Beruflich Dokumente
Kultur Dokumente
Curtis
Mass Communication Department
University of North Carolina at Pembroke
Seemingly real
A virtual world is an imaginary place synthesized
inside a computer where individuals looking at the
monitor can feel as if they are in a real world or a fantasy world.
Today, the virtual worlds that people inhabit and where they interact are threedimensional graphical environments on the Internet.
The residents are graphical avatars visible to each
other.
An avatar like Stone is the on-screen representation
of a person in a virtual world.
An individual user experiences telepresence a
sense of being present somewhere with other
people and objects.
People add what they need and want to the virtual environment by creating all sorts of
objects such as other avatars, clothing, buildings, vehicles, landscapes, utensils,
technological gadgets and objets dart.
Social media
We like to say human beings are social animals. We enjoy working together in
communities or organized groups. A virtual world is a sophisticated high-level form of
social media where a wide variety of social behaviors are on display.
People interact with one another in a virtual world by
networking their computer systems together and sharing
the synthetic space.
Virtual worlds are collaborative Internet spaces where inworld residents create communities and interact on-screen
via their 3D graphical avatar representatives.
Multiple avatars appearing and acting together represent
life and its social relationships. They act under direct
control of the real-life persons behind the keyboards.
Metaverse
Neal Stephenson, in his 1992 science fiction novel Snow
Crash, invented the words metaverse and avatar.
The word metaverse joins the words "meta" and "universe.
The viewer
A software application known as the Second Life Viewer, modeled after a Web browser,
enables people all over the real world to log into the virtual world and interact with each
other in real time through their avatars, providing an extraordinarily advanced level of
social networking.
Linden Labs Internet servers provide the computer-simulated environment, which users
inhabit. They interact with the environment via their on-screen avatar representatives.
An avatar in Second Life is referred to as a resident. Residents refer to the Linden Lab
virtual world casually as The Grid.
The Second Life Viewer, which is a free download on the Internet, enables residents to
interact with each other through their avatars, providing social networking combined
with general aspects of a metaverse.
Social relationships are represented by three-dimensional graphical characterizations of
multiple users appearing together.
Who's there?
Second Life (SL) is the best-known virtual world at this time with more than 22 million
residents. That means some 22 million accounts have been registered and
membership is growing by thousands per month.
Of the total, about a million persons are considered active residents logging in weekly or
more frequently. Others log into Second Life less frequently.
About one-quarter of the membership accounts are
alternative avatars. An alt is an additional, second
avatar that is not the first character for which a user
signed up. Residents who have alts use them either
to be a different person from time to time or to act as
two or more people in Second Life at the same time.
One example is the use of one or more alts as
models in a photo shoot.
In real life (RL), Second Life residents are male and
female from all walks of life in nearly 100 countries
in Africa, Asia, Australia, Europe, North America and South America. About 40 percent
are from the U.S. and 60 percent from other nations.
They are young and old with their RL ages ranging from 13 into the 90s. The youngest
RL age permitted on the grid is 13. (See also, below, a description of age ranges and the SL
general, moderate and adult ratings.)
What's it like?
Second Life is a social environment where people experience telepresence. It gives a
user the impression, as realistically as possible, of being in a place interacting with
people and objects.
Communication in SL includes public and private keyboard text, voice and other sounds,
and visible and audible gestures.
Residents can display still images, videos, graphics and icons. They have a sense of
touch and balance.
Locomotion in SL includes walking, riding, flying and teleporting. Avatars travel between
buildings, towns and regions for education, business and leisure activities. There are
cars, trucks, trains, planes, ships, rockets, horses and a wide variety of means of
transportation.
The Second life topography and architecture includes mountains, valleys, lakes,
meadows, oceans, city neighborhoods, apartment buildings, suburban houses, college
campuses, museums, libraries, galleries, shopping malls, farms, ranches and numerous
other forms limited only by the imagination.
