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Second Life

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Linden Labs. Second Life. 2003

http://secondlife.com/?u

Au, Wagner J. Lindens Limit Libertarianism: Billboard Advertising Restricted, Continuing Rollback of Laissez Faire Politics. 2008.

http://nwn.blogs.com/nwn/2008/02/lindens-limit-l.html
Ludlow, Peter. "Coming Soon to an MMORPG Near You! The Gambino Family". The Second Life Herald (Formerly the Alphaville Herald). 2004.

http://foo.secondlifeherald.com/slh/2004/06/coming_soon_to_.html



Hof, Robert D. "My Virtual Life (Virtual World, Real Money)." BusinessWeek. May, 2007. pp 70

http://www.businessweek.com/magazine/content/06_18/b3982001.htm


Evans, Nancy and Mulvihill, Thalia M. and Brooks, Nancy J. "Innovate: Mediating the Tensions of Online Learning with Second Life." Innovate: journal of online education. Volume 4. Issue 6. 2008.

http://www.innovateonline.info/index.php?view=article&id=537&action=login


ABSTRACT
The future of education will be shaped by innovative online communication tools that will change both the context and the nature of the relationships that influence education. In this article, Nancy Evans, Thalia M. Mulvihill, and Nancy J. Brooks explore the educational possibilities of Second Life, a three-dimensional virtual online environment. The authors posit that a multiuser virtual enviroment such as Second Life offers a valuable medium for enhancing and enriching online education because it meets human needs for belonging, esteem, and self-actualization; complements users' motivations for engaging with technology; and aids in building relationships and personal connections in an online environment, thereby offering transformative learning and teaching opportunities.
Linden, Torley. "What's it like to work remotely for Linden Lab?" Torley Lives

http://torley.com/whats-it-like-to-work-remotely-for-linden-lab
Kumar, Sanjeev and Chhugani, Jatin and Kim, Changkyu and Kim, Daehyun and Nguyen, Anthony and Dubey, Pradeep and Bienia, Christian and Kim, Youngmin. "Second Life and the New Generation of Virtual Worlds." IEEE Computer Society. pp 46 - 53. September 2008.

http://www.computer.org/portal/cms_docs_computer/computer/homepage/Sep08/r9kim.pdf

ABSTRACT
Unlike online games, metaverses present a single seamless, persistent world where users can transparently roam around without predefined objectives. An analysis of Second Life illustrates
the demands such applications place on clients, servers, and the network and suggests possible optimizations.

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