second lives a journey through virtual worlds

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Second Lives

Author : Tim Guest
ISBN : 9781407090443
Genre : Social Science
File Size : 21. 60 MB
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We've always dreamed of perfect places: Eden, heaven, Oz - places over the rainbow, beyond death and loss. Now, through computer technology, we can inhabit those worlds together. Each week, between 35 and 50 million people worldwide abandon reality for virtual worlds. In Boston, Massachusetts, a group of nine disabled men and women inhabit one virtual body, which frees them from their lifelong struggle to be seen and heard. The Pentagon has begun to develop virtual worlds to help in real-world battles. In Korea, where one particular game has 8 million residents, virtual violence has spread into the real world. Fortunes have been made, and mafia gangs have emerged to muscle in on the profits. In these new computer-generated places, which at first glance seem free from trouble and sorrow, you can create a new self. With the click of a mouse you can select eye colour, face shape, height, even wings. You can build houses, make and sell works of art, earn real money, get married and divorced. On websites like eBay, people sell virtual clothes and rent virtual property for real cash - for a total of £400 million worth each year. Tim Guest takes us on a revelatory journey through the electronic looking-glass, as he investigates one of the most bizarre phenomena of the 21st century.

Ayo S Adventures Tales Of My Journeys Through The Second Life Virtual World

Author : Françoise Sabard
ISBN : 9782810607723
Genre : Computers
File Size : 80. 16 MB
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This is the story of the life and experiences of Fran's avatar, Ayo. Ayo is her name within Second Life. Ayo will first describe what Second Life is, how she and Fran relate, then she will tell stories of her experiences in Second Life with each of them illustrating a point about life in Second Life. All these themes are centered around the encounter of Ayo with her "twin soul" Ludwig and the reactions of their Real Life creators hidden behind their laptops. A touch of romance thrown in... What will Ayo and Ludwig's future be? makes Ayo's Aventures pleasant and interesting to read.

The Virtual Worlds Handbook How To Use Second Life And Other 3d Virtual Environments

Author : Elizabeth Hodge
ISBN : 1449631320
Genre : Computers
File Size : 22. 33 MB
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Step into the world of virtual reality with your newly created avatar and begin to experience the tools that make this world interactive! During their infancy stage, virtual environments were largely based upon the gaming community and over time have been adapted to meet the growing number of users and educators. The Virtual Worlds Handbook, with CD-ROM, provides a user-friendly approach that will help trainers and educators create an effective and interactive environment within the Second Life virtual world. This book was written to help the novice user tackle the natural learning curve while providing the experienced user with tips, tools, and tricks to help any educator or trainer meet their professional goals faster. The opportunities using virtual reality are limitless and provide online students with a unique opportunity to connect both physically and educationally to one another, to faculty, to university, and to a worldwide market.

Creating Second Lives

Author : Astrid Ensslin
ISBN : 9781136809286
Genre : Social Science
File Size : 54. 76 MB
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This book aims to provide insights into how ‘second lives’ in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The book’s philosophy is multi-disciplinary and its goal is to explore the question of how we as gamers and residents of virtual worlds construct alternative online realities in a variety of ways. Of particular significance to this endeavour are conceptions of the body in cyberspace and of spatiality, which manifests itself in ‘natural’ and built environments as well as the triad of space, place and landscape. The contributors’ disciplinary backgrounds include media, communication, cultural and literary studies, and they examine issues of reception and production, identity, community, gender, spatiality, natural and built environments using a plethora of methodological approaches ranging from theoretical and philosophical contemplation through social semiotics to corpus-based discourse analysis.

Advanced Techniques In Computing Sciences And Software Engineering

Author : Khaled Elleithy
ISBN : 9789048136605
Genre : Computers
File Size : 59. 68 MB
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Advanced Techniques in Computing Sciences and Software Engineering includes a set of rigorously reviewed world-class manuscripts addressing and detailing state-of-the-art research projects in the areas of Computer Science, Software Engineering, Computer Engineering, and Systems Engineering and Sciences. Advanced Techniques in Computing Sciences and Software Engineering includes selected papers form the conference proceedings of the International Conference on Systems, Computing Sciences and Software Engineering (SCSS 2008) which was part of the International Joint Conferences on Computer, Information and Systems Sciences and Engineering (CISSE 2008).

