Second Life (Don't Sell Your First Life Just Yet...)
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IN the UNITED STATES DISTRICT COURT for the EASTERN DISTRICT of PENNSYLVANIA : CIVIL ACTION MARC BRAGG, : NO. 06-4925 : Plaintif
Case 2:06-cv-04925-ER Document 51 Filed 05/30/07 Page 1 of 46 IN THE UNITED STATES DISTRICT COURT FOR THE EASTERN DISTRICT OF PENNSYLVANIA : CIVIL ACTION MARC BRAGG, : NO. 06-4925 : Plaintiff, : : v. : : LINDEN RESEARCH, INC. and : PHILIP ROSEDALE, : : Defendants. : M E M O R A N D U M EDUARDO C. ROBRENO, J. May 30, 2007 This case is about virtual property maintained on a virtual world on the Internet. Plaintiff, March Bragg, Esq., claims an ownership interest in such virtual property. Bragg contends that Defendants, the operators of the virtual world, unlawfully confiscated his virtual property and denied him access to their virtual world. Ultimately at issue in this case are the novel questions of what rights and obligations grow out of the relationship between the owner and creator of a virtual world and its resident-customers. While the property and the world where it is found are “virtual,” the dispute is real. Presently before the Court are Defendants’ Motion to Dismiss for Lack of Personal Jurisdiction (doc. no. 2) and Motion to Compel Arbitration (doc. no. 3). For the reasons set forth below, the motions will be denied. Case 2:06-cv-04925-ER Document 51 Filed 05/30/07 Page 2 of 46 I. BACKGROUND A. Second Life The defendants in this case, Linden Research Inc. (“Linden”) and its Chief Executive Officer, Philip Rosedale, operate a multiplayer role-playing game set in the virtual world1 known as “Second Life.”23 Participants create avatars to represent themselves, and Second Life is populated by hundreds of thousands of avatars, whose interactions with one another are limited only by the human imagination.4 According to Plaintiff, many people “are now living large portions of their lives, 1 The virtual world at issue is an interactive computer simulation which lets its participants see, hear, use, and even modify the simulated objects in the computer-generated environment. -
Social Capital in Second Life Introduction
Social Capital in Second Life Huvila, I.; Holmberg, K.; Ek, S. & Widén-Wulff, G. Preprint of Huvila, I.; Holmberg, K.; Ek, S. & Widén-Wulff, G. Social Capital in Second Life. Online Information Review, 2010, 34 (3), 295-316. Purpose: Second Life is a user-created online virtual world, which is a place where people with shared interests can meet and be together and share information. The purpose of this study is to investigate whether Second Life communities foster and nurture social capital, whether social capital within Second Life is related to social capital outside the virtual world, whether some characteristics affect the likelihood of users having social capital, and whether some existing measure of social capital can be modified and used to study social capital in Second Life. Design/methodology/approach: Study is based on a statistical analysis of data gathered in a web survey of a convenience sample (N=67) of Second Life residents. The social capital measure used was based on Bullen and Onyx, 1998. Findings: Second Life is an environment that fosters the emergence of social capital. Residents, who consider themselves as producers, have higher levels of social capital than those, who consider themselves as non-producers. Having social capital within Second Life is unrelated to having social capital outside the virtual world. Consistency of the instrument proved to be excellent for measuring social capital within Second Life and good outside the virtual world. Research limitations/implications: Small sample size and the composition of the research population limit the possibilities to generalise the findings. Practical implications: Second Life is a potent environment for community building and collective action. -
Introduction to Second Life
