Can’t We All Just Get Along? Q&A With OSA Community Dev Chair Gopi Ganapathy

The Open Solutions Alliance (OSA), a federated community of open source business and developer communities, opened in earlyDecember a community portal built upon technology from one of its newest member organizations, Essentia. The company develops software platforms and solutions for online communities and commerce.

The EssentiaESP is a community-engagement platform designed specifically for commercial open source and taps into the latest trends in social networking to encourage greater collaboration among companies and open source communities.

The EssentiaESP environment supports multiple project types. Some of the core projects hosted there include the Common Customer View (CCV) project; Interoperability projects between OSA member companies like the Hyperic/Jaspersoft integration; and member projects for OSA companies including Hyperic, Ingres, Jaspersoft, Openbravo, SpikeSource and others.

“What the OSA is trying to do is ensure that all of the different companies can cooperate and integrate. And it wants to make sure that there are a set of standards that all companies can publish to,” Gopi Ganapathy, president and CEO of Essentia and new OSA Community Development Chair, told LinuxInsider.

OSA’s choice of EssentiaESP reaffirms Essentia’s leadership in community development, collaboration, commerce and open source development, he said. His company’s involvement with OSA will foster deeper interoperability efforts among OSA member company that will be open to the worldwide community of open source developers, he explained.

Ganapathy recently addressed the second annual Malaysian Government Open Source Software Conference (MyGOSSCON) in Kula Lumpur, Malaysia. MyGOSSCON is a conference designed to support the Accelerated Adoption (Phase II) of the Malaysian Public Sector OSS Master Plan Program.

He addressed the conference on the topic of Building Vibrant Open Source Communities drawing on his experience from the OpenOffice.org, java.net, NetBeans and JasperForge.org communities.

LinuxInsider met with Ganapathy to discuss Essentia’s interest in the OSA and the goals of the new community portal.

LinuxInsider: What sparked your enthusiasm for working so closely with the OSA?

Gopi Ganapathy:

Open source has a couple of key drivers. One obviously is the ability to get source code software distributed fast. The second is the supporting community that actually comes together to build the software. OSA is very interested in insuring that open source gets adopted. One of the challenges for OSA is that there really wasn’t a deep system integrator that really understands all theoptions and the offerings and how to put it all together.

LI: What role is Essentia playing with helping the OSA meet this challenge?


The problem for OSA is getting software adopted and building cross-product traditions that comprise a number of member companies’ products. This demonstrates how fairly complex this system is to work under a common framework. To make all these things happen you need to have a suitable open source platform or environment where companies can collaborate through the use of a mega community that is basically a community of communities.

LI: How unique is the platform Essentia developed for the OSA portal?


I think there is no other product out there that can actually handle the federation of communities and allow broadening participation of community members from different communities toparticipate in wide dissemination of knowledge and adoptions of products and be able to create vertical solutions or localized solutions for specific markets.

LI: Is EssentiaESP something your company already had, or is it something you created for the OSA?


We always had a history of working with open source platforms. Back in the 1980s we were involved in developing platforms for fairly large software deployments in OpenOffice. I was personally responsible for running the dream team for developing several products. Since then we have built a couple of generations of community platforms.

LI: What changes in community use are you noticing with this current platform generation?


The interest in the current generation is that several communities have moved from being very developer-centric to becoming primarily business users rather than developers. The interest is really to figure out how to experience the information that exists among the broad users and ensure that we have a low risk in terms of adopting.

LI: How else are open source communities adapting to the use of a massive collaboration portal?


We also see that there are new paradigms of social networking developing that people have become quite comfortable using. These include all the video collaborative capabilities like Skype and IM and Twitter and everything else that is going on.

LI: Have you integrated these communication trends into EssentiaESP?


We decided to basically bring together all the core software tools for open software development with social networking to provide a modern platform that can fully scale. When we say scale, we are talking about hundreds of thousands of users who can come together to work on a product.

LI: Is there any cost for members to participate in this portal, or do they have access by virtue of belonging to the OSA?


OSA underwrites the cost of writing this platform and supporting members use of it. OSA wants to ensure that they have a highly stable environment in which a lot of talented open sourcecommunities like SourceForge and JasperForge are all in one place. That really shows the strength of the participation that is possible among open source companies.

LI: Who actually runs the portal?


We [Essentia] not only designed the solution, we actually handle the whole operation. So the entire solution is built and managed and hosted by us. So now everything happens through EssentiaESP and all the team members are based in California and the East Coast. We also have community management with people who really understand how to build an active and viable open source community and ensure that participation happens and support the users of the platform.

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Metaverse Marketing Offers New Approach To Utilizing Customer Data

In Neal Stephenson’s popular 1992 sci-fi novel “Snow Crash” the author introduced the term metaverse to portray a futuristic world where people interacted in virtual 3D worlds using avatars. While his avatar-laced society is a familiar playing field for virtual game fans, few others but forward-looking marketers envisioned much usefulness in the realities of e-commerce.

That is, until now. Facebook CEO Mark Zuckerberg turned the M-word into a vibrant new name for his now rebranded metaverse company, Meta.

Since the “Snow Crash” novel craze, the metaverse term described multi-user, persistent virtual worlds that incorporate social interaction. The game Second Life, which launched in 2003, was the first metaverse to achieve meaningful user adoption, according to Wendell Lansford, co-founder and CEO of MarTech firm Wyng. Multiplayer online games and platforms, like Minecraft, Roblox and Fortnight, may also be considered as variations of a metaverse.