Virtual Reality Communities

Author : Source Wikipedia
ISBN : 1230628207
Genre :
File Size : 49. 41 MB
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Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 84. Chapters: Habbo, Second Life, Gaia Online, Adobe Atmosphere, Diversity University, Poptropica, Pet Society, Entropia Universe, Active Worlds, Open Cobalt, Smeet, Imagination Age, Webkinz, ERepublik, Twinity, Whyville, Ty Girlz, Beanie Baby, Farm Town, Ai [email protected], Croquet Project, There, Scratch, Onverse, IMVU, Emerging Virtual Institutions, CyberTown, Red Light Center, Stardoll, WeeWorld, MicroMUSE, ViOS, Dizzywood, SL Shakespeare Company, Next island, OZ Virtual, (Lil) Green Patch, Metaversum GmbH, Google Lively, Dotsoul, EGO Game, Kidscom.com, Rise: The Vieneo Province, Ourworld, MyCoke, Solipsis, OurWorld!, Metaplace, Panfu, HiPiHi, Kaneva, Music Mogul, Dreamscape, Coolroom, ParaEngine, Kid Brands, Forterra Systems, Blaxxun, Cityspace, Hyperlinks in virtual worlds, Cybernet Worlds, Jewel of Indra, WorldsPlayer, Mini Friday, Meet Me, Second Lives: A Journey Through Virtual Worlds, OSMP, Contact consortium. Excerpt: Second Life is an online virtual world developed by Linden Lab. It was launched on June 23, 2003. A number of free client programs, or Viewers, enable Second Life users, called Residents, to interact with each other through avatars. Residents can explore the world (known as the grid), meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another. Second Life is intended for people aged 16 and over, and as of 2011 has about one million active users. Built into the software is a three-dimensional modeling tool based around simple geometric shapes that allows residents to build virtual objects. There is also a procedural scripting language, Linden Scripting Language, which can be used to add interactivity to objects. More complex three-dimensional sculpted prims (colloquially known as sculpties), textures for clothing or other...

Virtually Sacred

Author : Robert M. Geraci
ISBN : 9780199379972
Genre : Computers
File Size : 65. 35 MB
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Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.

Second Life Media And The Other Society

Author : Phylis Johnson
ISBN : 1433106167
Genre : Social Science
File Size : 75. 33 MB
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This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user content–driven platform has brought media makers and audiences together in interactive environments where news, entertainment, and art have become programming for virtual media networks with implications for traditional mainstream programming and distribution. New media moguls are emerging from Second Life and expanding to the larger Metaverse. This book explores media’s role in reporting and reflecting the social, political, and economic issues within Second Life and beyond, and includes more than a dozen interviews of active Second Life residents.

Science Fiction Video Games

Author : Neal Roger Tringham
ISBN : 9781482203882
Genre : Computers
File Size : 80. 62 MB
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Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).

As If

Author : Michael Saler
ISBN : 9780199887804
Genre : Literary Criticism
File Size : 53. 65 MB
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Many people throughout the world "inhabit" imaginary worlds communally and persistently, parsing Harry Potter and exploring online universes. These activities might seem irresponsibly escapist, but history tells another story. Beginning in the late nineteenth century, when Sherlock Holmes became the world's first "virtual reality" character, readers began to colonize imaginary worlds, debating serious issues and viewing reality in provisional, "as if" terms rather than through essentialist, "just so" perspectives. From Lovecraft's Cthulhu Mythos and Tolkien's Middle-earth to the World of Warcraft and Second Life, As If provides a cultural history that reveals how we can remain enchanted but not deluded in an age where fantasy and reality increasingly intertwine.

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