Posts Tagged ‘second life’

Manpower: The Evolution of the Virtual Workforce

As part of our ongoing collaboration with Manpower, Inc., DIP developed and produced a major virtual event originated from the virtual world of Second Life and simulcast across the web to an international audience. DIP constructed a one-of-a-kind conference space for the event which culminated in the live event, the Evolution of the Virtual Workforce“. (Click here to watch an HD version of the complete event hosted on the Treet.TV archives.)

Over 250 people participated in the live discussion (a complete transcript is on The Imagination Age blog) via software that allowed viewers on the web to chat with people inside Second Life without the web viewers having to install the Second Life client.

The event featured digital work expert Don Tapscott, best-selling author of “Grown-Up Digital” and “Wikinomics.” Tapscott was joined by Manpower Inc. Chairman and CEO Jeff Joerres; Linden Lab Executive Director of Enterprise Marketing, Amanda Van Nuys; Manpower Senior Vice President for Global Workforce Strategy, Tammy Johns; Manager of e-learning Strategy and Education Solutions for IBM’s Center for Advanced Learning; Chuck Hamilton; and President of Louisiana Digital Workforce non-profit 3D Squared, Spencer Zuzolo. The event was moderated by CEO and Creative Director of Dancing Ink Productions, Rita J. King.

“Since we established our presence in Second Life two years ago, social networks have completely evolved the labor market,” said Manpower Inc. Chairman and CEO Jeff Joerres. “Now, every social network has some underlying current related to job searching or career development. We are seeing the emergence of a flexible new model for virtual work, led by entrepreneurial, tech-savvy individuals who dictate when, where and how they work. We are focused on what motivates and interests this new breed of workers, giving us the ability to create practical solutions that help our clients attract, engage and retain winning talent.”

A shorter, YouTube-friendly version of the event, written and directed by Rita J. King is below.

Also see:

Press Release: Manpower Inc. Convenes Avatar Thought Leaders in Second Life to Discuss Virtual Workforce of the Future

Archive of Manpower’s Evolution of the Virtual Workforce

Brookings Institution: The Doha Forum

Inside the Ritz Carlton Hotel at the U.S.-Islamic World Forum in Doha, Qatar

In February 2008, Dancing Ink Productions’ Joshua S. Fouts and Rita J. King were invited by the Brookings Institution to be speakers at the U.S.-Islamic World Forum in Doha, Qatar. Dancing Ink Productions produced a mixed media event live from Doha and in the virtual world of Second Life. The event, which was entitled, “The Transfer of Cultural Energy,” featured Nashwa Al Ruwaini, host of the two top-rated television shows in the Middle East, “Nashwa” and “Poet of Millions”; Howard Gordon, executive producer of the Fox television show, “24″; and Ambassador Cynthia P. Schneider.

(A portion of this work is also featured in the findings of the Understanding Islam through Virtual Worlds project, which was released January 2009.)

Avatar of Nashwa Al-Ruwaini
Avatar of Nashwa Al-Ruwaini
Howard Gordon and Rita King speaking to their virtual audience
Howard Gordon and Rita J. King speaking to their virtual audience

The event also featured two hip-hop artists, Palestinian Muhammed Mughrabi of the Jerusalem-based hip-hop group, G-Town, and Iranian Yas, who is the first hip-hop artist whose work is sanctioned by the Iranian government. The two sang a spontaneous Arabic-Farsi hip-hop performance, which can be viewed in its entirety here.

Muhammed Mughrabi and Yas perform at the U.S.-Islamic World Forum
Muhammed Mughrabi and Yas perform at the U.S.-Islamic World Forum

Proceedings of the U.S.-Islamic World Forum can be downloaded in PDF format here.

Dancing Ink Productions’ participation in the U.S.-Islamic World Forum so inspired us that we penned the following vision statement about the foundational aspects of our work, “Our Vision for Sustainable Culture in the Imagination Age.”

Dancing Ink Productions produced the below machinima video as part of their participation.

