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Second Life is an online virtual world, developed and owned by San Francisco-based Linden Lab company and launched on June 23, 2003. In 2013, Second Life has about one million regular users. In many ways, Second Life is similar to the role-playing massively multiplayer game; However, Linden Lab is emphatic that their creation is not a game: "No conflict is produced, no purpose is set".

The virtual world can be freely accessed through Linden Lab's own client program or through third-party audiences. The Second Life users (also called residents) create their own virtual representations, called avatars, and be able to interact with other places, objects and avatars. They can explore the world (known as the grid), meet with other residents, socialize, participate in individual and group activities, build, create, shop, and trade virtual properties and services with each other.

This platform primarily displays 3D-based user-generated content. Second Life also has its own virtual currency, Linden Dollar, which can be redeemed for real world currency.

Second Life is intended for persons over the age of 16, with the exception of users aged 13-15 years, restricted to the territory of Second Life of sponsoring agencies (eg, schools).

Built into the software is a 3D modeling tool based on simple geometric shapes that allow occupants to build virtual objects. There is also a procedural scripting language, Scripting Language Linden, which can be used to add interactivity to objects. Sculpted prims (sculpties), mesh, textures for clothing or other objects, animations, and gestures can be created using external and imported software. The Second Life service provision states that users own the copyright to any content it creates, and servers and clients provide simple digital rights management (DRM) functions. However, Linden Lab changed their terms of service in August 2013 to be able to use user-generated content for any purpose. The new terms of service prevent users from using textures from third-party texture services, as some of them show explicitly.


Video Second Life



Histori

In 1999, Philip Rosedale formed Linden Lab with the aim of developing computer hardware to enable people to become immersed in a virtual world. In its earliest form, the company struggled to produce a commercial version of the hardware, known as the "Rig", which in prototype form was seen as a clunky steel tool with a computer monitor worn on the shoulder. The vision was transformed into a Linden World software application, where people participated in task-based games and socialized in a three-dimensional online environment. The effort eventually transformed into a more familiar, user-centered Secondary Second Life . Although he is familiar with the novel metals of Neal Stephenson Snow Crash, Rosedale said that his vision of the virtual world preceded the book, and that he conducted early cyberspace experiments during his college years at the University of California, San Diego, where he studied physics.

In 2005 and 2006, Second Life began to receive significant media attention, including a cover story in BusinessWeek magazine featuring virtual worlds and avatars Second Life . Anshe Chung. At that time, Anshe Chung had become the child and symbol of the Second Life children for the economic opportunities that the virtual world had to offer to its inhabitants. At the same time, the service sees an exponential growth period from its user base.

On December 11, 2007, Cory Ondrejka, who assisted the Second Life program, was forced to resign as chief technology officer.

In January 2008, the population spent a total of 28,274,505 hours "in the world" and an average of 38,000 inhabitants entered at any time. The maximum recorded (avatar in the world) total is 88,200 in the first quarter of 2009

On March 14, 2008, Rosedale announced plans to resign from his position as CEO of Linden Lab and chairman of the board of directors of Linden Lab. Rosedale announced Mark Kingdon as the new CEO effective May 15, 2008. In 2010, Kingdon was replaced by Rosedale, who took over as Interim CEO. After four months, Rosedale suddenly resigned from the position of Interim CEO. It was announced in October 2010 that Bob Komin, chief financial officer and chief operating officer of Linden Lab, will take over the CEO's job for the immediate future.

In 2008, Second Life was awarded at the 59th Annual Technology & amp; Engineering Emmy Awards to advance the development of online sites with user-generated content. Rosedale received the award.

In May 2009, concurrent users averaged about 62,000. As of May 2010, concurrent users averaged about 54,000. According to Tateru Nino of Engadget, the decline was due to new policies implemented by Linden Lab reducing the number of bots and campers.

In June 2010, Linden Lab announced a 30% layoff of its workforce.

In November 2010, 21.3 million accounts were registered, although the company has not made public figures for actual consistent long-term usage. However, Wagner James Au, who wrote and wrote about Second Life, said in April 2013 that he had "good authority" that " Second Life '

In 2015 alone, Second Life users have cashed about $ 60 million (60 million US dollars) and Second Life has an estimated GDP of $ 500 million ($ 500 million), higher than some small countries.

Maps Second Life



Classification

During the 2001 meeting with investors, Rosedale noticed that the participants were very responsive to the creative potential of collaborative Second Life . As a result, the initial focus of the focus on Second Life games is shifted to user-generated and community driven experiences.