The weather includes sun, rain, snow, wind and
other conditions with climates including hot deserts,
humid forests, ocean floors, snowy mountaintops,
grassy pastures, rain forests, savannas, gardens,
parks and other settings.
Is it a game?
Second Life is not a game. It does not have rules, points, scores, winners, losers, levels,
an end-strategy, or most of the other characteristics of games.
It is a semi-structured virtual environment where characters involve themselves in social
networking activities for the purpose of personal empowerment and enjoyment.
Linden dollars
The virtual currency in SL is the linden dollar referred to as lindens or L$.
Linden dollars are exchangeable for U.S. dollars (US$) in a marketplace consisting of
residents, Linden Lab and RL companies. Linden dollars can be purchased in-world or
in RL and transferred into SL. They can be sold for U.S. dollars.
The current exchange rate is around US$4 = L$1000.
You are not required to buy or hold any linden dollars.
Unskilled jobs include dancer, model, shop attendant, greeter, bouncer and
security agent. Employers are shops, clubs and dance halls.
Skilled jobs requiring some knowledge and/or experience, and the ability to sell
your services to others, include builder, modeler, texturer, scripter, animator,
fashion clothing designer, architect, home builder, furniture designer, weaponeer,
vehicle designer, event host, DJ, stand-up comedian, trivia event host, salesman,
and many others. Think of what can you do in RL that you could do in SL?
Entrepreneurs include developers who put up malls and business offices to rent
space to other businesspersons, land barons who actually are real estate agents,
linden dollar brokers, and organizers of groups, associations and companies.
Manufacturers make money from their virtual building skills by creating content
and selling it to others for resale. Anything that can be made in SL or made
outside and brought into SL can be sold: objects, clothes, scripts, animations,
textures, vehicles, buildings, plants, skins, hair, and on and on.
Retailers make money by selling goods to other residents. For instance, objects,
clothes, scripts, animations, textures, etc.
Teachers teach someone something for money basic skills, intermediate skills,
advanced skills, or how to build or script or get the most out of living inside SL.
They teach either one-on-one or else host an educational event, which instructs
several residents about how to use Second Life.
http://secondlife.com
http://secondlife.com/support/quickstart/basic
http://secondlife.com/support/downloads
Free registration
https://join.secondlife.com
Free avatars
https://join.secondlife.com
Computer capabilities
http://secondlife.com/support/system-requirements/
Destination guide
http://secondlife.com/destinations
Events calendar
http://secondlife.com/community/events/
Marketplace
https://marketplace.secondlife.com/
Community in SL
http://secondlife.com/community/
Buying land
http://secondlife.com/land/
http://secondlife.com/statistics/economy-market.php
World map
http://maps.secondlife.com/
SL educator resources
http://wiki.secondlife.com/wiki/Second_Life_Education/Resources
SL education FAQs
http://wiki.secondlife.com/wiki/Second_Life_Education/FAQs
SL education brochure
http://tinyurl.com/2euqtnb
Success stories
http://wiki.secondlife.com/wiki/Second_Life_Education/Success_Stories
http://secondlife.com/corporate/tos.php
Community standards
http://secondlife.com/corporate/cs.php
Being creative
http://secondlife.com/whatis/create/
How to build in SL
http://tinyurl.com/2g9p9ll
Machinima how-to
http://tinyurl.com/2corfqt
Photography how-to
http://tinyurl.com/2dr69ex
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However, there is a flourishing retail economy with many pretty, handy, useful things to
buy. Those are paid for with linden dollars, which you can purchase at any time as
desired.
To be an in-world consumer, you can buy 1,000 linden dollars for about 4 U.S. dollars.
Or you could earn money from a job in SL. Either way, shopping is fun and cheap.
Virtual goods also can be purchased outside of Second Life on the Web at Marketplace
and transferred instantly into SL (see the list of Web pages, above).
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Whats a sandbox?