In Ambassador Cynthia P. Schneider’s forthcoming report about cultural diplomacy, “Mightier than the Sword: Arts and Culture in the U.S.-Muslim World Relationship,” includes the following recommendations:

Virtual Worlds: Although participation in virtual worlds is minimal at present in the Muslim world, the technology off ers the possibility over the long term of lectures, dialogues, discussions, concerts, screenings and other performances that could break down barriers of geography and incorporate “audiences” from diff erent parts of the world. Contests, such as the remix contest with Salman Ahmed’s music, increase distribution and engagement with diverse types of music. At the 2008 U.S.-Islamic World Forum, the Brookings Institution, in collaboration with Dancing Ink Productions, held a virtual world panel discussion featuring Howard Gordon (executive producer of 24) and Nashwa al Ruwaini (CEO, Pyramedia) and attended by people (via their avatars) from the U.S., South America, Europe, Asia, and Africa. Th e session concluded with a freestyle hip-hop concert featuring top Iranian rapper YAS in Farsi and, in Arabic, Palestinian Muhammed Mughrabi, the leader and co-founder of the G-Town the Palestinian Hip-Hop Makers group in Jerusalem that had all the participants’ avatars dancing.

The Linden Lab Second Life Case Studies

In 2008, Rita J. King began collaborating with Linden Lab, the makers of Second Life in telling the story about how brick-and-mortar companies were using Second Life very creatively and successfully. The collaboration has resulted in a series of Case Studies written by Rita J. King. A sampling of those essays are below.

The Virtual Newsroom at the American University in Cairo

This was a collaborative project to explore virtual news venues as a viable space for the evolution of journalism. As part of this project, Dancing Ink Productions created a newsroom in the virtual world of Second Life for the Kamal Adham Center for Journalism Training and Research at the American University in Cairo.  The project was directed by veteran American journalist Lawrence Pintak now Dean of the Murrow College at Washington State University who covered the Middle East for 30 years. It was funded by a grant from USAID.  The first tenants of the virtual newsroom were a group of eight Egyptian bloggers. Dancing Ink Productions reported on their efforts covering the 2008 US Presidential Campaign at Dispatches from the Imagination Age.

The virtual newsroom hosted a series of events, including a press conference with former US-Undersecretary for Public Diplomacy James K. Glassman; and a conference about coverage of the Swine Flu crisis with the Centers for Disease Control and Prevention.  Documentary reports on those events are below. Broadcast quality machinima for all the events is produced in collaboration with Ill Clan Animation Studios.

Virtual Journalism: The CDC Discusses Swine Flu is a documentary about a May 16, 2009 event in the AUC Virtual Newsroom.

Documentary Premiere: The machinima documentary, “Virtual Journalism: Inside the American University in Cairo Virtual Newsroom,” exploring journalistic and cross-cultural impact and potential of the virtual newsroom project premiered on April 6, 2009 at the Washington State University’s Edward R. Murrow College of Communication conference on Virtual Journalism. That video, which was produced in collaboration with Ill Clan Animation Studios can be viewed below:

Inaugural Broadcast: On January 12, 2009 at 11 am EST, the Inaugural Broadcast of the American University in Cairo’s Virtual Newsroom (designed and produced by Dancing Ink Productions for The American University in Cairo with funding from USAID) took place in the virtual world of Second Life and was broadcast to a live global Internet audience produced in collaboration with Ill Clan Animation Studios. The live audience communicated in real-time chat with event participants and moderators in Second Life. The event was produced and hosted by Rita J. King, the CEO and Creative Director of Dancing Ink Productions, and Joshua S. Fouts, the Chief Global Strategist of Dancing Ink Productions and broadcast to the Internet by SLCN (videos below). The broadcast-quality machinima documentary produced by Dancing Ink Productions co-directed with Ill Clan Animation Studios features a moderated discussion about the transfer of power between US president administrations between Under Secretary for Public Diplomacy and Public Affairs James K. Glassman (also a well-known journalist) and eight Egyptian political bloggers who covered the US election. The documentary depicts the event itself, as well as the reaction of Glassman, the bloggers and project director Lawrence Pintak, a veteran war correspondent and author who runs the American University in Cairo’s Kamal Adham Center for Journalism Training and Research. Read the press release from the American University of Cairo summarizing the event here.

Second Life avatar of US Undersecretary of State for Public Diplomacy and Public Affairs James Glassman in the virtual newsroom of the American University in Cairo in Second Life.

Second Life avatar of then-US Undersecretary of State for Public Diplomacy and Public Affairs James Glassman in the virtual newsroom of the American University in Cairo in Second Life.


Below are videos from the January 12 event:

Short Clip
from the AUC Glassman Event

Full-length video of the 45 minute live event.