Announcement Introduction to NEXT TUESDAY (25th November) and THURSDAY Second Life (27th November) we will have invited speakers in CL1: Tuesday 25th: “Cookie Monsters, star fish and Computer Literacy1 Lecture 27 glowing pumpkins: the bizarre world of learning 20/11/2008 in Second Life” a talk by Judy Robertson and Nicole Cargill-Kipar NOTE: ROOM CHANGE FOR ABOVE TALK!!! We will be in AT Lecture Theater 5 !!!! Thursday 28th: “Ph@ttsessionz” a talk by Christoph Draxler Topics Second Life Introduction Second Life (SL) Released on 23 June 2003 Client Created by Linden Labs Virtual Reality Second Life is the name of the virtual world Avatars Technology used for Second Life they created online Second Life at Universities To interact with this world the user needs to download a client program: Second Life Viewer 1 Client program What is Second Life? A client program allows you to access a It’s a social network remote service to a server A very advanced social network Web browsers for example are clients And its also a metaverse = virtual world Online chats are using clients e.g. Skype Metaverse implies that the virtual world appears as an urban environment to its user Second Life is said to be currently the only three-dimensional virtual world Virtual Reality Second Life Terms Virtual reality allows the user to interact with Resident: a computer simulated environment Every user of Second Life is a resident Currently most virtual experiences are made Avatar: visually, only a few can add sound or other sensory information The basic avatar is of human appearance, in the beginning of SL one default appearance looked Where is it used? cat- or fox-like (neko avatar) Computer games, surgery simulation in medicine, phobia treatment in therapy, etc. -
My Intellectual Property Is Trapped: Second Life, Conflicting Ownership Claims and the Problem of Access Megan B
Richmond Journal of Law and Technology Volume 15 | Issue 1 Article 4 2008 Help! My Intellectual Property Is Trapped: Second Life, Conflicting Ownership Claims And The Problem Of Access Megan B. Caramore University of Richmond Follow this and additional works at: http://scholarship.richmond.edu/jolt Part of the Intellectual Property Law Commons Recommended Citation Megan B. Caramore, Help! My Intellectual Property Is Trapped: Second Life, Conflicting Ownership Claims And The Problem Of Access, 15 Rich. J.L. & Tech 3 (2008). Available at: http://scholarship.richmond.edu/jolt/vol15/iss1/4 This Article is brought to you for free and open access by UR Scholarship Repository. It has been accepted for inclusion in Richmond Journal of Law and Technology by an authorized administrator of UR Scholarship Repository. For more information, please contact [email protected]. Richmond Journal of Law & Technology Volume XV, Issue 1 HELP! MY INTELLECTUAL PROPERTY IS TRAPPED: SECOND LIFE, CONFLICTING OWNERSHIP CLAIMS AND THE PROBLEM OF ACCESS By: Megan B. Caramore∗ Cite as: Megan B. Caramore, Help! My Intellectual Property Is Trapped: Second Life, Conflicting Ownership Claims and the Problem of Access, XV RICH. J.L. & TECH. 3 (2008), http://law.richmond.edu/jolt/v15i1/article3.pdf. I. INTRODUCTION [1] The controversy over ownership of virtual “real” property and intellectual property rights within online games has existed for nearly as long as the technology to create such games.1 Previously, the owners of virtual worlds possessed sole control over everything within the world as a result of rather strict terms contained in their user licensing agreements.2 Lately, this controversy has acquired a new dimension in a rapidly expanding game called Second Life.3 Second Life is different from most online games because it expressly guarantees its users the rights to content ∗ The author will receive her J.D. -
Analysis of Embodied Conversational Agents in Secondlife for Speech
Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Except where reference is made to the work of others, the work described in this thesis is my own or was done in collaboration with my advisory committee. This thesis does not include proprietary or classified information. Wanda R. Moses Certificate of Approval: Cheryl D. Seals Juan E. Gilbert, Chair Associate Professor Professor Computer Science and Software Engi- Computer Science and Software Engi- neering neering Ivan E. Watts George T. Flowers Associate Professor Dean Educational Foundations Leadership and Graduate School Technology Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses A Thesis Submitted to the Graduate Faculty of Auburn University in Partial Fulfillment of the Requirements for the Degree of Master of Science Auburn, Alabama December 18, 2009 Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses Permission is granted to Auburn