Is There a Second Life for Trademarks in Second Life®? by Sally M
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A Cross-Case Analysis of Possible Facial Emotion Extraction Methods That Could Be Used in Second Life Pre Experimental Work
Volume 5, Number 3 Managerial and Commercial Applications December 2012 Managing Editor Yesha Sivan, Tel Aviv-Yaffo Academic College, Israel Guest Editors Shu Schiller, Wright State University, USA Brian Mennecke, Iowa State University, USA Fiona Fui-Hoon Nah, Missouri University of Science and Technology, USA Coordinating Editor Tzafnat Shpak The JVWR is an academic journal. As such, it is dedicated to the open exchange of information. For this reason, JVWR is freely available to individuals and institutions. Copies of this journal or articles in this journal may be distributed for research or educational purposes only free of charge and without permission. However, the JVWR does not grant permission for use of any content in advertisements or advertising supplements or in any manner that would imply an endorsement of any product or service. All uses beyond research or educational purposes require the written permission of the JVWR. Authors who publish in the Journal of Virtual Worlds Research will release their articles under the Creative Commons Attribution No Derivative Works 3.0 United States (cc-by-nd) license. The Journal of Virtual Worlds Research is funded by its sponsors and contributions from readers. http://jvwresearch.org A Cross-Case Analysis: Possible Facial Emotion Extraction Methods 1 Volume 5, Number 3 Managerial and Commercial Applications December 2012 A Cross-Case Analysis of Possible Facial Emotion Extraction Methods that Could Be Used in Second Life Pre Experimental Work Shahnaz Kamberi Devry University at Crystal City Arlington, VA, USA Abstract This research-in-brief compares – based on documentation and web sites information -- findings of three different facial emotion extraction methods and puts forward possibilities of implementing the methods to Second Life. -
2. Virtual Worlds and Education 8
World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Project funded by: Erasmus+ / Key Action 2 - Cooperation for innovation and the exchange of good practices, Strategic Partnerships for school education Erasmus+ (European Commission, EACEA) Deliverable Number Report III Deliverable Title State of the Art in Virtual Reality and 3D Worlds Intellectual Output I: Reports on Physics Education in Intellectual Output Title Schools around Europe and the state of the art in 3D Virtual Worlds Research on the State of the Art in Virtual Reality and Activity description 3D Worlds Authors (per company, if more than one company UCY, CTE provide it together) Status (D: draft; RD: revised draft; F: final) F Date (versioning) 30/12/2016 World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Partners University of Cyprus, Cyprus https://www.cs.ucy.ac.cy/seit/ University of Patras, Greece http://www.upatras.gr/en CTE, Romania http://www.etcenter.eu/index.php/en/ Computer Technology Institute and Press "Diophantus", Greece http://www.cti.gr/en ITD-CNR, Italy https://www.cnr.it/en NEW EDU, Slovakia http://www.newedu.sk/ 2 World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Executive Summary A research on the State of the Art in 3D Virtual Reality Worlds and frameworks is deemed very important for the work to be conducted in the scope of the World-of- Physics project. The aim of the report is to serve as an introduction to the 3D Virtual Worlds, tools and frameworks available, identify the strengths and weaknesses of each one of them and select the most appropriate one to be used within the World-of- Physics project. -
Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME -
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. -
Second Life Creator Linden Lab Laying Off Staff 9 June 2010
Second Life creator Linden Lab laying off staff 9 June 2010 Lab launched the virtual world in 2003 as a place for people to play, socialize and do business but its popularity has faded in recent years. (c) 2010 AFP A Second Life avatar interacts with an orang-utan on WWF's Conservation Island. Linden Lab, creator of the online virtual world Second Life, said Wednesday it was laying off 30 percent of its staff. Linden Lab, creator of the online virtual world Second Life, said Wednesday it was laying off 30 percent of its staff. Linden Lab did not reveal how many people it was letting go as part of what it called a "strategic restructuring," but the San Francisco-based company reportedly has more than 300 