Construction of the AUC Virtual Newsroom begins

November 2008: Construction of the AUC Virtual Newsroom begins

Manpower Inc.: The Power of Collaboration — Manpower’s First Anniversary in Second Life

Power of Collaboration: Manpower's First Anniversary in Second Life
Power of Collaboration: Manpower’s First Anniversary in Second Life

On July 14, 2008 Dancing Ink Productions produced a major event for Fortune 500 company Manpower, Inc., called the “Power of Collaboration: Manpower’s First Anniversary in Second Life.”  The event included a report by the same name (downloadable as a PDF file here or by clicking on the above picture) exploring the influence and impact of virtual worlds, which Manpower considers to be an emerging labor market, on the world of work. (Read the Manpower, Inc. press release here.)

The event included three pieces of machinima by DIP in collaboration with machinimist  Draxtor Despres. You can watch the videoshere (12 and 3) in the order in which they were shown during today’s event.

This celebration would not have taken place without the visionary leadership of Manpower Inc. Senior Vice President Global Workforce Strategy Tammy Johns, whose thoughtfulness and expertise formed the basis of the tone of the event, which was reflective of the company’s significant global presence. Our conversations during the writing of this report were rigorous and full of energetic momentum.  Dancing Ink Productions would also like to thank Dan Darrow (Horatio Decosta in Second Life), who leads Manpower’s Second Life presence, and Jessica Qin, IBM’s Chief Virtual Architect, who first introduced Rita J. King (as her avatar Eureka Dejavu) while working on a report for IBM, “From the Fire Pit to the Forbidden City: An Outsider’s Inside Look at the Evolution of the VUC.” Jessica, at the time, was working to build Manpower Island.

Schmilsson Nilsson (avatar of Joshua S. Fouts) and Eureka Dejavu (avatar of Rita J. King) at the Manpower First Anniversary in Second Life celebration
Schmilsson Nilsson (avatar of Joshua S. Fouts) and Eureka Dejavu (avatar of Rita J. King) at the Manpower First Anniversary in Second Life celebration

The July 14, 2008 event, which celebrated Manpower’s first year in Second Life with a roundtable of thoughtful individuals including Manpower Inc. Chairman and CEO Jeff Joerres (who shone when he spontaneously took on the challenge of discussing existential issues) and Philip Rosedale in a world that he created.  Other speakers included Lynda M. Applegate, Professor, Harvard Business School, Dr. Jonathan Joseph Orr, co-founder of the Orr Institute, Dominique Turcq, President, Boostzone Institute, and Second Life’s Gentle Heron who runs an organization for people with disabilities called Virtual Ability, Inc (her Second Life efforts were profiled in “The Story of the Heron Sanctuary,” a January 2008 article in DIP’s Dispatches from the Imagination Age) .

Manpower CEO and Chairman Jeffrey A. Joerres (shown right) and Manpower Virtual World Liaison, Dan Darrow, at Manpower Island.
Manpower CEO and Chairman Jeffrey A. Joerres (shown right) and Manpower Virtual World Liaison, Dan Darrow, at Manpower Island.

The event was covered live on Second Life public affairs program Metanomics and streamed live on Second Life’s SLCN TV. An archive of the video can be found here.

Rita J. King blogged about the event on Dispatches from the Imagination Age:

One of the most difficult obstacles to overcome in the work of virtual work, it was revealed at the roundtable, is the fact that some people are sleeping while others go about their lives half a world away, and therefore cannot collaborate by dint of the fact that they are simply not conscious at the same time.

Philip Rosedale expressed an intriguing idea about a global work flow in which people will pass off work to one another. It’s an exciting idea, because it will lead to greater productivity and improved cultural understanding throughcollaborative energy, which would accelerate the rate at which difficult problems are solved. My prediction is thatanother model will be overlaid on the global work flow–people’s rhythms will change and the cycles of sleep and waking will adjust for those who find themselves collaborating on complex projects. I first heard of this phenomenon whiledocumenting IBM’s Virtual Universe Community, when scientists in multiple continents discussed their method for working together on protein folding experiments. I just experienced it myself while working with a global DIP team consisting of, among others, a Scot (Toran Cult), an Austalian (Starr Sonic), a German living in California (Draxtor Despres) and Americans from both coasts and in between. It never really felt like we were dealing with time zones, even when I counted the hours on my fingers to see when we might all be in-world again, but tonight, I’m feeling the jetlag of virtual work, even though we always met in the Metaverse.