University to make copies of this thesis at its discretion, upon the request of individuals or institutions and at their expense. The author reserves all publication rights. Signature of Author Date of Graduation iii Vita Wanda Moses is a PhD student in the Computer Science and Software Engineering Department at Auburn University. She was born in Charleston, SC on May 2, 1962 to Annie M. and David E. Moses. Ms. Moses received a Bachelor of Science degree in Mathematics and Computer Science from South Carolina State University in May 2005. She is currently a graduate research assistant in the Human Centered Computer Lab at Auburn University. Her interests are in Human Computer Interaction, User Interface Design, Adaptive Learning Technologies, Multimodal Interfaces and Spoken Language Systems. -
Lessons from Second Life: Collective Hopes, Unrealized Potentialities
fiph. JOURNAL Ausgabe Nr. 30 / Oktober 2017 philosophie heterotop Kira at Second Life, screenshots philosophie heterotop Unter dieser Rubrik werden Formate, Personen und Institutionen vorgestellt, die an „anderen Orten“, jenseits des Universitären, philosophieren, ebenso wie Philosophie, die „andere Orte“ erzeugt bzw. erfahrbar macht. Lessons from Second Life: Collective Hopes, Unrealized Potentialities Yoko Arisaka Second Life is an online 3-D „infrastructure“ developed The applications of SL are numerous as much as unlimited. It by Linden Lab (San Francisco) in 2003. It is not a video can be used as: game, in that there are no „objectives and rules“. It is ■ Social Space (Meeting people, common interests, fantasy, conceived as a virtual world of „avatar residents“ cre- sex) ating their own worlds. During 2012, I had a chance ■ Education (Universities, labs, interest-based institutions, to teach an online philosophy seminar once a month. classes) There are unlimited potentialities in SL (Second Life) as ■ Art (exhibitions, music concerts, shows, theater) the creators rightly imagined, but there are also a num- ■ Embassies (Maldives, Sweden, Estonia, Colombia, Serbia, ber of potential problems, as I have observed. Macedonia, Philippines, Albania all had Embassies in SL) ■ Religion (First Unitarian Church, Islam Online, By 2006, SL had 1 million Users; by 2010, up to 21 Million. Atheists, other groups had their institutions in SL) However, the numbers declined and today, there are about ■ History (1920s Berlin Project, 1880s Victorian London) 600,000 active users worldwide. Everyday, up to 50,000 ■ Investment and Marketing users are online at the same time in different sub-worlds ■ Science Collaboration (American Chemical Society, (which are rated „General“, „Moderate“ and „Adult“). -
Mapping of LITHIUM-ION BATTERIES for Vehicles
Mapping of LITHIUM-ION BATTERIES for vehicles A study of their fate in the Nordic countries Mapping of lithium-ion batteries for vehicles A study of their fate in the Nordic countries Lisbeth Dahllöf, Mia Romare and Alexandra Wu TemaNord TN2019:548 IVL Svenska Miljöinstitutet C442 Mapping of lithium-ion batteries for vehicles A study of their fate in the Nordic countries Lisbeth Dahllöf, Mia Romare and Alexandra Wu ISBN 978-92-893-6293-1 (PDF) ISBN 978-92-893-6294-8 (EPUB) http://dx.doi.org/10.6027/TN2019-548 TemaNord TN2019:548 ISSN ISSN-Nummer Standard: PDF/UA-1 ISO 14289-1 © Nordic Council of Ministers 2019 This publication was funded by the Nordic Council of Ministers. However, the content does not necessarily reflect the Nordic Council of Ministers’ views, opinions, attitudes or recommendations This report have the number C442 in the report series of IVL Swedish Environmental Research Institute Disclaimer This publication was funded by the Nordic Council of Ministers. However, the content does not necessarily reflect the Nordic Council of Ministers’ views, opinions, attitudes or recommendations. Rights and permissions This work is made available under the Creative Commons Attribution 4.0 International license (CC BY 4.0) https://creativecommons.org/licenses/by/4.0. Translations: If you translate this work, please include the following disclaimer: This translation was not pro- duced by the Nordic Council of Ministers and should not be construed as official. The Nordic Council of Ministers cannot be held responsible for the translation or any errors in it. Adaptations: If you adapt this work, please include the following disclaimer along with the attribution: This is an adaptation of an original work by the Nordic Council of Ministers. -
