SRIKANT SABU 47
STUTI KOTYAL 48
SURBHI SHARMA 51
VERNICA WALIA 55
SONALI SHARMA 61
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