Read more …

IBM: From the Fire Pit to the Forbidden City

From January – September 2007, Dancing Ink Productions explored, analyzed and chronicled IBM’s entrance into over forty 3-D Immersive virtual worlds such as Second Life, Activeworlds and numerous others interviewing dozens of IBMers around the world about the company’s efforts to explore virtual worlds through its Virtual Universe Community (VUC).  The VUC, lead by IBM’s Sandra Kearney with influence and inspiration from IBM’s Metaverse Evangelist Ian Hughes and lead virtual architect, known by her Second Life name,  Jessica Qin tell the tale of a Fortune 500 company in transition exploring how work and business are conducted on a global scale when the rules of communication and impact of the Internet are forcing us to explore what and how large organizations can conduct work in a global marketplace.

The investigations resulted in the below report, “From the Fire Pit to the Forbidden City: An Outsider’s Inside Look at the Evolution of IBM’s Virtual Universe Community” and was covered by The New York Times in the September 2007 article, “Exploring the Vast Business Potential of the Metaverse,” by Cynthia Wetzler.

From the Firepit to the Forbidden City, By Rita J. King
From the Firepit to the Forbidden City, By Rita J. King

According to Raph Koster, the former lead designer for renowned online games such as Ultima Online and Star Wars Galaxies and now founder and president of Areae producing an upcoming platform for online games called Metaplace:

It’s a mix of forward-thinking (they have people who do nothing but machinima?) and catch-up (I particularly liked the moment where a few IBM staffers decided on a definition of “virtual universe” in 2006 — fortunately, it matches the one all the rest of us use!).

It’s not very long, and it’s an interesting read.

Rita J. King's avatar Eureka Dejavu interviews IBM'ers ePredator Potato (Ian Hughes) and Algernon Spackler (Andrew "Roo" Reynolds) in the virtual world of Second Life
Rita J. King’s avatar Eureka Dejavu interviews IBM’ers ePredator Potato (Ian Hughes) and Algernon Spackler (Andrew “Roo” Reynolds) in the virtual world of Second Life

Following is an excerpt from the report.  You can download the entire report here.

The first time I ever heard of virtual worlds was from an IBMer named Dr. Clifford Pickover, over lunch one Friday afternoon. When he mentions something of interest, from shamanistic trances to potentially deadly fugu sushi, I take note. But this was really off-the-wall. He spoke of imaginary worlds complete with their own economies, in which people around the world create avatars, communities and three-dimensional models of their ideas so others can inhabit and enhance them. Mystified, I listened as he explained that virtual worlds are not games, but rather immersive environments in which people enhance their connections to each other and to their personal, social and professional missions.

“It’s all very intriguing,” he added, as people around the table raised their eyebrows at the conversation. “When you go into Second Life®, get in touch with Jessica Qin [aka Craig Becker], an old friend of mine.”

I wrote down the name, not realizing that I was about to befriend one of the rock stars of the virtual world. This was the catalyst for a transformation in my perspective on commerce, community and global culture.

It started simply and suddenly, as many relationships in virtual worlds do, after I’d created my avatar, Eureka Dejavu. Jessica, who was covered in tribal tattoos and had robotic feet, teleported to my excessively expensive beach hut, paid for with the currency of the local economy.

Read more …

Understanding Islam through Virtual Worlds

Rita J. King recently spoke about the Understanding Islam through Virtual Worlds project at the 2010 Business Innovation Factory (BIF-6). Here’s the video:

(Rita J. King also presented the Understanding Islam through Virtual Worlds project at the 2009 O’Reilly Media Gov2.0 Summit and Expo, for which she was recognized with the first-ever Gov2.0 Award. You can view that presentation here.)


Understanding Islam through Virtual Worlds

With this report, Josh and Rita have illuminated a new path–a definite intelligible plan–for practical public diplomacy in an area of supreme urgency. Furthermore, they have done so by elevating humanity’s most distinguishing feature: the imagination.“ – Joel Rosenthal, President, Carnegie Council for Ethics in International Affairs

Cover page of the Understanding Islam through Virtual Worlds policy recommendations.

