second lives a journey through virtual worlds

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Second Lives

Author : Tim Guest
ISBN : 9781407090443
Genre : Social Science
File Size : 57. 16 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 : 49. 51 MB
Format : PDF, Kindle
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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 : 66. 63 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.

Virtual Reality Communities

Author : Source Wikipedia
ISBN : 1230628207
Genre :
File Size : 52. 99 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,, 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...

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

Author : Emil Kaburuan
ISBN : 9783668112285
Genre : Computers
File Size : 52. 21 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 : 60. 14 MB
Format : PDF, ePub
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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).

New Opportunities For Artistic Practice In Virtual Worlds

Author : Doyle, Denise
ISBN : 9781466683853
Genre : Computers
File Size : 82. 90 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 : Computers
File Size : 25. 76 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.

Reinventing Ourselves Contemporary Concepts Of Identity In Virtual Worlds

Author : Anna Peachey
ISBN : 0857293613
Genre : Computers
File Size : 45. 92 MB
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The proposed book explores the theme of identity, specifically as applied to its role and development in virtual worlds. Following the introduction, it is divided into four sections: identities, avatars and the relationship between them; factors that support the development of identity in virtual worlds; managing multiple identities across different environments and creating an online identity for a physical world purpose.

Virtual Worlds

Author : Kevin Roebuck
ISBN : 174304285X
Genre : Computers
File Size : 26. 41 MB
Format : PDF
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A virtual world is a genre of online community that often takes the form of a computer-based simulated environment, through which users can interact with one another and use and create objects. Virtual worlds are intended for its users to inhabit and interact, and the term today has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others graphically. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible (auditory and touch sensations for example). Some, but not all, virtual worlds allow for multiple users. This book is your ultimate resource for Virtual Worlds. Here you will find the most up-to-date information, analysis, background and everything you need to know. In easy to read chapters, with extensive references and links to get you to know all there is to know about Virtual Worlds right away, covering: , Virtual world, Active Worlds, Adobe Atmosphere, Ai [email protected], Beanie Baby, Blaxxun, Cityspace, Contact consortium, Coolroom, Croquet Project, Cybernet Worlds, CyberTown, Diversity University, Dizzywood, Dotsoul, Dreamscape (chat), EGO Game, Emerging Virtual Institutions, Entropia Universe, ERepublik, Farm Town, Forterra Systems, Gaia Online, Habbo, HiPiHi, Hyperlinks in virtual worlds, Imagination Age, IMVU, Jewel of Indra, Kaneva, Kid Brands,, Libraries in Second Life, (Lil) Green Patch, Google Lively, Meet Me, Metaplace, Metaversum GmbH, MicroMUSE, Mini Friday, Music Mogul, MyCoke, Next island, Onverse, Open Cobalt, OSMP, Ourworld, OurWorld!, OZ Virtual, Panfu, ParaEngine, Pet Society, Poptropica, Red Light Center, Rise: The Vieneo Province, Scratch (programming language), Second Life, Second Lives: A Journey Through Virtual Worlds, SL Shakespeare Company, Smeet, Solipsis, Stardoll, There (virtual world), Twinity, Ty Girlz, ViOS, Webkinz, WeeWorld, Whyville, WorldsPlayer, SmallWorlds This book explains in-depth the real drivers and workings of Virtual Worlds. It reduces the risk of your technology, time and resources investment decisions by enabling you to compare your understanding of Virtual Worlds with the objectivity of experienced professionals.

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