The Visual Culture of the Virtual World Second Life Teems With
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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. -
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 . -
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. -
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. -
Report – ETH Zurich Study Tour Best Practices in the Use of Information and Communication Technologies in a University Environment
Report – ETH Zurich Study Tour Best Practices in the Use of Information and Communication Technologies in a University Environment Canada and USA, November 6–13, 2004 - 2 - Table of contents Executive Summary 4 Visited Organizations 6 University of British Columbia, Vancouver 6 Microsoft Research, Redmond 11 University of California, Berkeley 13 The Internet Archive, San Francisco 18 Second Life (Linden Lab), San Francisco 21 Logitech, Freemont 23 Institute for the Future, Menlo Park 25 Stanford Center of Innovation in Learning (SCIL) 27 Google, Mountain View 29 Stanford University, Stanford 31 Computer History Museum 34 Program 35 List of participants 39 ICT Strategy 40 ETH Zurich as institution 40 Questions for the development of the ICT Strategy 40 - 3 - Executive Summary In November 2004, the Swiss Federal Institute of Technology Zurich (ETH Zurich) organized a study trip to leading universities and research labs in the USA and Canada to learn about best practices in the use of information and telecommunication technologies (ICT) to support teaching, learning, research and services. Our group was composed of 16 persons: professors and leading managers of the ETH Zurich and the University of Zurich. These persons are actively involved in two important activities of ETH Zurich: – ETH World – ETH World is a program to develop and introduce technologies for communication and cooperation independent of time and place. The program supports all members of ETH Zurich in their core business – teaching, learning, research and the associated management tasks. – Definition of a global ICT Strategy – ETH Zurich is developing a global strategy for the use of information and communication technologies (ICT) in education, research and services. -
CHAPTER 01 Ou Probably Have a Lot of Questions About the Ysecond Life Grid
CHAPTER 01 ou probably have a lot of questions about the YSecond Life Grid. What is the SL Grid? How many people use it? Are a lot of businesses, educators, nonprofits, and government agencies getting on the Grid? How do they use it for their projects, and why? What sorts of projects work best? Is the SL Grid right for your project? Read on for answers! WHAT YOU CAN DO ON THE SECOND LIFE GRID What IS THE SECOND LIFE GRID? You've probably read articles about Second Life, heard about it from a friend or colleague, or maybe you've even tried it yourself. A lot of people aren't clear on just what Second Life is and what it can do, but they know it looks like a game, which seems to conflict with the stories of government agencies and universities and corporations using it for serious and definitely nongame projects. So let's start with an overview of the Second Life Grid and the features it offers that might be useful to you for a project for your business, educational institution, nonprofit, or government agency. The SL Grid is a platform that offers users the ability to create public or secure 3D online virtual spaces or to visit and use spaces created by others. The same technology is the framework of the popular virtual world Second Life, but the SL Grid contains the Second Life world, not the other way around. A convenient comparison: your space in SL is to the SL Grid as your company's website is to the World Wide Web. -
Second Life (Don't Sell Your First Life Just Yet...)
