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GNU/Linux AI & Alife HOWTO
GNU/Linux AI & Alife HOWTO GNU/Linux AI & Alife HOWTO Table of Contents GNU/Linux AI & Alife HOWTO......................................................................................................................1 by John Eikenberry..................................................................................................................................1 1. Introduction..........................................................................................................................................1 2. Symbolic Systems (GOFAI)................................................................................................................1 3. Connectionism.....................................................................................................................................1 4. Evolutionary Computing......................................................................................................................1 5. Alife & Complex Systems...................................................................................................................1 6. Agents & Robotics...............................................................................................................................1 7. Statistical & Machine Learning...........................................................................................................2 8. Missing & Dead...................................................................................................................................2 1. Introduction.........................................................................................................................................2 -
Opensimulator Based Multi-User Virtual World: a Framework for the Creation of Distant and Virtual Practical Activities
(IJACSA) International Journal of Advanced Computer Science and Applications, Vol. 9, No. 8, 2018 OpenSimulator based Multi-User Virtual World: A Framework for the Creation of Distant and Virtual Practical Activities MOURDI Youssef, SADGAL Mohamed, BERRADA FATHI Wafaa, EL KABTANE Hamada Faculty Semlalia University Cadi Ayyad Marrakesh, Morocco Abstract—The exponential growth of technology has skills and/or illustrating scientific approaches to solve contributed to the positive revolution of distance learning. E- problems. learning is becoming increasingly used in the transfer of knowledge where instructors can model and script their courses A huge quantity of solutions has been attempted in order to in several formats such as files, videos and quizzes. In order to propose approaches for teachers to integrate PAs in distance complete their courses, practical activities are very important. learning. The first was the remote-control laboratory Several instructors have joined Multi-User Virtual World [5][6][7][8], then the use of videos and finally virtual (MUVW) communities such as SecondeLife, as they offer a laboratories [9]. However, the latest proposal is very degree of interrelated realism and interaction between users. The superficial, and very limited. modeling and scenarization of practical activities in the MUVWs remains a very difficult task considering the technologies used by At this level, several challenges arise following the these MUVWs and the necessary prerequisites. In this paper, we providing of PAs remotely and which come in two main issues: propose a framework for the OpenSimulator MUVWs that can the first is to have a scalable and open environment for tutors to simplify the scenarization of practical activities using the design, model practical activities and set it accessible to OpenSpace3D software and without requiring designers to have learners. -
Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU
Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU... http://connect.educause.edu/Library/EDUCAUSE+Review/VirtualWo... "Outlook Good" © 2008 AJ Kelton. The text of this article is licensed under the Creative Commons VIEW A PDF Attribution-Noncommercial-No Derivative Works 3.0 License OF THIS ARTICLE (http://creativecommons.org/licenses/by-nc-nd/3.0/). EDUCAUSE Review, vol. 43, no. 5 (September/October 2008) Virtual Worlds? “Outlook Good” AJ KELTON (“AJ BROOKS”) AJ Kelton (“AJ Brooks”) is Director of Emerging Instructional Technology in the College of Humanities and Social Sciences at Montclair State University. Comments on this article can be sent to the author at [email protected] or [email protected] and/or can be posted to the web via the link at the bottom of this page. A year ago, I picked up the Magic 8-Ball sitting on my desk and asked: “Are virtual worlds a viable teaching and learning environment?” Turning the ball over, I received my answer: “Reply hazy, try again.” Even six months ago, the outlook for virtual worlds was uncertain. Many people believed that virtual worlds would end up like the eight-track audiotape: a fond memory of something no longer used (or useful). Yet today there are hundreds of higher education institutions represented in three-dimensional (3D) virtual worlds such as Active Worlds and Second Life. Indeed, the movement toward the virtual realm as a viable teaching and learning environment seems unstoppable. The idea of synchronous interactive spaces is not new, of course. Chat rooms, MOOs, MUDs, and other multi-user online experiences have been on the periphery of education for decades. -