employees. Linden Lab said it would combine its product and engineering divisions and consolidate its software development teams in North America. Mark Kingdon, Linden Lab's chief executive, said the company plans to create an Internet browser- based virtual world experience, eliminating the need to download software, and extend Second Life into social networks. "Ultimately, we want to make Second Life more accessible and relevant to a wider population," he said in a statement. Second Life was an online sensation after Linden 1 / 2 APA citation: Second Life creator Linden Lab laying off staff (2010, June 9) retrieved 25 September 2021 from https://phys.org/news/2010-06-life-creator-linden-lab-staff.html This document is subject to copyright. Apart from any fair dealing for the purpose of private study or research, no part may be reproduced without the written permission. -
Metaverse Roadmap Overview, 2007. 2007
A Cross-Industry Public Foresight Project Co-Authors Contributing Authors John Smart, Acceleration Studies Foundation Corey Bridges, Multiverse Jamais Cascio, Open the Future Jochen Hummel, Metaversum Jerry Paffendorf, The Electric Sheep Company James Hursthouse, OGSi Randal Moss, American Cancer Society Lead Reviewers Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment Alexander Macris, Themis Group Rueben Steiger, Millions of Us LEAD SPONSOR FOUNDING PARTNERS Futuring and Innovation Center Graphic Design: FizBit.com accelerating.org metaverseroadmap.org MVR Summit Attendees Distinguished industry leaders, technologists, analysts, and creatives who provided their insights in various 3D web domains. Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support, Office of Information Technology Wagner James Au Blogger, New World Notes; Author, The Making of Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director of Special Projects, Sony CEA R&D Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford University Bob Moore Sociologist, Palo Alto Research Center (PARC), PlayOn project Betsy Book Director of Product Management, Makena Technologies/There; -
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. -
Choosing My Avatar & the Psychology of Virtual Worlds
Kaleidoscope Volume 11 Article 89 July 2014 Choosing My Avatar & the Psychology of Virtual Worlds: What Matters? Jennifer Wu Follow this and additional works at: https://uknowledge.uky.edu/kaleidoscope Click here to let us know how access to this document benefits oy u. Recommended Citation Wu, Jennifer (2013) "Choosing My Avatar & the Psychology of Virtual Worlds: What Matters?," Kaleidoscope: Vol. 11, Article 89. Available at: https://uknowledge.uky.edu/kaleidoscope/vol11/iss1/89 This Summer Research and Creativity Grants is brought to you for free and open access by the The Office of Undergraduate Research at UKnowledge. It has been accepted for inclusion in Kaleidoscope by an authorized editor of UKnowledge. For more information, please contact [email protected]. Choosing My Avatar & the Psychology of Virtual Worlds: What Matters? Student: Jennifer Wu Faculty Mentor: Philip Kraemer Background Virtual worlds began as online environments that provide shared space for a society of users who are primarily engaged in entertainment or social purposes. As these worlds become more pervasive and popular, applications of these worlds and their technologies already show increasing potential for use by educators and researchers. There are currently several different types of virtual worlds growing in popularity that target different demographics: games for real life simulation, education, and user creation. Second Life (SL) is a particular virtual world, created by Linden Labs and available free for download at their website (www.secondlife.com). SL users log in from over a hundred countries and approximately two hundred universities have a presence in SL for education and research purposes. -
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. -
Representing Ourselves Online
