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Kosten Senkung Virtuelle Welten Stripped Slide Share

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Kostensenkung, Virtuelle Welten, Kybernetik

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Kosten Senkung Virtuelle Welten Stripped Slide Share

  1. 1. The Next Generation Internet Kostensenkung durch den Einsatz virtueller Welten Startblock, Dienstag, 21. April 2009 Andreas Mertens © 2006-2008 SLTalk & Partner © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 1
  2. 2. Andreas Mertens 1999 Diplominformatiker an der University  of Applied Science in Wiesbaden 1998 bis 2000 IBM Global Services  E-Business Consultant 2000 bis 2001 IBM Spin Off Avinci / CMG Logica  Senior Consultant, Knowledge Management 2001 bis Heute Selbständiger Unternehmer  Kybernetisches Management Technologieberater Analyse / Strategie 2006 bis Heute Aufbau und Erweiterung von SLTalk &  Partner: The Next Generation Internet Web 2.0 / Enterprise 2.0 © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 2
  3. 3. Kosten Qualität Umsatz senkung steigern steigern Gewinn steigt  © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 3
  4. 4. Kosten Qualitäts Umsatz senkung verlust steigern © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 4
  5. 5. Kosten Qualitäts Umsatz senkung verlust verlust Gewinn sinkt  © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 5
  6. 6. Investitions Kosten Qualität Umsatz kosten senkung steigern steigern © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 6
  7. 7. Bestehende Kosten © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 7
  8. 8. Bestehende Kosten Gewinn - © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 8
  9. 9. Umsatz + Bestehende Kosten Gewinn - + © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 9
  10. 10. Qualität Umsatz + Bestehende Kosten Gewinn - + © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 10
  11. 11. Qualität Umsatz + Bestehende + Kosten Gewinn - + © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 11
  12. 12. Qualität + Umsatz Investition + Bestehende + Kosten + Gewinn Investitionsrücklage - + + + © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 12
  13. 13. Qualität + Umsatz Investition + Bestehende + Kosten + Gewinn Investitionsrücklage - + + + Gier © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 13
  14. 14. Qualität + Umsatz Investition + Bestehende + Kosten + Gewinn Investitionsrücklage - + + + Gier - © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 14
  15. 15. Qualität + Umsatz Investition + Bestehende + Kosten + Gewinn Investitionsrücklage - + + + Selbst bereicherung Gier - + © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 15
  16. 16. Qualität + Umsatz Investition + Bestehende + Kosten + Gewinn Investitionsrücklage - + + + Selbst bereicherung + Gier - + © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 16
  17. 17. Agenda Was meinen wir eigentlich, wenn wir vom Next Generation  Internet, 3D-Internet oder virtuellen Welten sprechen ? Kurzvorstellung SLTalk & Partner  Aktuelle Trends & Konvergenzen (Zahlen, Daten, Fakten)  Einige Anwendungsbeispiele für Kostensenkungspotentiale,  Qualitätssteigerung Diskussion  © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 17
  18. 18. Was ist eigentlich das 3D-Internet? Bevor ich auf die Frage eingehe, möchte ich Euch/Ihnen  eine Frage stellen! Was ist eigentlich das Web (WWW), nicht technisch  formuliert, wenn das Internet eine Infrastruktur ist, die Menschen global und elektronisch vernetzt? © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 18
  19. 19. Was ist eigentlich das Web (WWW) ? www.unmarkedspace.net © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 19
  20. 20. Was ist eigentlich das 3D-Internet? Demo in Second Life  Digitale Knete  Virtuell, gemeinsam, geteilter Raum  © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 20
  21. 21. SLTalk & Partner 1. Beratung / Business Development 2. Entwicklung und Umsetzung 3. Produkte und Services 3D Internet: Second Life, Twinity, There, Project Wonderland, … Web 2.0 / Enterprise 2.0: Blogs, Microblogs (Twitter), Wikis, SEO, … Next Generation Internet © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 21
  22. 22. Erfolgskontrolle durch Messen Erfassung von Bewegungsdaten in Virtuellen Räumen  Darstellung von Besucherzahlen, wie   Frequenz  Aufenthaltsdauer  Besuchertreue Excel Exportfunktion  Geplante Add-Ons  © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 22
  23. 23. Fakten (1) Etwa 500 Millionen Menschen bewegen sich bereits  heute in Virtuellen Welten (Metaversen) Gartner:  “By the end of 2011, 80 percent of active Internet users (and Fortune 500 enterprises) will have a ’second life,’ but not necessarily in Second Life” © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 23
  24. 24. Fakten (2) IBM:  “The real reason why we’re doing this is because we do feel the beginning of a major transformation on how people are going to interact on the web – going from a flat to an immersive experience” © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 24
  25. 25. Zahlen, Daten, Fakten Ca. 25.000 gleichzeitige User in Second Life (Mai 2007)  Ca. 75.000 gleichzeitige User in Second Life (heute)  Entwicklung des des HyperGRIDs auf Basis von  OpenSimulator © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 25
  26. 26. © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 26
  27. 27. © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 27
  28. 28. © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 28
  29. 29. Augmented Reality Video YouTube-Link: http://www.youtube.com/watch?v=P9KPJlA5yds © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 29