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. -
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. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
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. -
Litigating Second Life Land Disputes: a Consumer Protection Approach
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Fordham University School of Law Fordham Intellectual Property, Media and Entertainment Law Journal Volume 19 Volume XIX Number 3 Volume XIX Book 3 Article 6 2009 Litigating Second Life Land Disputes: A Consumer Protection Approach. Paul Riley Fordham University School of Law Follow this and additional works at: https://ir.lawnet.fordham.edu/iplj Part of the Entertainment, Arts, and Sports Law Commons, and the Intellectual Property Law Commons Recommended Citation Paul Riley, Litigating Second Life Land Disputes: A Consumer Protection Approach. , 19 Fordham Intell. Prop. Media & Ent. L.J. 877 (2009). Available at: https://ir.lawnet.fordham.edu/iplj/vol19/iss3/6 This Note is brought to you for free and open access by FLASH: The Fordham Law Archive of Scholarship and History. It has been accepted for inclusion in Fordham Intellectual Property, Media and Entertainment Law Journal by an authorized editor of FLASH: The Fordham Law Archive of Scholarship and History. For more information, please contact [email protected]. Litigating Second Life Land Disputes: A Consumer Protection Approach. Cover Page Footnote Thanks to the Fordham IPLJ editorial board and staff for their diligence on this project. Special thanks to Professor Sonia Katyal, a great mentor and friend. The author also appreciates the constant love and support of Elizabeth and the rest of his family. This note is available in Fordham Intellectual Property, Media and Entertainment Law Journal: https://ir.lawnet.fordham.edu/iplj/vol19/iss3/6 VOL19_BOOK3_RILEY 4/21/2009 9:39:07 PM Litigating Second Life Land Disputes: A Consumer Protection Approach Paul Riley∗ A Secondary world may be full of extraordinary beings . -
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. -
Being in Cyberspace
Virtually Real: Being In Cyberspace By Morgan Leigh A thesis submitted in fulfillment of the requirements for the degree of Doctor of Philosophy University of Tasmania November, 2014 1 Statement of Originality This thesis contains no material which has been accepted for a degree or diploma by the University or any other institution, except by way of background information and duly acknowledged in the thesis, and to the best of the my knowledge and belief no material previously published or written by another person except where due acknowledgement is made in the text of the thesis, nor does the thesis contain any material that infringes copyright. Statement of Ethical Conduct The research associated with this thesis abides by the international and Australian codes on human and animal experimentation, the guidelines by the Australian Government's Office of the Gene Technology Regulator and the rulings of the Safety, Ethics and Institutional Biosafety Committees of the University. Morgan Leigh 7/11/2014 Authority of Access This thesis is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/. You are free to: • Share — copy and redistribute the material in any medium or format • Adapt — remix, transform, and build upon the material • for any purpose, even commercially. • The licensor cannot revoke these freedoms as long as you follow the license terms. Under the following terms: • Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. -
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“). -
Fitzgerald, Mary Ann, Ed. Educational Media and Technology Yearbook, 1999. Vo
DOCUMENT RESUME ED 426 691 IR 019 409 AUTHOR Branch, Robert Maribe, Ed.; Fitzgerald, Mary Ann, Ed. TITLE Educational Media and Technology Yearbook, 1999. Volume 24. INSTITUTION ERIC Clearinghouse on Information and Technology, Syracuse, NY.; Association for Educational Communications and Technology, Washington, DC. SPONS AGENCY Office of Educational Research and Improvement (ED), Washington, DC. ISBN ISBN-1-56308-636-0 ISSN ISSN-8755-2094 PUB DATE 1999-00-00 NOTE 293p.; For individual papers, see IR 539 310-322. For the 1998 yearbook, see IR 018 687. CONTRACT RR93002009 AVAILABLE FROM Libraries Unlimited, Inc., P.O. Box 6633, Englewood, CO 80155-6633; Tel: 800-237-6124 (Toll Free); Web site: http://www.lu.com ($65; $78 outside North America). PUB TYPE Books (010)-- Collected Works General (020) Reference Materials Directories/Catalogs (132) EDRS PRICE MF01/PC12 Plus Postage. DESCRIPTORS Bibliographies; Computer Uses in Education; Distance Education; Doctoral Programs; *Educational Development; *Educational Media; *Educational Technology; Educational Trends; Elementary Secondary Education; Foreign Countries; Graduate Study; Higher Education; Instructional Design; Leadership; Library Education; Masters Programs; *Professional Associations; Professional Development; Resource Materials; Schools of Education; Student Motivation; Telecommunications; World Wide Web; Yearbooks IDENTIFIERS Canada; Gilbert (Thomas); Technology Integration; United States ABSTRACT The purpose of this yearbook is to highlight multiple perspectives about educational