LESSON PLAN Level: Grades K to 3 About the Author: Matthew Johnson, Director of Education, MediaSmarts Duration: 60-90 minutes Representing Ourselves Online This lesson is part of USE, UNDERSTAND & CREATE: A Digital Literacy Framework for Canadian Schools: http:// mediasmarts.ca/teacher-resources/digital-literacy-framework. Overview In this lesson, students talk about dressing up and taking on identities that are similar to or different from them. They are then introduced to the idea of avatars as a kind of “dressing up” inside video games and consider the ways in which the technical, generic and aesthetic limitations on avatar creation and customization affect their choices and their ability to represent themselves online. Learning Outcomes Students will: consider that media products are constructions and do not necessarily reflect reality learn about the use of avatars to represent people in virtual environments reflect on the relationship of virtual identities to personal identities become aware of the ways in which technological and commercial factors influence avatar creation and reflect on their effect on identity Preparation and Materials Prepare to project the overhead Introduction to Avatars Photocopy the handouts Avatar Outline and Avatar Options Procedure Dressing Up Begin by asking students to raise their hands if they wore costumes on the most recent Hallowe’en. If any students don’t raise their hand, ask if they’ve played dress-up at other times – at school or preschool, at a museum or community centre, etc. Ask students: What is fun about dressing up? Affirm all the answers the students give, but make sure the following points are raised: www.mediasmarts.ca 1 © 2015 MediaSmarts Representing Ourselves Online ● Lesson Plan ● Grades K-3 It’s fun to pretend to be someone that I want to be like (e.g. -
Children on Virtual Worlds September 08
Children on virtual worlds September 08 What parents should know 2 Children on virtual worlds: What parents should know About ENISA The European Network and Information Security Agency (ENISA) is an EU agency created to advance the functioning of the internal market. ENISA is a centre of excellence for the European Member States and European institutions in network and information security, giving advice and recommendations and acting as a switchboard of information for good practices. Moreover, the agency facilitates contacts between the European institutions, the Member States and private business and industry actors. Contact details: For contacting ENISA or for general enquiries on information security awareness matters, please use the following details: e-mail: Isabella Santa, Senior Expert Awareness Raising — [email protected] Internet: http://www.enisa.europa.eu/ Legal notice Notice must be taken that this publication represents the views and interpretations of the authors and editors, unless stated otherwise. This publication should not be construed to be an action of ENISA or the ENISA bodies unless adopted pursuant to the ENISA Regulation (EC) No 460/2004. This publication does not necessarily represent state-of the-art and it might be updated from time to time. Third-party sources are quoted as appropriate. ENISA is not responsible for the content of the external sources including external websites referenced in this publication. This publication is intended for educational and information purposes only. Neither ENISA nor any person acting on its behalf is responsible for the use that might be made of the information contained in this publication. Reproduction is authorised provided the source is acknowledged. -
Complexity of Virtual Worlds' Terms of Service
Complexity of Virtual Worlds’ Terms of Service Holger M. Kienle1, Andreas Lober2, Crina A. Vasiliu3,andHausiA.M¨uller1 1 University of Victoria, Victoria, BC, Canada {kienle,hausi}@cs.uvic.ca 2 RAe Schulte Riesenkampff, Frankfurt am Main, Germany [email protected] 3 University of Victoria MBA Alumni, Victoria, BC, Canada [email protected] Abstract. This paper explores Terms of Service agreements of virtual worlds from the perspective of user complexity. We argue that these terms are too complicated for the average user to fully understand and manage because they exhibit a high technical or legal complexity. We also point out complexity problems that are grounded in size and readability of the texts, keeping track of changes when the terms evolve, and the scope of the terms. Based on these observations we identify approaches to reduce the complexity of Terms of Service agreements. Keywords: virtual worlds, terms of service, legal statements, readabil- ity scores. 1 Introduction This paper explores the complexity of Terms of Service (ToS) and other related legal statements that the ToS refers to. Operators of virtual worlds post the ToS on their web sites; it can be seen as a contract between the operator of the virtual world and its users. The goal of this paper is to explore and understand the complexity of the ToS, but not to analyze it from a legal perspective. Thus, we here take the content of the ToS at face value. The ToS is important from the users’ perspective because the operators use the ToS to put restrictions on users’ rights and conduct.