Second Life ' as virtual world, computer game, or speaker, is often debated. Unlike traditional computer games, Second Life has no defined purpose, or traditional game mechanics or rules. It can also be said that Second Life is a multi-user virtual world, because the virtual world is centered around the interaction between multiple users. Because it has no set goals, it is irrelevant to talk about winning or losing in relation to the Second Life . Likewise, unlike traditional speakers, Second Life contains a wide world that can be explored and interacted with, and it can be used purely as a set of creative tools if the user chooses it. In March 2006, when speaking at Google TechTalks, Rosedale said: "So we do not see this as a game, we see it as a platform".

Second Life is used to offer two main grids: one for adults (18) and one for teenagers. In August 2010, Linden Lab closed the youth network due to operating costs. Since then, users over 16 years of age may apply for a free account. Other limited accounts are available for educators who use Second Life with younger students.

There are three activity-based classifications, called "Ratings", for sims in Second Life :

  1. General (formerly "PG" - no extreme violence or nudity)
  2. Medium (previous "Adult" - multiple violent, harassing, adult situations, nudity)
  3. Adult (may contain open sexual activity, nudity, and violence)

Dutchie-Second-Life-Gor-RP-Wash | Dutchie | SL
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Occupants and avatars

There is no charge to create a Second Life account or to use the world for any period of time. Linden Lab reserves the right to charge for the creation of a large number of multiple accounts for one person (5 per household, 2 per 24 hours) but currently does not do so. Premium Membership (US $ 9.95 per month, US $ 22.50 per quarter, or US $ 72 per year) expands access to increased technical support, and also pays an automatic salary of L $ 300/week to member avatar accounts, and after 45 days the resident will receive a L $ 700 bonus, making it L $ 1000 for that week. This amount has dropped since the initial salary of $ 500, which is still being paid into the longer account. Certain accounts created during the previous period can receive L $ 400. This salary, if converted to USD, means that the actual cost for the benefits of technical support is extended for an annual payment of US $ 72 of only about US $ 14, depending on the exchange rate. However, most normal Second Life users do not upgrade outside of the "basic" account for free.

Avatars can take whatever form users choose (humans, animals, vegetables, minerals, or a combination of both) or residents can choose to resemble themselves as they are in real life. They may choose a more abstract form, given that almost every aspect of the avatar is fully customizable. Second Life Culture consists of many activities and behaviors that are also present in real life. A single resident account may have only one avatar at a time, although the occurrence of this avatar may change between different forms as the Resident wants. The forms of the avatar, like almost anything else in Second Life, can be created by the user, or purchased pre-made. One person can also have multiple accounts, and thus appears to be multiple Citizens (a person's multiple account is referred to as alts ).

Avatars can travel by foot, running, accessing vehicles, flying, or teleportation. Because Second Life is a vast virtual world, teleportation is used when avatars want to travel in an instant and efficient way. Once they reach their destination, they can travel in a more conventional manner at various speeds.

Avatars can communicate via local chats, group chats, global instant messaging (known as IM), and voice (public, private and group). Chats are used for local public conversations between two or more avatars, and are visible to any avatar within a certain distance. IM is used for private conversations, either between two avatars, or among group members, or even between objects and avatars. Unlike chat, IM communication does not depend on participants who are within a certain distance from each other. Starting version 1.18.1.2, voice chats, both local and IM, are also available. Instant messages can be sent optionally to the Resident email when the Resident is inactive, even though the message length is limited to 4096 bytes.

Identity in Second Life can be related to the user's personality or create their own character. This is based on their decision on how to express themselves. Most avatars are human, but they can choose to be vampires or animals. Sometimes, what they choose is not related to their offline self.

Air Supply - Making Love Out Of Nothing At All (Second Life) - YouTube
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Economy

Second Life has an internal economy and a closed loop virtual token called "Linden dollar (L $)". L $ can be used to buy, sell, rent or trade land or goods and services with other users. "Linden Dollar" is a closed loop virtual token for use only in the Second Life platform. Linden Dollar has no monetary value and can not be exchanged for monetary value from Linden Lab. A resident with excess Linden Dollars earned through Second Life business or play experience can request to return their excess Linden Dollar to PayPal. Linden Lab reported that the Second Life economy generated US $ 3,596,674 in economic activity during September 2005, and in September 2006 Second Life reportedly had a GDP of $ 64 million. In 2009, the total economic size of Second Life grew 65% to US $ 567 million, about 25% of the entire US virtual goods market. The gross income of the population was US $ 55 million in 2009 - an 11% growth during 2008. In 2013, Linden Labs released an info chart showing that over 10 years $ 3.2 billion in transactions for virtual goods has been exchanged between Second Life occupants, with an average of 1.2 million daily transactions.