On January 29, 2009, Dancing Ink Productions Rita J. King and Joshua S. Fouts released the findings from the Understanding Islam through Virtual Worlds project at the Carnegie Council for Ethics in International Affairs. The project was funded by a grant from the Richard Lounsbery Foundation. The findings included a trilogy of actionable items available in digital format here.  By releasing three types of reports — policy recommendations, documentary video and graphic book — we hope to make what is still a very new medium as accessible as possible.

The idea for Understanding Islam through Virtual Worlds project was hatched with a very specific idea in mind: How could people learn about other cultures in an authentic, experiential space — specifically, how could we learn about cultures that self-identified as Muslim? We chose the virtual world of Second Life for many reasons, among them that it is the best international platform — more than 70% of its users are from outside the United States. Our goal was to to see what we could learn about Islam — not by inviting particular people with particular perspectives into Second Life, but rather to follow the trail of what was already happening culturally in the space that might yield new insight about Islam.

Read the Press Release announcing the project findings here and here.

Understanding Islam through Virtual Worlds project findings:

Watch the short documentary (low-res version) on YouTube:


Comments on the project:

“With this report, Josh and Rita have illuminated a new path–a definite intelligible plan–for practical public diplomacy in an area of supreme urgency. Furthermore, they have done so by elevating humanity’s most distinguishing feature: the imagination.”
– Joel Rosenthal, President, Carnegie Council for Ethics in International Affairs

“The project’s use of Second Life virtual experiences, where internet users can interact with each other through avatars to engage in intercultural dialogue, is indeed a pioneering initiative.”  “A ‘second life’ for public diplomacy in the Middle East,” by Prof. Muhammad Ayish, Abu Dhabi’s “The National”

“Joshua and Rita are THE great explorers of new possibilities and media for public diplomacy.”
– Tish Shute, propietor of UgoTrade.com and TishShute.com

“A fascinating clash of best intentions and actual spiritual desires, transplanted into the virtual realm.”Wagner James Au in New World Notes.

Eureka Dejavu in hijab
Pictured: Eureka Dejavu, avatar of Rita J. King in hijab before the virtual hajj.

Read Rita J. King’s remarks from the January 29, 2009 release of the Understanding Islam through Virtual Worlds project, delivered at the Carnegie Council for Ethics in International Affairs.

Read Joshua S. Fouts’ remarks from the January 29, 2009 release of the Understanding Islam through Virtual Worlds project, delivered at the Carnegie Council for Ethics in International Affairs.

In case you missed the event, you can watch the complete video on the Carnegie Council website. Carnegie Council has also uploaded the complete event transcript.

Evan M. O'Neil, managing editor of PolicyInnovations.org at the January 29 event.
Evan M. O’Neil, managing editor of PolicyInnovations.org at the January 29 event.

The Carnegie Council has uploaded edited excerpts from the January 29, 2009 release Understanding Islam through Virtual Worlds project. Each video is about a minute and a half long.

Non-Violence in Virtual Worlds — Rita J. King

Creativity in Virtual Worlds — Rita J. King

Online Diplomacy — Joshua S. Fouts

A New Second Life Viewer: A New Dimension in Collaborative Creativity

Tweeting from a Prim using the new Second Life Viewer 2.0. Image credit: Ian Hughes (SL's ePredator Potato)

Tweeting from a Prim using the new Second Life Viewer 2.0. Image credit: Ian Hughes (SL's ePredator Potato)

By Rita J. King

Today’s launch of the new Second Life Viewer 2.0 put the mainstream tech world on notice. Robert Scoble was wisely chosen as the one to interview Linden Lab CEO Mark Kingdon about the implications. The implications are vast–so much so that it’s almost impossible to tell where this will take those of us who have been in business in Second Life for years, as well as countless new users this will attract (Linden Lab is looking to increase active users by 40 percent to a million in 2010).

This isn’t just a new viewer, in the sense that it yields a new view and organizational framework on a pre-existing platform, but rather a massive extension of exciting new capabilities within the platform itself.

Second Life has never been more poised for mainstream success. This milestone has been a long time coming, but I’ve always believed that the day would arrive. I don’t view the new viewer as a Second Life for Second Life, because from my perspective, the space has been vibrant from the start and has only become more remarkable and impressive over time. But this is a new dimension.