Second Life Taskforce Recommendations Item #29 YALSA Board of Directors Meeting ALA Annual Conference, Anaheim June 26 – July 2, 2008
YALSA Board of Directors – Annual 08 Topic: Second Life Taskforce Recommendations Item #29 YALSA Board of Directors Meeting ALA Annual Conference, Anaheim June 26 – July 2, 2008 Topic: Second Life Taskforce Recommendations Background: At the 2007 Annual meeting the Board voted to establish a taskforce to “explore the possibility of a YALSA presence in Second Life and report back to the YALSA Board of Directors at Midwinter 2008. Issues to explore include: cost, member interest in and use of Second Life, other ALA Division’s (or similar organizations) use of Second Life, possible content and types of participation and relevance to the YALSA mission.” Their final report is provided below. Action Required: Discussion How the Task Force operated to complete the charge: Since the Task Force was not fully formed until November 2007, and the results from the member survey were completed just prior to Midwinter, we were given an extension on the due date of this report. Task Force members met in Second Life and exchanged emails to discuss the work of the group. Then members divided up the responsibilities as outlined in the charge of the Task Force, and agreed to report findings to the group via email or a shared Google Document until the YALSA wiki (http://wikis.ala.org/yalsagroups/index.php/Second_Life) was set up. Results from the findings: Costs: An individual interested in participating in Second Life can register for a basic account at no charge. A basic account does not come with a land plot but has all the basic essentials needed to function in SL (avatar with default clothing). -
The Low-Cost, Open Source Alternative to Second Life Welcome to Opensim!
FREE LAND IN OPENSIM the low-cost, open source alternative to Second Life Welcome to OpenSim! Before I get to the free land, let me answer some questions... What is OpenSim? It's like an open source version of Second Life that you can run on your own computer for free. Or you can run it on a server, and create a public grid for everyone to enjoy. Which there are hundreds of. Hey, if it's free, how come OpenSim grids are charging money? The OpenSim software is free, but servers, bandwidth, backups, and tech support all costs money. But because the basic software is free, they are able to save a little – in fact, the average OpenSim region costs about a tenth of what a MetaMaria similar region in Second Life would cost. Maria Korolov But the title says, “Free land.” Hey, wait a minute... Editor & Publisher No, you don't have to set up your own server. It's really free land on an existing HYPERGRIDBUSINESS.COM grid. Though if you do want to run OpenSim yourself, that's what my next guide will be about. So what's the catch? Many grids offer free small residential plots and stores in order to attract residents and merchants. They hope to make money when those users buy currency, or trade up to more land. Other grids have donated capacity that they are wiling to share with the public, or have funding to support educational groups or other special users. 3rd Rock Grid 3RDROCKGRID.COM Residential Offers Size: One parcel Prims: 200 to 250 Duration: Unlimited Eligibility: Active residents Commercial Offers Size: One store Prims: 150 Duration: Unlimited Eligibility: Active residents ● NO HYPERGRID About the grid ● NO REGION EXPORTS ● VIVOX VOICE 3rd Rock Grid is a medium-sized, closed commercial grid known for its sense of ● CURRENCY community and its vibrant music scene. -
SECOND LIFE: a VIRTUAL LEARNING CENTER for the STUDY of SHARKS Second Life: a Virtual Learning Center for the Study of Sharks Doi:10.3991/Ijet.V6i2.1580 T