There is a high level of entrepreneurial activity in Second Life . Occupants of Second Life can create virtual objects and other content. Second Life is unique because users retain all rights to their content which means they can use Second Life to distribute and sell their creations, with 2.1 million items listed online- his. market. At its peak in 2006, hundreds of thousands of dollars changed hands every day because the population created and sold a variety of virtual commodities. Second Life is also quickly becoming profitable because it sells and rents virtual real estate. 2006 also saw the first real world millionaires Second Life '; Ailin Graef, better known as Anshe Chung (his avatar), converted his initial investment of $ 9.95 USD to over a million dollars over two and a half years. He built his fortune primarily by buying, selling, and renting virtual real estate.

Major technology companies have tried to use Second Life to market their products or services to Second Life ' who understand the technology. For example, IBM purchased 12 islands in Second Life for virtual training and simulation of key business processes. Musicians, podcasters, and news organizations (including CNET, Reuters, NPR The Infinite Mind , and the BBC) all set up a presence in Second Life .

Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, leather, hair, jewelry, flora and fauna, and artwork. Services include business management, entertainment, and custom content creation (which can be broken down into the following six categories: building, texturing, scripting, animating, art direction, and producer/project funder positions). L $ can be purchased using US dollars and other local currencies on the Linde exchange provided by Linden Lab. The USD wallet of customers acquired from the Linden Dollar sale at Lindex is most commonly used to pay for subscription fees and tier levels of Second Life '; only a small number of users get enough profit to request a refund to PayPal. According to figures published by Linden Lab, some 64,000 users made a profit in Second Life in February 2009, of which 38,524 resulted in less than US $ 10, while 233 earned more than US $ 5,000. Profits derived from sales virtual goods, land rentals, and various services.

Want to Get Pregnant in Second Life? Let's Explore this Question ...
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Technology

Second Life consists of viewer (which is also known as client ) that executes on the user's personal computer, and several thousand servers are operated by Linden Lab.

Client

Linden Lab provides an official viewer for Windows, macOS, and most Linux distributions. The viewer creates 3D graphics using OpenGL technology. The source code of viewers was released under the GPL in 2007 and moved to LGPL in 2010.

There are now several mature third-party viewer projects that contain features that are not available in Linden Lab's 'Official' clients, targeting other platforms or serving specialists & amp; accessibility needs. The main focus of third-party development is to explore new ideas and work with Linden Lab to deliver new functionality.

The independent project, libopenmetaverse, offers a function library to interact with the Second Life server. libopenmetaverse has been used to create non-graphical third party viewers.

There are several Alternate Viewers published by Linden Lab that are used for software testing by volunteers for initial access to upcoming projects. Some of these clients only work on "beta networks" consisting of a number of areas that run various installs of unstable test server code.

Server

Each full area (an area of ​​256ÃÆ'â € "256 meters) in Secondary Grid runs on a single core multi-core dedicated server. The Homestead area shares 3 areas per core and the Openspace Region shares 4 areas per core, running proprietary software on Debian Linux. This server runs scripts in the region, as well as provides communication between avatars and objects in the region.

Every object in the universe Second Life is referred to as assets . These include the form of 3D objects known as primitive, the so-called digital image that is adorned primitives, digital audio clips, avatar shapes and appearances, avatar skin textures, LSL Scripts, information written on a note card, and so on. Each asset is referenced with a unique universal identifier or UUID .

The assets are stored in the Isilon Systems storage group, which consists of all the data ever made by anyone who has ever been in the world of Second Life. Rarely used assets are reduced to mass storage of S3. As of December 2007, total storage is estimated to consume 100 terabytes of server capacity. The asset server works independently of the region simulator, although the region simulator requests the data object from the asset server when the new object is loaded into the simulator.

Each server instance runs a physics simulation to manage collisions and interactions of all objects in the region. Objects can be nonphysical and immovable, or physically active and moving. Complex shapes can be linked together in groups of up to 256 separate primitives. In addition, every avatar player is treated as a physical object so that it can interact with physical objects in the world. On July 9, 2014, the Second Life simulator uses the physics engine Havok 2011.2 for all the world's dynamics. This machine is able to simulate thousands of physical objects at once.