The new viewer feels akin to seeing that first glimpse of the earth from the moon. Not necessarily the way an astronaut feels it, from space, but from the perspective of a human being who nevertheless shares in the mixed media gathered over time and gains immeasurably from the new visions it creates when shared and experienced. The ability to embed mixed media within the basic fundamental building blocks of user-created content, known as prims, is revolutionary. Among other benefits, that’s the new viewer’s major headline.

Story is the beam that unifies people during a particular time and place and gives our collective symbols meaning. The new viewer is a door that opens into a deeper form of storytelling, one that contains the possibility of successful collaboration in the face of looming global transformation. Story is at the core of every strong brand, movement and life.

Immersion within such environments will create unprecedented opportunities for the development of business and education as training and simulation expand significantly into the medium–for real world benefit.

Thank you, Linden lab, for developing this amazing new capacity to collaborate, create, document and innovate in an entirely new dimension!

Art, Reality and Cultural Diplomacy

“In art, intentions are of little importance” — Pablo Picasso. At the Aspen Institute Summit on Cultural Diplomacy, Rita J. King reflects on the role of technology in art and cultural relations.

Rita J. King at the Museu Picasso in Barcelona.

Rita J. King at the Museu Picasso in Barcelona.

By Rita J. King
Barcelona, Spain. September 20, 2009

“In art, intentions are of little importance.” Pablo Picasso

The Aspen Institute held a forum in the ancient city of Avilés, Spain last week to discuss Culture & Security from a cultural diplomacy perspective. My collaborator Joshua S. Fouts and I spoke about our project, “Understanding Islam through Virtual Worlds,” which took place across four continents in the physical world and in the virtual world of Second Life.

Second Life allows participants from all over the world an unprecedented opportunity to collaboratively imagine and build environments and identities in which cultural exchanges take place, free from the fetters of fear (whether generated by timidity, the possibility of violence, language barriers or simple lack of contact or motivation to initiate such discussions) that too often accompany sensitive cultural conversations in the physical world.

The same way a building can be designed and constructed virtually before the cornerstone is laid on actual grass, so can a new technique for cultural exchange be developed that promotes transparency and accountability and at the same time removes physical vulnerability.

Nevertheless, this concept is disturbing to many people, largely because the media hasn’t done Second Life any favors by consistently misrepresenting the importance of the platform and also because the entire concept is so new that people simply can’t imagine the value of such interactions, much less the fact that avatars are representations of real people in the physical world and not cartoons capable of destroying the fabric of society. That narrative is beginning to change now.

Many people at the forum were utterly fascinated, hearing about Second Life for the first time, and several have already booked us to discuss plans for proceeding with extremely exciting projects. A couple of people referenced our work (despite the fact that it took place primarily in the physical world and we’d flown thousands of miles to discuss it in person) as an example of digital interactions undermining the richness of personal contact in the physical world, as if every personal interaction is saturated with meaning that results in cultural illumination and progress.

While it isn’t easy for newbies to jump in-world and instantly discover the best of what the local culture has to offer, it’s worth the search. Second Life is filled with collaborative and individual creativity of such a sophisticated and remarkable nature that cultural advances are taking place on a daily basis. Never in the history of humanity have individuals from around the world been able to gather in real time to explore sensitive issues that require sustained philosophical focus without leaving their own physical communities. Never before have people been able to escape the circumstances of birth to form ties based on the essence of self above the telltale signs of class and privilege hierarchy.

As far as the practice of cultural diplomacy goes, we finally have a platform that equalizes all participants by making creativity and innovation the highest aim, and that’s a good thing. That isn’t to say that some people don’t use Second Life for less than progressive purposes, but so do people in the physical world and that doesn’t stop diplomats from practicing. Race, age, gender, ethnicity and extreme physical beauty or disability all cease to matter. Second Life is whatever users make of it.

Major institutions globally have turned the platform into a thriving, environmentally conscious business hub. Visionary educators have created three-dimensional, immersive learning environments. In the third grade, we made dioramas out of shoeboxes to depict the Gobi Desert from brown paper. It was great fun and there is no reason why anyone has to stop doing it just because now, thousands of learning institutions have created information rich mixed-media environments embedded with experiential knowledge for learners of all ages. Thanks to the National Oceanic and Atmospheric Administration’s work in Second Life, for example, I’ve swum through the ocean from the poles to the equator to see the life it contains and the hazards of global climate change.

