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IBM Virtual Universe Community : ウィキペディア英語版
IBM Virtual Universe Community

The Virtual Universe Community or VUC is the internal IBM interest group for Virtual Worlds. 〔http://money.cnn.com/news/newsfeeds/articles/marketwire/0293959.htm〕
Every IBMer that is present within any Virtual World or Virtual Universe must comply with the IBM Virtual World Guidelines. 〔(IBM Research | IBM Research | virtualworlds | IBM Virtual World Guidelines )〕
The community was active in moving IBM into a range of new and profitable industries from the creation of Virtual World Cell Based Mainframes 〔(Gamasutra - IBM Integrates Cell Into Mainframes For Virtual Worlds )〕 - known as Gameframes - to 24 Hour Virtual Service Desks staffed by avatars around the globe. The community members also worked on numerous projects to promote virtual worlds in the sphere of art, cross cultural collaboration, social enterprise, sustainable development, services based innovation and learning, both on internal IBM grids and public virtual world grids, such as Second Life and other Open Sim based grids.〔
== History ==


The Virtual Universe Community was officially launched on September 12, 2006 in conjunction with the IBM Innovation Jam. This component of the Jam was a self-organized collaboration and brainstorming event and was referred to as a 3D Jam. 130 IBM employees collaborated on ideas in the virtual campus of New Media Consortium. 〔(IBM Innovation Jam « NMC Virtual Worlds )〕
On November 14, now 400 members strong, the Virtual Universe Communities idea they had logged in the innovation Jam was voted number 1 out of 50,000 entries. The CEO of IBM Sam Palmisano and Irving Wladalsky-Berger presented the results in the world's first virtual town hall. 〔(IBM's chief steps into 'Second Life' for incubator launch | CNET News.com )〕
The community grew rapidly and when it reached nearly 1000 members a new organization was formed. 〔(IBM to give birth to 'Second Life' business group | CNET News.com )〕
The community celebrated its first year anniversary on September 12, 2007, and, at its height, was 5000 members strong working on sectors ranging from education, training and accessibility to cutting edge research and client as well as serious gaming showcases.
As the industry focus moved on from virtual worlds, the participation in the community declined and, as of 2011, transitioned to a caretaker mode.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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