Linden Lab pursues the use of open standards technology, and uses free and open source software such as Apache, MySQL, Squid, and Linux. The plan is to move everything to open standards by standardizing the Second Life protocol. Cory Ondrejka, former CTO Second Life , stated in 2006 that some time after everything has been standardized, both client and server will be released as free and open source software.

OpenSimulator

In January 2007, OpenSimulator was established as an open source simulator project. The purpose of this project is to develop a full open source server software for Second Life clients. OpenSIM is BSD Licensed and it is written in C # and can run under the Mono environment. In 2008, there were several alternative networks using OpenSimulator.

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Apps

Art

Second Life The citizens express themselves creatively through cyberspace adaptation from art exhibitions, live music, live theaters and machinima, as well as other art forms.

Competitive entertainment

Various recreational activities, both competitive and non-competitive, take place in Grid Second Life , including traditional sports scenarios and video games.

Education

Second Life is used as a platform for education by many institutions, such as universities, universities, libraries and government entities. Since 2008, the University of San Martin de Porres Peru has developed the Second Life Prototype archaeological building of Peru, and trained teachers for this new educational paradigm. The Department of Special Education West Virginia University (WVU) has used Second Life extensively in education, and it provides certification of teaching and degree certificates in seven different distance education programs. WVU started a pilot program in campus computer labs in Spring 2011.

Embassy

Maldives is the first country to open an embassy in Second Life . The Maldives Embassy is located on Second Life's "Diplomacy Island", where visitors will be able to talk directly to computer-generated ambasses about visas, trades, and other issues. "Diplomacy Island" also hosts the Diplomatic Museum and Diplomatic Academy. The island was founded by DiploFoundation as part of the Virtual Diplomacy Project.

In May 2007, Sweden became the second country to open the embassy in Second Life . Run by the Swedish Institute, the embassy serves to promote Sweden's image and culture, rather than providing any real or virtual service. Swedish Foreign Minister Carl Bildt said on his blog that he hoped he would get an invitation to the opening.

In September 2007, Publicis Group announced the project of making the Serbian island as part of the Serbian Under Construction project. The project is officially supported by the Diaspora Ministry of the Serbian Government. It is mentioned that the island will feature Nikola Tesla Museum, Gu'a Festival Trumpet and Festival Exit. It is also planned to open a virtual info terminal from the Diaspora Ministry.

On Tuesday, December 4, 2007, Estonia became the third country to open an embassy in Second Life . In September 2007, Colombia and Serbia opened the embassy. In 2008, Macedonia and the Philippines have opened embassies on the "Diplomatic Island" of Second Life . In 2008, Albania opened an embassy at the location of the Gulf of Nova. SL Israel was inaugurated in January 2008 in an effort to showcase Israel to a global audience, albeit without a connection to Israel's official diplomatic channel.

Malta and Djibouti also plan to open a virtual mission in Second Life.

Religion

Religious organizations have also begun to open virtual venues in Second Life . In early 2007, LifeChurch.tv, a Christian church headquartered in Edmond, Oklahoma, and with eleven campuses in the US, created "Experience Island" and opened the twelfth campus in Second Life . The Church reported "We find that this creates a less threatening environment where people are much more willing to explore and discuss spiritual things". In July 2007, an Anglican cathedral was established in Second Life; Mark Brown, head of the group that built the cathedral, notes that there is "an interest in what I call depth, and moving away from light, gentle Christianity".

The Second Life Congregation of Universalist Unitarians was established in 2006. Services have been regularly organized to make the FUUCSL Congregation one of the longest-running active congregations in Second Life .

The Egyptian Islam Online website has purchased land in Second Life to allow Muslims and non-Muslims to perform hajj rituals in the form of virtual reality, gaining experience before actually making a pilgrimage to Mecca in person.

Second Life also offers several groups that meet the needs and interests of humanists, atheists, agnostics, and free thinkers. One of the most active groups is Humanism SL who has held weekly discussion meetings in Second Life every Sunday since 2006.

Relationships

The usual relationship takes place in Second Life, including some couples who have been married online. The social engagement offered by the online environment helps those who may be socially isolated. In addition, sex is often encountered. However, to access the adult section requires age verification. There is also a large BDSM community.

Second Life relationships have been taken from virtual online relationships to personal, real-world relationships. Booperkit Moseley and Shukran Fahid may be the first couple to meet in Second Life and then marry in real life. Booperkit traveled to the United States to meet Shukran and he returned to England with him after one week. They married in 2006, had twin boys in 2009, and are still married. Some couples meet online, make friends, and eventually move on to find each other in the real world. Some even have their marriage in Second Life , as well as in real-world settings.

