Part 2: Implementation and lessons learned

From the developerWorks archives

Rick Alther, Luba Cherakov, and Craig Becker

Date archived: September 8, 2016 | First published: October 15, 2009

The first article of this series explained the applicability of virtual worlds to the enterprise and examined several virtual world engines and enabling technologies, including Active Worlds, Forterra OLIVE, OpenSimulator, Second Life, Torque and Unity and their use to implement IBM Virtual Spaces. In this second part you will learn about the IBM experience in the development and use of Virtual Spaces in more detail, including technical and business challenges, tangible business results, and lessons learned.

This content is no longer being updated or maintained. The full article is provided "as is" in a PDF file. Given the rapid evolution of technology, some steps and illustrations may have changed.



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ArticleTitle=Virtual Spaces: Enabling Immersive Collaborative Enterprise: Part 2: Implementation and lessons learned
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