PAPER SECOND LIFE: A VIRTUAL LEARNING CENTER FOR THE STUDY OF SHARKS Second Life: A Virtual Learning Center for the Study of Sharks doi:10.3991/ijet.v6i2.1580 T. Papadamou, C. Gavrilakis, C. Tsolakidis and G. Liarakou University of the Aegean, Rhodes, Greece Abstract—In this work the educational capabilities of the virtual worlds allow participants to experience roles and to virtual world Second Life are researched and tested. A vir- do things which would be difficult or impossible to do in tual world is constructed to support education for sustain- the physical world [19], [25]. Moreover, VR is a multi- able development. The life and characteristics of the shark is sense experience where its illusive nature provides users studied as this fish has received a lot of negative publicity more than just a simple observation but the ability to par- and is in the danger of extinction. A virtual museum was ticipate in an environment and interact with objects and developed for this purpose. The research question is focused between themselves [9], even if they bring different un- on whether it can be used effectively in a modern classroom derstandings about how to behave [25]. and how difficult is for an educator to develop such an ap- According to Dreher et al. [8] virtual worlds are of par- plication. To achieve that, a number of learning activities ticular pedagogical relevance because in such environ- were developed, a number of on line questionnaires were ments students are prone to explore, participate, discover issued and a series of virtual meetings were held. -
University of Glasgow Second Life: a Getting Started Guide
University of Glasgow Second Life: A Getting Started Guide Written by Gemma McLean of Gemixin for the University of Glasgow Introduction This guide will show you how to get started in the virtual world Second Life and access the University of Glasgow virtual campus (called Glasgow University Online). Once you have learned the absolute essentials in this guide, you will be able to take part in interactive tutorials on the University of Glasgow virtual campus orientation area, to teach you everything you need to know to use Second Life effectively. Creating a Second Life Account In your computer’s web browser visit the following web site: Second Life University of Glasgow Click Join Now, it’s free to create an account. You will be presented with a selection of avatars to choose from. This is how your virtual character will appear in the virtual world so choose wisely, although you can change your avatar’s appearance at a later stage. Once you have found your desired character, click “Choose This Avatar” to proceed. The next step is to choose a username. It will need to be unique so check the availability before proceeding. Now it’s time to enter your registration details. Alternatively you can use your Facebook account to register. Once you have completed this, you need to select which type of account you want. Select “Free” and you are finished creating your account. The final screen you are presented with provides a link to download and install Second Life. If you click this, an installer will begin downloading and a web page with installation instructions will appear. -
Second Life Raises Novel IP Issues.Pdf
daily updates on www.nlj.com THE WEEKLY NEWSPAPER FOR THE LEGAL PROFESSION Monday, deceMber 3, 2007 in focus intellectual property Second Life raises novel IP issues Among them is whether use of a between avatars, or “residents” as they are can be acquired in-game. trademark exclusively in a virtual known in Second Life. The items are bought But the terms of service governing Second world can be ‘use in commerce.’ and sold using Linden Dollars—a virtual cur- Life are different. In the terms of service govern- rency that can be traded for “real world” cur- ing Second Life, Linden Research Inc., which By Benjamin R. Mulcahy rency through online exchanges. Eros sells the created and operates Second Life, allows its resi- special to the national law journal items on a “no-copy” basis, meaning that Sec- dents to retain any intellectual property rights the adult entertainment industry is responsi- ond Life residents can transfer them to other that attach to the digital content they create, ble for bringing many of the seminal cases that Second Life residents honoring a type of first- including avatar characters, clothing, scripts, have shaped intellectual property law on the In- sale doctrine, but Second Life residents are not ternet, from Playboy Enterprises Inc. giving rise permitted to make copies of the items. to the “initial interest confusion” test for trade- In an amended complaint filed at the end of Terms of service let mark infringement, to Perfect 10 shaping the October in the U.S. District Court for the Mid- contours of search engine liability.