“Today, the term metaverse describes shared environments that bring together aspects of social media, virtual, and augmented reality, multiplayer online games, and cryptocurrencies to create immersive, digital experiences that both reflect and bridge to the physical world,” Lansford told the E-Commerce Times.

New Frontier for E-Marketing

The metaverse is a digital universe where people as avatars live, play, interact, and work. In the virtual community of the game Second Life, many users work full-time jobs creating and selling digital goods.

That concept of bringing shared environments together gives new life to some tired old marketing strategies. It also suggests exactly where Facebook and the marketing industry plan to go. To borrow a “Star Trek” slogan, it’s a place where no advertisers have gone before.

The online shopping world will become an exciting place. Facebook’s name change as a business force may well carve a place out of the metaverse. Suddenly, metaverse has generated a huge buzz over the potential benefits that this 3D shared environment has to offer.

This new metaverse frontier of digital development may well have unparalleled advantages for enterprising technology enthusiasts. The metaverse concept may well be the driving force to take e-commerce marketing to the next level. But many people are questioning how it could be used.

Zero-Party Data

Digital relationships between brands and consumers and the risk/reward strategies of third-party data have shifted immensely in recent years. As marketers begrudgingly shift away from the practice, the rise of the metaverse presents a unique opportunity for brands to start fresh and employ new privacy-first initiatives.

Being that each user in the metaverse is an authorized user, both brands and consumers are empowered to get the value exchange they want. In exchange for certain coupons, digital goods or access to areas, brands can ensure they are collecting data that was shared with explicit consent.

This eliminates guesswork from both sides. If done correctly, it has the chance to change how we look at data forever, noted Lansford.

Lansford’s company Wyng is positioned to help companies and their customers successfully co-exist with effective online interaction strategies. Wyng uses API-powered infrastructure for zero-party data (ZPD).

Zero-party data is all the consent-based, personal context data that customers share to improve their experience with brands. It gives customers transparency and control over their profiles and builds trust. The process involves personalizing experiences in real time across channels.

Discussing Business in the Metaverse

The E-Commerce Times discussed with Lansford how metaverse technology will impact brands and their customers.

E-Commerce Times: How is the metaverse different than what is non-metaverse?

Wendell Lansford: Think of the non-metaverse as today’s internet as exemplified by Facebook, Google, Amazon, Netflix, Spotify, and any web or e-commerce site.

Metaverse environments, on the other hand, run in parallel to today’s internet. It works much like multiplayer online games. Compared to today’s internet, emerging metaverse environments will offer richer experiences where the virtual and physical worlds converge, and the experience of interacting with others approximates real life.

Is the metaverse concept strictly aligned with e-commerce — meaning doing business over the internet — or does it have connections to other industries, too?

Lansford: In addition to e-commerce, metaverse technologies will have applications in a range of industries. These include entertainment, gaming, social media, education, fitness, travel, real estate, and marketing and advertising.

For example, one popular application today is watching movies (and chatting) with remote friends in a shared virtual theater.

As another example, in November, a plot of virtual real estate in Decentraland (a popular crypto-powered metaverse environment) sold for $2.43 million. The land, purchased by Metaverse Group, will be developed to facilitate fashion shows and commerce within the exploding digital fashion industry.

Fair value exchange (FVE) is a key element of business in metaverse. How is the importance of FVE instead of not shorting consumers in data exchanges a new concept?

Lansford: In the past, brands have primarily collected data about consumers by purchasing data from data aggregators/brokers (i.e., third-party data) or by tracking consumers’ clicks, searches, and purchases on a brand-owned website or mobile app (i.e., first-party data). These ways of collecting data happen behind the scenes, typically without the consumer having any knowledge of the data being collected.

As a result of privacy regulations and privacy-aware consumers, brands are now investing in zero-party data. This is data that consumers knowingly and intentionally share with a brand in exchange for something of value, like a personalized recommendation, loyalty points, and/or a coupon. Consumers will share their data with a brand they trust when the brand makes it worth their while.

How can brands gather zero-party data in the metaverse?

Lansford: The only way to gather zero-party data is by asking for it. On the web, brands ask for zero-party data via micro experiences like guided shopping quizzes, next-best questions, surveys, polls, sign-up forms, and conversational chatbots.

These same techniques can be adapted to the metaverse, but with richer interfaces. The metaverse also opens new possibilities for asking for zero-party data.

For example, imagine a virtual store with a knowledgeable shopkeeper who is there to help customers by engaging them in conversation. The shopkeeping gets to know customers’ personal needs, preferences, goals, and interests (again, zero-party data). Then, with the customers’ permission, the retailer uses that data to provide a more personalized experience with the brand.

Moreover, NFTs or non-fungible tokens, open up new possibilities for value exchange in the metaverse. They can be redeemed for real goods on a brand’s site or in a physical store.

Closing Thoughts

Metaverse commerce is in its early days, with lots of innovation and improvements still to come, Lansford observed. However, the multiplayer online gaming market offers an analogy for virtual worlds and e-commerce coming together.

“[Last year] for example, nearly 20 million people visited a two-week Gucci exhibit, where they could purchase limited-edition Gucci accessories for their avatars,” he said.

Jack M. Germain has been an ECT News Network reporter since 2003. His main areas of focus are enterprise IT, Linux and open-source technologies. He is an esteemed reviewer of Linux distros and other open-source software. In addition, Jack extensively covers business technology and privacy issues, as well as developments in e-commerce and consumer electronics. Email Jack.

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