Second Life (Don't sell your First Life just yet...) By James Reynolds What is SL? • "Second Life is a 3-D virtual world entirely built and owned [hmm...] by its Residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by a total of 8,687,234 Residents [**cough**] from around the globe." - secondlife.com • Mix of WoW and TSO (The Sims Online) Client Application • Supported platforms • Windows XP (not Vista) • Mac OS X • Most Linux distros • GNU General Public License v2 • Not all of the code is released though Linden Labs • Privately held company in San Francisco • Named after a street... • CEO Philip Rosedale (former CEO of Real Networks) • About 140 employees • 28 are engineers Emphasis • 3D content creation and scripting • Economy • Buying clothing, buildings, weapons, etc. • Socializing • IM, voice chatting • Parties, dancing, "escorts" • Exploring • Gaming? Well... it isn't WoW Membership Cost • No cost to become a "resident" • Buying things costs "Linden Dollars" (L$) • Buy L$ w/ real $$, "earn" L$ or upgrade to "Premium" membership • Premium membership • $10-$6/month depending on length • Required if you want to "own" land • Land costs are extra Who Uses it and Why? • "Virtual Utopians" • The "perfect" you • Tend to spend their real money • A bit more realistic and responsible • Love to use voice chat Who Uses it and Why? • "Role Players" • Be anything you want • No-commitment relationships & "safe sex" • Hate voice chat • Do not put their own money into the game, but instead "earn" L$ Who Uses it and Why? • A lot of Europeans use Second Life, Germany, Netherlands, UK, etc. -
UNITED STATES DISTRICT COURT NORTHERN DISTRICT of NEW YORK RICHARD MINSKY, an Individual, D/B/A SLART ENTERPRISES, Plaintiff, V
UNITED STATES DISTRICT COURT NORTHERN DISTRICT OF NEW YORK RICHARD MINSKY, an individual, d/b/a SLART ENTERPRISES, Plaintiff, NOTICE OF MOTION v. 08 - CV - 0819 LINDEN RESEARCH, INC., d/b/a LINDEN LAB, a Delaware corporation, JOHN DOE (a/k/a VICTOR VEZINA), an individual, LEK-DRH PHILIP ROSEDALE, an individual, MITCHELL KAPOR, an individual, other DOES, presently unknown to Plaintiff, Defendants. PLEASE TAKE NOTICE that, upon the accompanying Memorandum of Law in Support the Motion to Dismiss of Defendants Mitchell Kapor and Philip Rosedale, defendants MITCHELL KAPOR, an individual, and PHILIP ROSEDALE, an individual, will move this court at a term thereof to be held at the United States Courthouse, 445 Broadway, Albany, New York on November 21, 2008, at 9:30 a.m. or as soon thereafter as counsel may be heard, for an order, pursuant to Fed. R. Civ. P. 12(b)(6), dismissing with prejudice the Amended Complaint against defendants Mitchell Kapor and Philip Rosedale. Dated: October 10, 2008 COOLEY GODWARD KRONISH LLP ______/s/ Janet L. Cullum____________ By: Janet L. Cullum Admitted pro hac vice Assigned Bar Roll No. 106604 1114 Avenue of Americas New York, New York 10036-7798 Tel: (212) 479-6500 Fax: (212) 479-6275 email: [email protected] Andrew C. Rose (102473) NIXON PEABODY LLP 677 Broadway, 10th Floor Albany, New York 12207 Tel: (518)427-2650 ATTORNEYS FOR DEFENDANTS MITCHELL KAPOR AND PHILIP ROSEDALE TO: Mr. Richard Minsky Pro Se Plaintiff 413 County Route 22 Hudson, New York 12534 email: [email protected] 2 UNITED STATES DISTRICT COURT NORTHERN DISTRICT OF NEW YORK RICHARD MINSKY, an individual, d/b/a SLART ENTERPRISES, Plaintiff, v. -
Is Business Ready for Second Life
IS BUSINESS READY FOR LIFE? BY DAVID F. CARR ILLUSTRATION BY JAMES GARY Companies such as Toyota and American Apparel are setting up shop in the virtual world, but the site’s operator, Linden Lab, must now scale its infrastructure to meet demand. THEY STARTED GATHERING hours before the Town Hall meeting on Jan. 9 was scheduled to begin, anxious to grab a seat in the virtual auditorium: a lizard man, an armor-plated robot, a floating ball of energy, several dragons, and members of the Alliance armed forces in their best dress uniforms, along with many dozens of curvaceous women and preter- naturally buff men. Some paced in front of the stage, while others hovered in mid-air or sat typing text chat at each other on invisible keyboards. These Town Hall meetings are a tradition in Second Life, the virtual world operated by Linden Lab, a San Francisco startup, where users dress their avatars in clothes (or dragon getups) bought in virtual boutiques, participate in social dramas of their own making, and set up virtual businesses4 BASELINE MARCH 2007 31 WWW.BASELINEMAG.COM CASE DISSECTION: SECOND LIFE where they buy and sell virtual real estate adapted to serve real business purposes, using it as part of a program for keeping or hawk virtual clothes, houses, vehicles similar to the way the Web evolved from employees connected with each other and furniture. a medium for academics and hobbyists to and with IBM alumni, and as a virtual With more and more avatars filling one that supports corporate commerce meeting place to talk with customers, the same virtual space, the simulation and marketing. -