Relationships in the virtual world have an additional dimension as compared to other social media, because avatars give a feeling of closeness to make the voyeur experience more intense than just a textual encounter. The complexity of the meetings depends on the level of involvement of the people behind the avatar, whether they are involved Disassociatively (entertainment only), Immersively (as if the avatar is them), or augmentative (which means they are involved for real life purposes).

Role-playing

There are many goals in Second Life that are dedicated to those who enjoy role playing. Some of them are sexual, while others focus on themes such as fantasy, history, science fiction, or other subjects. Many of these types of world have a very specific set of rules so that every visited avatar is expected to follow. Such a rule could include such things as dress codes, codes of conduct, and world guidelines. If this rule is not followed, the avatar can be booted from the world by the game administrator. One example of one of these role-playing worlds is "The Realm of Valahari". This special world takes place in a medieval fantasy setting. In order to exist in that world, your avatar must wear fantasy or medieval outfits. If your avatar does not yet have such clothing, the world provides a clothing store for you in the area you visited before you actually entered the world. However, there are no clothing stores that provide free stuff; everything costs Linden Dollars (L $). In the world, everyone is also expected to defend the role playing atmosphere. Anyone who uses "ordinary" or "everyday" languages ​​tends to be abused and seen as outsiders by other Realm members. The "Ordinary" language should be stored in a private chat window, so the fantasy/medieval atmosphere is not polluted by it.

Another example is the historical roles of sims such as the 1880s Victorian London and The 1920s Berlin Project. Though only encouraged to do so in the 1880s at London Victoria, visitors to the Berlin Project of the 1920s were required to dress accurately as part of a deep historical experience. Sims can incorporate rules that are less related to thematic realism, and more related to following community guidelines. For example, one of the most commonly seen rules is the prohibition or restriction of underage avatars in role play featuring sexual content; these rules are separate from Linden Labs's sim limit, as they limit the underage characters played by adult players.

Second Life also features roleplay worlds based on other successful fictional franchises, one example being Midgar, Final Fantasy VII's popular video game-based simulation game that has been established since 2007, although the legality of copyright from such a location is highly debated.

Role-playing sims are either non-meter, metered script, or use sim server health meter. In a non-metered battle simulation, all combat is done through RP paragraphs, usually with the help of dice playing roles, or the players can specify the results they want personally in IM, and then play the final character role using public chat. In battle meter sims, the player carries a written weapon to act along with the gauge. Players can then fight using these weapons and/or whatever capabilities built into the meter itself until the health of one player ends and they "die". They are either raised by other players, automatically revived after a period of time, or are returned to their home sim position with their full health restored. Multiple sim-battle meters allow for non-meter battles to be used in certain circumstances; in this case, the method of combat used depends on the preference of the participants in a particular scene.

The integration between content purchases and the provision of role-playing content sometimes causes controversy in Second Life . Some examples include:

  • the user may use real money, transferred via L $, to buy clothing or goods for the role play area, only to be banned from the area and to have the value of the items removed;
  • "Intrusive role play", in which the avatar roles by disturbing in an area not meant to play a role, has caused problems in the past. Examples include dressing avatars as police officers and claiming to have authority over areas that have nothing to do with them, or previously sold systems that allow avatars to play vampires and "bite" other avatars to "steal their souls"; some new users believe this will have a permanent effect on their avatar and even get paid to purchase role-playing items to restore their souls, unaware that the effect is entirely irrelevant if the player does not want to participate in the vampire role play;
  • the range of avatar costumes and available items is much larger than the range of role-play areas and various playable social roles, which means that users can buy items that are not aware that the roles they are advertising as provision can not exist. This also applies to weapons, which are arranged differently in various role sims or chain sims games;
  • some measurable battle systems allow affiliated merchants to develop weapons using their system APIs. This allows traders to develop and sell weapons that deal with additional damage or have other mechanical effects on combat; These weapons are often more expensive than similar weapons that do not incorporate these enhancements. Depending on API specifications, merchant weapons may end up being more powerful than the developers of the combat system in question. In this case, merchant API privileges can be revoked, generating new and existing weapons belonging to developers who lose their special ability. This eliminates many weapon values, which the user has purchased using L $.

Science

Second Life is used for scientific research, collaboration, and data visualization. Examples include SciLands, American Chemical Society's ACS Island, Genome, Virginia Tech's SLATE, and Nature Elgae Islands Village in Nature Publishing Group.