One of the major obstacles to right thinking regarding mixed-media, mixed reality environments is the notion that somehow participation in a virtual world isn’t “real.” Today, at the Museu Picasso in Barcelona, I had an epiphany about how to explain why the debate is misguided. Because the Culture & Security forum focused largely on art, including a number of conversations about how digital art (which is no lesser than any other art form), it is appropriate to use this example to explore the meaning of reality in any form of creative expression.

Between August and December 1957, Pablo Picasso created 58 interpretive works based on Velasquez’s painting Las Meninas. At the Museu Picasso, an ingeniously curated exhibit of two monitors on either side of a pane of reflective glass depicts Picasso’s work projected onto various segments of Las Meninas. I watched through projects of all 58 works, or however many were depicted, before stepping into the gallery where the pieces were hung.

Despite the fact that the projections are glorious, they are nowhere near as spectacular as the original pieces, with their brushstrokes that outlasted the hand of the artist. Much like the virtual hajj to Mecca in Second Life, which can’t possibly ever replace the physical experience of millions of hot, hungry physical bodies moving through a space all experiencing the manifestation of their sacred beliefs, the projections of the Velasquez and Picasso works aren’t meant to replace the originals, but simply to yield new perspective.

Beyond that, though, even the original canvases by Picasso aren’t “real.” After all, Picasso was merely interpreting a work by Velasquez. Come to think of it, even Las Meninas isn’t “real,” except in the broadest definition of the term (having a verifiable existence) which also applies to works in Second Life. The argument that no facsimile can ever be as rich as the original undermines the sheer force of creative power that fuels human progress in the form of artistic expression.

Nobody alive today can turn back the clock to be in that room with Velasquez. Our only glimpse comes from the weight of his work, much like the only glimpse I’ve ever had of ancient Mesopotamia (present day Iraq) where writing was invented comes from the work of the Federation of American Scientists who embarked on a collaborative global project in Second Life to rebuild the city based on real archeological data, right down to charred hearths, temples, markets and agricultural zones. Only through documentation can we experience a moment lost to the riptide of history. Arguably, the very act of people posing for the portrait, frozen in place for hours if not weeks on end wearing costumes to begin with is not real. So what? I’m glad they did it anyway, and that instead of debating the merit of interpreting that singular effort, Velasquez and Picasso picked up their brushes and got to work.

Art is an interpretation of the rhythm of human life on a fleetingly colonized planet in a vast, mysterious cosmos of infinite mystery. The relationship between art and the development of culture is such a mysterious one that language is often painfully insufficient in the attempt to describe it. Human bondage does not require physical bars for captivity. Art is the means by which symbolic bars are bent to create opportunities for people to pass through. The central question of cultural diplomacy in many ways is: If humanity is to earnestly attempt to outpace our current path of collective destruction with acts of trailblazing creativity, how can this sacred act, which undermines the underlying conditions that lead to violence, best be accomplished?

“Others talk,” Picasso once said. “I work.”

Press Release: Manpower Inc. Convenes Avatar Thought Leaders in Second Life to Discuss Virtual Workforce of the Future

Manpower's live Second Life event is Sept. 1, 2009 at 11am Eastern

Manpower's live Second Life event is Sept. 1, 2009 at 11am Eastern

Contact:
Marci Pelzer
+1.414.906.7670
marcelline.pelzer@manpower.com

Manpower Inc. Convenes Avatar Thought Leaders in Second Life to Discuss Virtual Workforce of the Future

Grown Up Digital” author Don Tapscott; Manpower Inc. Chairman and CEO Jeff Joerres; and Linden Lab Executive Director of Enterprise Marketing Amanda Van Nuys among expert panelists

Milwaukee, Wis., USA (1 September 2009) – Manpower Inc., a world leader in the employment services industry, will host a provocative hourlong discussion, “The Evolution of the Virtual Workforce” on Tuesday, September 1 at 11am ET in the virtual world of Second Life.

The event will feature digital work expert Don Tapscott, best-selling author of “Grown-Up Digital” and “Wikinomics.” Tapscott will be joined by Manpower Inc. Chairman and CEO Jeff Joerres; Linden Lab Executive Director of Enterprise Marketing, Amanda Van Nuys; Manpower Senior Vice President for Global Workforce Strategy, Tammy Johns; Manager of e-learning Strategy and Education Solutions for IBM’s Center for Advanced Learning; Chuck Hamilton; and President of Louisiana Digital Workforce non-profit 3D Squared, Spencer Zuzolo. The event will be moderated by CEO and Creative Director of Dancing Ink Productions, Rita J. King.