You can create things anywhere in Second Life where you have permission to build.
That could be your own land, someone else's land with permission, or a public sandbox.
In a sandbox you can build freely. There are many across the SL world.
After you leave your first Orientation Island and Help Island, if you would like to return
some time later to learn more, you would visit the Public Orientation Island or the Public
Help Island.
Those Islands are identical to the original Orientation Island and Help Island you visited
during your first login. However, they're open to the public.
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If you get lost or confused while navigating around Second Life, ask someone for help.
Most experienced residents are happy to help new arrivals. After all, everyone needed
help at one time or another.
SL residents often say their favorite activities are exploring, shopping and building.
The uses for virtual worlds are limited only by the imagination. They are social
communities where people share knowledge and undertake new experiences. They
allow for business and commerce, education and training, self-help and service to
others.
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Escaping reality, virtual worlds work well. They can be very entertaining.
Whether dancing, watching movies, playing sports games or rollicking in a
snowball fight, people love to participate in virtual world events.
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They bring to class new and different attitudes toward education, along with their
broad array of technological skills.
They ask for more than the traditional lecture format.
They want authentic interactive educational experiences, like those they have
found on the Internet and in video games.
They are not looking for an easier path. On the contrary, they want greater
cognitive challenges.
A virtual world like Second Life provides a flexible platform for educators interested in
distance learning, computer supported cooperative
and collaborative work, simulations, faculty and staff
development workshops, colloquia and symposia,
and new media studies.
In fact, its adaptable for instruction in just about any
discipline.
It's not difficult to create a safe environment in
Second Life to enhance experiential learning,
allowing individual students to practice skills,
conduct research, simulate the real world, try new
ideas, and learn from their mistakes.
Teaching and learning in the virtual world can be an international, intercultural
experience.
As reported above, among the millions of Second Life residents are people hailing from
nearly 100 countries on the continents of Africa, Asia, Australia, Europe, North America
and South America. Residents are about 60 percent from the U.S. and 40 percent from
other countries.
Students and educators can work together in Second Life from anywhere in the world
as part of this globally networked virtual classroom environment.
Most disciplines can imagine teaching spaces for their content in the virtual world. Using
Second Life as a supplement to traditional classroom environments provides new
opportunities for enriching an existing curriculum.
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Second Life is a very open place. Residents are free to explore a broad diversity of
creative pursuits.
The openness has fostered some amazing content. Linden Lab works to preserve that
openness while at the same time ensuring individual residents can engage in a manner
most suited to their needs and interests.
By enabling a resident to exercise control over her or his experience, Second Life is an
open environment with each resident able to tailor the experience in such a way as to
exercise discretion with certain content when it is appropriate to do so.
This does not affect the kinds of content that are permitted in Second Life, just how they
can be accessed, and by whom.
Land in SL is marked either general or moderate or adult. Those ratings are something
like the ratings used by the movie and television industries to denote the ageappropriateness of behavior, language and creations.
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Residents and visitors in moderate areas are free to engage in most activities and
language.
On the other hand, explicit adult content such as intimate touching must be kept private
"behind closed doors," as they say, or in adult regions.
Residents of moderate regions do not expect to see the performance of overt sexual
activities or violence.
Explicit adult language should be spoken only in a private Instant Message (IM) and not
in open chat.
After all, open chat can be overheard by anyone within 20 meters of the speaker...as if
you were standing in the open talking to everyone around you.
On the other hand, IM is private conversation heard by no one other than the residents
speaking to each other...like a private phone call.
If you can't decide whether your activity or content is allowed in a general region, then
it's probably best kept to a moderate region.
Adult areas allow sexually explicit, or intensely
violent displays and activities, or depictions of illicit
drug use.
Linden Lab has created a special-use adult
continent, called Zindra, which is a mainland
alternative where adult content and activities must
be located. Adult-rated land is not found anywhere
else on the SL grid.