Social networks

Second Life can be a real-time and immersive social space for people including those with physical or mental disabilities that interfere with their first life, often finding comfort and security interacting through anonymous avatars. (Indeed, some academics believe using Second Life can even help improve motor skills for people with Parkinson's disease.). An example of how Secondlife is used by disabled people is Wheelies, a widely publicized disability themed nightclub founded by Simon Stevens.

Work solutions

Second Life gives companies the option of creating virtual workplaces to enable employees to virtually meet, organize events, practice any corporate communications, conduct training sessions in a deep 3D virtual learning environment, simulate business processes, and prototype. new product.

Top 10 Amusement Parks in Second Life | Daniel Voyager's Blog
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Criticism and controversy

A number of difficult issues appear around Second Life . The problems range from technical (budgeting to server resources), to moral (pornography), to legal (Linden Dollar legal position, Bragg v. Linden Lab ). Security issues are also a concern.

Rule

In the past, most of the Second Life economy consisted of businesses that are now regulated or banned. Changes to the Terms of Service Second Life ' in this case mostly aim to bring activity in Second Life to conform to various international laws, running the business may fully comply with the laws of their own country. Linden Lab does not offer compensation for businesses that are damaged or destroyed by changes to this rule, which can make significant expenditures or efforts become worthless.

On July 26, 2007, Linden Lab announced a gambling ban in the world due to federal and state regulations on internet gambling that could affect Linden Lab if allowed to continue. The ban was soon filled with protests in the world.

In August 2007, a $ 750,000 Linden Dollar bank in the world called Ginko Financial collapsed because the bank's run was triggered by Lex Linden's ban on gambling, which halved the size of the economy Second Life . The ensuing shock from this collapse caused a severe liquidity problem for other virtual "Linden Dollar banks," which critics have long criticized for deception. On Tuesday, January 8, 2008, Linden Lab announced the prohibition of a fixed interest payment in cash deposits in unregulated banking activities in the world. All banks without a real-world charter were closed or converted into virtual joint-stock companies on January 22, 2008. After the ban, some companies continue to offer interest-free deposit accounts to residents, such as XStreet's e-commerce site, which has adopted a no-interest policy 3 months before the ban the interest of Lab Linden.

Technical issues

Second Life suffers from difficulties related to system instability. This includes increased system latency, and intermittent client crashes. However, some errors are caused by the use of an "asset server" cluster system, where the actual data that the object manages is stored separately from the world area and the avatar that uses the object. Communication between the main server and the asset cluster appears to be a bottleneck that often causes problems. Typically, when asset server downtime is announced, users are advised not to build, manipulate objects, or engage in business, leaving them with little to do but chatting and generally reducing trust in all businesses on the grid.

Another problem is the loss of inventory, where items in user inventory, including those already paid, may disappear without warning or permanently enter a state where they will fail to appear in the world when prompted (giving "missing objects from the database" error). Linden Lab does not offer compensation for lost items in this way, although policy changes established in 2008 allow accounts to file support tickets in the event of a loss of inventory. Many businesses in the world will try to compensate for this or return the goods, even though they are not obliged to do so and not all can do it. The recent change in how companies deal with items that "lose their parent directory" means that inventory loss is much less of a problem and resolved faster than in recent years. "Loss for recovery time" has changed from month (or never) to hour or one or two days for most users, but lost inventory still exists.

Second Life works by streaming all data to users directly over the Internet with minimal local caching of frequently used data. Users are expected to have at least 300kbit/s of Internet bandwidth for basic functionality. Due to the exclusive communication protocol, it is impossible to use network proxy services to reduce network load when many people all use the same location, such as when used for group activities at school or business.

Property protection and intellectual property

Although both client and server combine digital and rights management technologies, the visual data of an object must ultimately be sent to the client in order to be retrieved; so unauthorized third-party clients can ignore it. One such program, CopyBot, was developed in 2006 as a debugging tool to allow objects to be backed up, but soon hijacked for use in copying objects; In addition, programs that commonly attack client-side data processing, such as GLIntercept, can copy certain pieces of data. Such use is prohibited under Second Life TOS and may be prosecuted under the DMCA.