The State of VR with Robert Scoble and Philip Rosedale Virtual World Webinar June 9, 2017
State of VR Page 1 of 4 https://youtu.be/2zAA1EVGUZU The State of VR with Robert Scoble and Philip Rosedale Virtual World Webinar June 9, 2017 A lifelong entrepreneur, in 1995, Philip Rosedale created an innovative Internet video conferencing product (called "FreeVue"), which was later acquired by RealNetworks where (in 1996) he went on to become Vice President and CTO. In 1999, Rosedale left RealNetworks and founded Linden Lab. There he led the creation of a virtual civilization called Second Life, fulfilling his lifelong dream of an open-ended, Internet-connected virtual world. In 2010, he co-founded LoveMachine (www.lovemachineinc.com) as a lab to build several new ideas at the edge of work, computing, commerce, and intelligence. Out of this work, grew Worklist, a global community of web developers, and Coffee & Power. In November, 2011, Rosedale released Coffee & Power, a site that enabled people to connect for small jobs and services using a free-market system and distributed work principles. At the beginning of 2013, the team at Coffee & Power became a new company: High Fidelity, and are currently working on the prototype stages of a new global virtual world. Robert Scoble is an American blogger, technical evangelist, and author. Scoble is best known for his blog, Scobleizer, which came to prominence during his tenure as a technology evangelist at Microsoft. He later worked for Fast Company as a video blogger, and then Rackspace and the Rackspace sponsored community site Building 43 promoting breakthrough technology and startups. He currently works for Upload VR — a new media site covering virtual and augmented reality — as its entrepreneur in residence, where he develops new shows, events, and works with other entrepreneurs in the Upload Collective, a co-working space for virtual reality-focused startups. -
BRAGG V. LINDEN RESEARCH, INC. United States District Court for the Eastern District of Pennsylvania 487 F
BRAGG v. LINDEN RESEARCH, INC. United States District Court for the Eastern District of Pennsylvania 487 F. Supp. 2d 593 (E.D. Pa. 2007) EDUARDO C. ROBRENO, District Judge. 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 [is] Defendants’ * * * Motion to Compel Arbitration. For the reasons set forth below, the motion will be denied. 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 world known as “Second Life.” 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. According to Plaintiff, many people “are now living large portions of their lives, forming friendships with others, building and acquiring virtual property, forming contracts, substantial business relationships and forming social organizations” in virtual worlds such as Second Life. Owning property in and having access to this virtual world is, moreover, apparently important to the plaintiff in this case. -
Second Life - Wikipedia
12/5/2017 Second Life - Wikipedia Second Life Second Life is an online virtual world, developed and owned by the San Second Life Viewer Francisco-based firm Linden Lab and launched on June 23, 2003. By 2013, Second Life had approximately 1 million regular users.[1] In many ways, Second Life is similar to massively multiplayer online role-playing games; however, Linden Lab is emphatic that their creation is not a game:[2] "There is no manufactured conflict, no set objective".[3] The virtual world can be accessed freely via Linden Lab's own client programs Developer(s) Linden Lab or via alternative Third Party Viewers.[4][5] Second Life users (also called Initial release June 23, 2003 residents) create virtual representations of themselves, called avatars, and are Stable release 5.0.9.329906 / able to interact with places, objects, and other avatars. They can explore the November 17, world (known as the grid), meet other residents, socialize, participate in both 2017 individual and group activities, build, create, shop and trade virtual property and services with one another. Preview release 5.0.2.323359 / February 3, 2017 The platform principally features 3D-based user-generated content. Second Platform Windows x86-32 Life also has its own virtual currency, the Linden Dollar, which is exchangeable (Vista or higher) with real world currency.[2][6] macOS (10.6 or Second Life is intended for people aged 16 and over, with the exception of 13– higher) 15-year-old users, who are restricted to the Second Life region of a sponsoring Linux i686 institution (e.g., a school).[7][8] License Open-source Built into the software is a 3D modeling tool based on simple geometric shapes, Website secondlife.com (h that allows residents to build virtual objects.