“Since we established our presence in Second Life two years ago, social networks have completely evolved the labor market,” said Manpower Inc. Chairman and CEO Jeff Joerres. “Now, every social network has some underlying current related to job searching or career development. We are seeing the emergence of a flexible new model for virtual work, led by entrepreneurial, tech-savvy individuals who dictate when, where and how they work. We are focused on what motivates and interests this new breed of workers, giving us the ability to create practical solutions that help our clients attract, engage and retain winning talent.”

Manpower’s Second Life Island is one of many virtual programs Manpower has explored to lead in the changing world of work. Through its subsidiary, Right Management, Manpower recently formalized an exclusive partnership with LinkedIn®, the professional networking website, to work with individuals to develop profiles that showcase their knowledge and expertise and provide them with specialized training, integrating LinkedIn’s functionality and networking capabilities with Right Management’s industry-leading outplacement solution – RightChoice®. And later this year, Manpower will roll out a social networking community that connects individuals to customized career development insights and invites them to proactively navigate and manage their careers.

“The discussion will focus not only on how work is changing as a result of technology, but how the workforce is changing,” said Tammy Johns, Manpower’s Senior Vice President for Global Workforce Strategy. ”By regularly convening thought leaders of this caliber, investing in innovative technology platforms, producing cutting edge thought leadership, we are helping to define work practices, providing our clients and potential candidates invaluable insight about what’s now and next in our industry.”

Don Tapscott’s book, “Grown Up Digital” focuses on a workplace evolution. He has been documenting what he calls the Net Generation since his own children, now adults in their twenties, have grown up. This generation is characterized by creativity, ability to collaborate and comfort with multitasking across digital media and even simultaneous multiple realities. Tapscott believes that their culture will come to dominate the world of work.

“As a new global culture and economy take shape, available technology and human creativity are transforming how the workforce operates,” said Rita J. King, CEO and Creative Director of Dancing Ink Productions. “This conversation, broadcast live to the internet from Second Life, will facilitate dialogue on this critical topic and illuminate best practices for the workplace at a time of metamorphosis.”

Observers from around the world are invited to take part in this event by registering for the live stream at the Dancing Ink Productions website (link: http://dancinginkproductions.com/live-events). Participants will be able to view and participate in the event both from Second Life and from the web. Those participating from the web will be able to communicate in live, real-time chat with event participants in Second Life.

About Dancing Ink Productions
Dancing Ink Productions (DIP) is a full-service creative company that develops business strategy, policy, immersive narrative and mixed media, mixed-reality content including games, conferences and cultural intelligence for a new global culture and economy in the Imagination Age. DIP works across multiple social media platforms and within virtual worlds on cost-cutting solutions to amplify creativity and innovation while bringing together geographically dispersed members of the evolving global workforce, culture and economy. For clients taking their first steps in the digital culture, DIP streamlines the experience and creates strategic plans for participation. For experienced clients, such as IBM, the American University in Cairo, Manpower Inc. and Linden Lab, we collaborate on identifying and sharing a brand’s core narrative through creative mixed-media including data visualization and documentaries. DIP works with governments and organizations to contextualize the evolving culture of the Internet, providing cultural intelligence and strategic foreign policy guidance toward and a fundamental understanding of how culture is shifting in the Internet era.

About Manpower Inc.
Manpower Inc. (NYSE: MAN) is a world leader in the employment services industry; creating and delivering services that enable its clients to win in the changing world of work. With over 60 years’ experience, the $22 billion company offers employers a range of services for the entire employment and business cycle including permanent, temporary and contract recruitment; employee assessment and selection; training; outplacement; outsourcing and consulting. Manpower’s worldwide network of 4,100 offices in 82 countries and territories enables the company to meet the needs of its 400,000 clients per year, including small and medium size enterprises in all industry sectors, as well as the world’s largest multinational corporations. The focus of Manpower’s work is on raising productivity through improved quality, efficiency and cost-reduction across their total workforce, enabling clients to concentrate on their core business activities. Manpower Inc. operates under five brands: Manpower, Manpower Professional, Elan, Jefferson Wells and Right Management. More information on Manpower Inc. is available at www.manpower.com.

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