  30. 30. Anwendungsbeispiele und Potentiale Forschung und Lehre   Senkung Reisekosten  Senkung Personalkosten  Erhöhung der Forschungsqualität Meetings   Senkung Reisekosten  Kollaboratives Arbeiten E-Learning   Senkung der Ausbildungskosten © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 30
  31. 31. © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 31
  32. 32. © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 32
  33. 33. © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 33
  34. 34. © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 34
  35. 35. © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 35
  36. 36. © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 36
  37. 37. Meetings mit Sametime 3D bei IBM http://www.youtube.com/watch?v=SfqGwKFStuw © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 37
  38. 38. Kosten Investitions senkung kosten Meetings IBM Fallstudie  „Wie eine Konferenz in Second Life IBMs Technologie-Elite von der virtuellen Welt überzeugte“ „ Bei der Konferenz in Second Life fand alles so statt wie bei einer traditionellen Konferenz, sogar noch besser, denn die Kosten betrugen nur ein Fünftel einer traditionellen Konferenz und es gab keinen Teilnehmer, der unter Jetlag litt.” Joanne Martin, Präsidentin, IBM Academy of Technology © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 38
  39. 39. Kosten Investitions senkung kosten Meetings IBM Fallstudie  ROI schätzungsweise bei 320.000 USD „Konferenzveranstalter und Teilnehmer entdecken, dass virtuelle Ereignisse „real” sind“ © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 39
  40. 40. Kosten Investitions senkung kosten Meetings 42% von 10.000 US-Führungskräften:  Teilnahme an Messen 2009 reduziert In 20% der Fälle, haben die Entscheider Teilnahmen auf  Veranstaltungen um 50% reduziert 64% sagen, sie sind auf weniger Vertriebsmeetings  22% keine Vertriebsmeetings mit physischer, körperlicher  Anwesenheit © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 40
  41. 41. Kosten Investitions senkung kosten Beispiel Accenture 180.000 Mitarbeiter, 49 Länder  Seit 2006 in Second Life aktiv  Assessment und Recruiting in Second Life  © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 41
  42. 42. Kosten Investitions senkung kosten Beispiel Sony Senkt mit InXpo Kosten um 50 %  Virtuelle Events (http://www.inxpo.com/) © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 42
  43. 43. Kosten Investitions senkung kosten Beispiel Microsoft Senkt mit jedem virtuellen Event ein Drittel  der normalen Kosten Führt regelmäßig Pressekonferenzen und  Produktvorstellungen in Second Life durch © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 43
  44. 44. Umsatz Kosten Investitions steigern senkung kosten Meetings / Immersive Spaces http://tinyurl.com/d7kwqk http://www.youtube.com/watch?v=ZgK-5HCXcts © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 44
  45. 45. Umsatz Investitions steigern kosten Umsatzsteigerung Umsatzsteigerung in der  Tourismus-Branche Kölner Dom  Chinesische Mittelstand  http://www.sltalk.de/index.php/tag/kolner-dom/ © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 45
  46. 46. Qualität Kosten Investitions steigern senkung kosten E-Learning (1) Kombination aus   Realen Präsenzseminaren  Online-Trainings  Virtuellen Präsenzseminaren VHS Gosslar   Vorreiter  Sprachkurse  Kochkurse Stichwort Serious Games   Hohe Immersion  Schnelleres Lernen © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 46
  47. 47. Qualität Kosten Investitions steigern senkung kosten E-Learning (2) 1. Ankommen am Einsatzort 2. Situation einschätzen / analysieren 1. Wie brennt es ? 2. Wo brennt es ? 3. Was brennt ? 4. Menschen in Gefahr ja/nein ? 3. Die richtigen Maßnahmen auf Basis von (2) ableiten ! 4. Die richtigen Maßnahmen aus (3) richtig durchführen !!! © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 47
  48. 48. Qualität Kosten Investitions steigern senkung kosten E-Learning (3) 1. Ankommen am Einsatzort 2. Situation einschätzen / analysieren 1. Wie brennt es ? 2. Wo brennt es ? 3. Was brennt ? 4. Menschen in Gefahr ja/nein ? 3. Die richtigen Maßnahmen auf Basis von (2) ableiten ! 4. Die richtigen Maßnahmen aus (3) richtig durchführen !!! © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 48
  49. 49. Qualität Kosten Investitions steigern senkung kosten E-Learning (4) 1. Energiesparhaus der VHS Gosslar 2. Energiespar-Ralley 3. Finden von Stromfressern © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 49
  50. 50. Qualität Kosten Investitions steigern senkung kosten E-Learning (5) 1. Energie Baden Württemberg EnBW 2. Erderwärmung 3. Population © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 50
  51. 51. Qualität Kosten Investitions steigern senkung kosten E-Learning (6) 1. Energie Baden Württemberg EnBW 2. Geothermie 3. Erdschichten © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 51
  52. 52. Umsatz Qualität Kosten Investitions steigern steigern senkung kosten E-Learning (7) 1. Menschliche Blutsysteme 2. Martin Vieweg © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 52
  53. 53. Qualität + Umsatz Investition Kosten + + + Fazit Gewinn + Bereich - + + Mit virtuellen Welten findet man keine  + erung - Lösungen, um Kostensenkungen Investition ohne Investitionskosten zu realisieren srücklage + Gier Virtuelle Welten bieten aufgrund der Anwendungsvielfalt ein enormes Potential um  Kosten zu senken, Qualitäten zu steigern und um Umsätze zu steigern Hierzu ist eine entsprechende professionelle Vorgehensweise notwendig,  Beratung -> Zielsetzung -> Analyse -> Konzept -> Umsetzung -> Erfolgskontrolle © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 53
  54. 54. SLTalk & Partner Andreas Mertens Telefon: +49(0)611-181 77 39 Mobil: +49(0)178-88 55 686 amertens@sltalk.de amertens@sltalk-partner.de www.sltalk.de www.sltalk-partner.de Avatarname: Patrick Wunderland © 2006 – 2008 SLTalk & Partner, www.sltalk-partner.de, www.sltalk.de Folie 54

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