Linden Lab may prohibit users who are observed using CopyBot or similar clients, but will not prohibit users only to upload or even sell copied content; in this case, Linden's intellectual property law enforcement is limited to those required by the "Safe Protection" provision of the Digital Millennium Copyright Act, which requires the submission of a real-life lawsuit. Although some well-known businesses in Second Life have filed such lawsuits, none of the cases filed so far have been tried, and most have been dismissed under the terms of the settlement agreement reached between the two parties. Overall, most businesses in Second Life did not make enough money for the lawsuit to be valuable, or because of a real job commitment, they could not devote enough time to completing it. As a result, many Second Life businesses and their intellectual property remain ineffective. Other cases where settlement and dismissal obtained can be found in the issue of Eros, LLC v. Linden Research, Inc. On October 7, 2010, the case was transferred to a private mediation and the plaintiff filed for a dismissal on March 15. , 2011.

There are also issues with using counterfeit DMCA takedown notices. Once a DMCA takedown notice is presented, the reversal requires someone to expose his personal information to the filer (filling in notices does not require this); for fake penalties to be enacted, a lawsuit is required (less than that, a fraudulent DMCA complainant may claim from a different account each week causing unlimited legal loss). Additionally, the technical process of deleting and re-instatting content on Second Life may result in a failure that may cause the content to be unusable by the owner. This does not effectively prevent content theft; thieves subject to DMCA takedown notifications will not oppose it, but will only create new accounts and re-upload content, often releasing them with all available permissions to maximize propagation for spite.

Most users in the world as paying, private individuals, too, are effective without protection. The common forms of fraud that occur in the world include false investments and pyramid schemes, fake or hacked vendors, and failure to honor land lease agreements. A group of virtual online landowners have filed a class action lawsuit against the company, claiming that the company violated the law when it voided their ownership. The plaintiffs say changes in terms of service force them to accept new terms that void the ownership of their virtual property, or are locked away from the site.

Emerald Client and logging script in the world

Emerald clients are developed by a group of users based on the open-source branch of the Snowglobe viewer. Some groups suspect that Emerald viewers contain Trojan codes that track user details and demographics in ways that developers can later recover (via logging scripts in the world), one of these groups is banned from Second Life by Linden Lab after publishing their findings. Shortly after, it was discovered that one of the Emerald team members had tried using the viewer for (allegedly) another DDOS website. In response, Linden Lab revoked the approval of third-party Emerald viewers and permanently banned some Emerald developers. Because of what happened to Emerald, Linden Lab instituted a new third-party viewer policy Support staff and developers (main developers left Second Life under development/prohibited from further development) of the remaining Emerald project to work on the viewer project new, Phoenix (only Emerald renamed), which does not contain any malicious code. The Phoenix team is now the developer behind Firestorm Viewer and collaborates with Linden Lab, holding a weekly shared meeting with all third-party viewers.

Ban Woodbury University

Linden Lab has twice, in 2007 and 2010, banned the California education institute, Woodbury University, from having representation in Second Life . On April 20, 2010, four university simulators were removed and the accounts of several students and professors were discontinued, according to The Chronicle of Higher Education. Professor Edward Clift, Dean of the School of Media, Culture and Design at Woodbury University, told The Chronicle of Higher Education that their campus "is a living and breathing college in Second Life " , including educational spaces designed mostly by students, such as artificial representations of the former Soviet Union and the replica of the Berlin Wall. According to Professor Clift, the virtual campus is not "what Lab Linden wants as a college campus."

The article in The Chronicle of Higher Education concludes with: "Meanwhile, many people in Second Life are stating on the blog that they are happy to see the virtual campus leave, arguing that it has become heaven for troublemakers in cyberspace. "

The Alphaville Herald

In 2004, The Alphaville Herald newspaper, founded and edited by philosopher Peter Ludlow, migrated to Second Life, and in subsequent years the newspaper played an important role in reporting Second Life and publicly. discussion of the game. The newspaper, known as The Second Life Herald 2004-2009, was later edited by Internet pioneer Mark P. McCahill. According to Constantinescu and Decu scholars, The Alphaville Herald is the first "virtual free press", pioneering mass communication in cyberspace.

Pop Bots of Second Life | The Alphaville Herald
src: alphavilleherald.com


In popular culture

Since its debut in 2003, Second Life has been referred by popular culture media, including literature, television, film and music. In addition, various personalities in such media have used or used the Second Life for both of their own work and for personal purposes.

In September 2006, former Virginia Governor Mark Warner became the first politician to appear in the MMO when he gave a speech on Second Life . Musicians followed, with Redzone credited by Wired and Reuters as the first band touring in Second Life in February 2007. Then, in June 2008, author Charles Stross held a conference at < i> Second Life to promote the upcoming novel. Second Life was also prominent, and was used as a tool to find suspects, on the CSI: NY show in 2007. In the American sitcom The Office, Dwight Schrute (Rainn Wilson) known for playing the game, especially in the Local Ad episode.