Only age-verified residents over 18 who overtly elect
to go there may travel into the adult land.
Adult activities include:
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Note: When a new Second Life account is registered, the default is general and
moderate only. Any SL resident wishing to visit an adult region must take specific overt
steps for age verification to gain access or even to receive adult search results.
Second Life is not the only virtual world. In fact, there are more than 100 communities
in computer-simulated 3D virtual environments on the Internet with names like Blue
Mars, IMVU, InWorldz, Jokaydia, Kaneva, Moove, OSGrid, Twinity, World of Warcraft,
and many others.
Users inhabit each of the many virtual worlds and interact with one another through their
on-screen avatars, which use and create objects. The worlds appear either like the real
world or else fantasy worlds.
Most simulate gravity, topography, locomotion, real-time actions and communication in
the forms of text, icons, gestures, emoticons, voice and other sounds.
Usually an avatar can travel between buildings, towns, or even worlds for pleasure or
business.
http://arianeb.com/more3Dworlds.htm
http://data.govloop.com/dataset/List-of-Virtual-Worlds/d7tp-2pbh
http://www.girlgamezone.com/virtual-worlds.html
http://www.secondlifeupdate.com/uncategorized/top-9-online-virtual-3d-worlds/
Examples of virtual worlds that have failed include There, Vivaty, Cybertown, Novoking,
Amazing Worlds, Prototerra and Google Lively.
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OpenSim
OpenSimulator is an open source project made possible by the voluntary time and
energy put forth by community members.
OpenSimulator is a bare bones server of 3D on the Web used to create a virtual
environment similar to Second Life.
OpenSim worlds can be accessed with regular SL viewers.
OpenSim allows developers to customize their
worlds using the technologies they feel work best.
There are scores of OpenSimulator virtual worlds.
Many are free to use and their owners welcome new
users.
The OpenSim grid list:
http://opensimulator.org/wiki/OpenSim:Grids
Hypergrid
HyperGrid enables avatars from one OpenSim grid
to visit another OpenSim grid without having to
register a different user account on the destination grid.
The avatar teleports from a starting grid to a destination grid in a way similar to a regular
teleport, except that it actually leaves its home grid and arrives as a guest at the
destination.
The avatar carries its inventory of possessions with it.
Details on the Hypergrid: http://opensimulator.org/wiki/Hypergrid
ReactionGrid
There are many OpenSim regions laid out on a map with grids at specific coordinates.
ReactionGrid is an example of an OpenSim grid.
Information on ReactionGrid: http://reactiongrid.com
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So now you know about these imaginary places synthesized by your computer where
you can experience telepresence and feel as if you are in another world.
To an educator, the sprawling Second Life simulation is rich with opportunities for
experimentation and instruction.
Second Life is a cutting edge tool for educational collaboration, distance learning,
lesson simulation, online program delivery, professional training, new media studies,
and inexpensive resource development. Its useful as a platform for virtual classrooms,
laboratories, libraries, museums, studios and galleries, for research into new concepts,
and for real-time communication among multiple participants from nearly all cultures.
With nearly 100 countries represented from all corners of the globe, students and
teachers can come together in Second Life from anywhere as part of a globally
networked virtual classroom environment. It can be used for full course delivery or as a
hybrid supplement to traditional classroom environments providing opportunity for
enriching an existing curriculum.
SL offers opportunity for using simulations to prepare for real-world experiences in a
safe environment -- to enhance experiential learning, allow individuals to practice skills,
conduct research, try out new ideas, learn from their mistakes. It seems to have almost
unlimited potential. In fact, as a platform for innovation, Second Life is limited only by
the imagination.
And this brilliant tool is not just for educators. Professionals in business, medicine and
health, counseling and rehabilitation, law, architecture, engineering, entertainment and
most other fields of endeavor can cultivate simulated learning experiences as well as
foster concrete real-life outcomes in a virtual world.
Come see for yourself.
Revised 2010-12-28