second lives a journey through virtual worlds

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Second Lives

Author : Tim Guest
ISBN : 9781407090443
Genre : Social Science
File Size : 28. 47 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 : 74. 66 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.

Spiritual Enlightenment In Virtual Worlds Designing A Religion Site In Second Life

Author : Emil Kaburuan
ISBN : 9783668112285
Genre : Computers
File Size : 77. 1 MB
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Doctoral Thesis / Dissertation from the year 2012 in the subject Art - Computer Art / Graphics / Art in Media, grade: 87.5/100, National Cheng Kung University (Institute of Creative Industry Design), course: Media & Interaction Design, language: English, abstract: The growing of Internet users is amazing. Among these users, there are users who even practice their religion online. A study conducted by Pew Internet & America Life Project found that 64% of the America’s 128 million Internet users have done things online that relate to religious or spiritual matters. In response to this need, there are some churches and missions’ organization started doing online ministry. In line with this development, there is another medium arise called Virtual Worlds. USATODAY and the Christian Post reported that Leaders of Christian, Jewish and Muslim sites estimate about 1,000 avatars teleport into churches, synagogues or mosques on a regular basis while hundreds more list themselves with Buddhist, Pagan, Wiccan and other groups. This research is based on Christian Theology with narratology and ludology as video game study’s on designing a religious site in the Second Life®. This study answers questions like; what are the significance features of Second Life for spiritual enlightenment to its users? And what are the design patterns of the “religious site” (the site as mentioned in RQ1)? It uses “research through design” by "Design-Implementation-Evaluation" of a religious site in Second Life. The findings suggest that Second Life and its features could be transformed into “sacred” place and give spiritual enlightenment to its users. The features of Second Life which provide spiritual enlightenment to its users include: Animation, Audio Visual and the Interactive Environment. There are four design principles in resulting of this research including; Storytelling, Mapping, Affectiveness and Virtual Ritual which could be used in designing religious site in Second Life.

Advanced Techniques In Computing Sciences And Software Engineering

Author : Khaled Elleithy
ISBN : 9789048136605
Genre : Computers
File Size : 59. 35 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).

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

Author : Elizabeth Hodge
ISBN : 1449631320
Genre : Computers
File Size : 58. 48 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.

New Opportunities For Artistic Practice In Virtual Worlds

Author : Doyle, Denise
ISBN : 9781466683853
Genre : Computers
File Size : 52. 52 MB
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Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.

Virtually Sacred

Author : Robert M. Geraci
ISBN : 9780199379972
Genre : Religion
File Size : 25. 65 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 : 66. 27 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 : 39. 3 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 : 86. 68 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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