Research

Much of the published research conducted in Second Life is associated with education and learning. Unlike computer games, Second Life has no predetermined goals and allows for the realistic real-life activity enacted online. One such study tested the usefulness of SL as an action learning environment in a senior course for students management information systems. Other presented case studies where students are assigned to build interactive learning experiences using SL as platforms. Problem-based learning and constructivism serve as pedagogical mapping for tasks, with students working in teams to design and build learning experiences that can be made possible in real life.

The lessons that are located have also been examined at SL , to determine how the design and social dynamics of cyberspace support and to limit the different types of learning. This paper, "The future for life and learning", published in the British Journal of Educational Technology, examines the potential of Second Life for more innovative learning techniques. It tracks trends in today's SL innovations to date, including the provision of realistic arrangements, fun simulation environment exploits for groups, and links with other learning technologies. It also considers the creativity sparked by SL ' s potential to offer 3-D' space 'and building illusions, and demonstrate the possibilities of unlimited imaginative education.

Healthinfo Island offers Second Life residents tips on how to stay healthy.

Second Life also offers potential educational research in medical and healthcare fields. Examples include research facilities in the world such as Second Life Health and the Consumer Health Library (Island Healthinfo - funded by funds from the US National Medical Library), and VNEC (Virtual Neurology Education Center - developed at the University of Plymouth, UK).

There are also health care-related studies conducted on the population of SL . Studies show that the behavior of the virtual world can be translated into the real world. One survey showed that users were involved in various health-related activities in SL that could potentially affect real-life behavior.

Another focus of the SL research has included the relationship of the avatar or virtual personas to the 'real' or the real person. These studies have incorporated research into social behavior and reported two major implications. The first is that the virtual SL is self-shaping the user's offline behavior and behavior. Research shows that virtual life and physical life are not independent, and our looks and actions have both online and offline consequences. The second offering is with experimental research and supports the idea that virtual environments, such as SL , can enable research programs in people's behavior in the deployment of relatively natural behavior patterns.

The SL avatar-self relationship is also studied through resident interviews, and various promulgations of self-avatar relationships are identified. This study concludes that the inhabitants of SL impose some self-caliber and cycling relationships through them in sequence, suggesting that this avatar-self relationship may be established and activated strategically to achieve the desired, commercial, or therapeutic outcome.

GAME ON: What is Second Life? Trolling & *NSFW* - YouTube
src: i.ytimg.com


See also

  • Active World
  • Anteworld
  • blaxxun
  • Cyber ​​Format
  • PlayStation Home
  • Reality simulation
  • Smeet
  • Social simulation
  • The Sims Online
  • Virtual reality
  • Worlds.com

Xconomy: Second Life Creator Linden Lab Prepares To Test Parallel ...
src: media.xconomy.com


References


Crazy girls fighting on the internet! Second Life Voice chat - YouTube
src: i.ytimg.com


Further reading

  • Hillis, Ken. (2009) Online Lots of Time . Durham: Duke University Press (see Chapter 4).0
  • Kaplan Andreas M., Haenlein M. (2009) Consumer use and business potential of cyberspace: Second Life Case, International Journal on Media Management, 11 (3).
  • Kaplan Andreas M., Haenlein M. (2009) Second Life Element: About the virtual social world and how to use it, Business Horizons, 52 (6).
  • Olsen, Per; Li Gang, Qin (2011). Second Life Love . Dialogue between two partners in Second Life. New York: Lulu Press.
  • Martin, Neo; Second Life Scams . Fraud and intellectual property protection in Second Life. New York: General Journal
  • Robbins, Sarah, and Mark R. Bell. Second Life for Dummies . Hoboken, NJ: Wiley Pub., 2008. Print.
  • Rymaszewski, Michael. Second Life, Official Guide . Sybex Inc., 2008. Print.
  • Zerzan, John. Telos 141, The Second Best Life: Real Virtuality . New York: Telos Press Ltd., Winter 2007.
  • SK Alamgir Hossain, Abu Saleh Md Mahfujur Rahman, and Abdulmotaleb El Saddik, "haptic interpersonal communication in second life", in the Haptic Audio-Visual Environment and Gaming (HAVE), IEEE International Symposium 2010, 16-17 October 2010 , Phoenix, Arizona, USA, pp.Ã, 1 -4.
  • Ta? ÃