Offering regional and national programs, CIO (and CSO) events bring together some of the most respected names and thought leaders in information technology and security. Presented by CIOs and other senior level executives, these invitation-only programs offer timely topics and strong networking. Learn More »
Webcast: In the Google Apps Cloud: How to Achieve Your Business Objectives
Dec 3rd, '09, 1 - 2 pm US/Eastern (GMT-5)
Join Council member Brent Hoag, Director, Global IT, at JohnsonDiversey, as he discusses the adoption of Google Apps which has helped meet four corporate goals; sustainability, simplification, increased employee productivity and global collaboration.
Webcast: Collaboration Initiatives: Benchmarks & Best Practices
Dec 15th, '09, 4 - 5 pm US/Eastern (GMT-5)
Join Council members Ruth Thorpe, VP & CIO at the U.S. Pharmaceutical Operations of Sanofi-Aventis, and Gary Kuyper, CIO at Bethany Christian Services, as they speak about their collaboration initiatives and experiences in how and why they chose the social networking and collaboration tools they are using and their business goals for collaboration, and facing culture change challenges.
Data Overview: Collaboration Initiatives Field Guide: Benchmarks & Best Practices
This appendix to the Council Field Guide provides an analysis which discusses benchmarks for collaboration IT implementation costs, adoption rates and payoffs. The overview identifies top IT and business goals and satisfaction rates for collaboration initiatives as well as best practices and lessons learned for implementing collaboration IT.
Learn more about the CIO Executive Council »June 18, 2007 — IDG News Service (Boston Bureau) —
Although virtual environments are still at an early stage in development and adoption, many companies are already dabbling in one or more virtual worlds or closely observing them prior to getting their feet wet.
Businesses that may have been slow to embrace the Internet are keen this time around to actively engage with the technology before it becomes mainstream.
"I don't get it, but I know I should get it," is what businesses tend to tell Sandra Kearney, global director of emerging 3-D Internet at IBM, when she asks them about virtual worlds. "They say, 'I missed the Internet; I don't want to miss this too,'" she said during a panel discussion to debate virtual worlds and their business value at a joint IBM and MIT Media Labs conference held Friday.
Auto maker Toyota is already using virtual worlds as a way to get preteens and teenagers interested in its Scion entry-level car brand, which is targeted at younger buyers.
"We've made a fairly significant six-figure investment in virtual communities across different worlds," said Adrian Si, interactive marketing manager for Scion at Toyota Motor Sales USA. For instance, Toyota is the exclusive supplier of virtual Scion cars in Numedeon's Whyville educational virtual world for children age 8 to 15 and provides them with information about car financing.
Tweens are already thinking about what car they might buy, and Toyota hopes that giving them a positive experience with its cars in virtual worlds might translate into them or their parents buying vehicles from the vendor down the road. Good buzz about a product can go a long way, Si believes.
Only a few years old, Toyota's Scion brand is one with which the company can afford to take risks that the auto maker couldn't with its other much more established brands, Si said. Toyota got interested in virtual worlds at the same time that the companies behind such communities were coming to the auto maker to see if it was interested in funding them. As well as Whyville, Toyota is promoting its Scion brand in Linden Research's Second Life and is about to do the same in Gaia Interactive's Gaia Online teen virtual world.
PepsiCo has yet to experiment with virtual worlds, but is keeping an eye on the space.
"We're intrigued by it and are actively monitoring it," said Julius Akinyemi, director of emerging technologies at the beverage and snack vendor. Like Toyota, PepsiCo is particularly attracted by how much input users have in creating their virtual environments and the ability to directly interface with and influence those individuals.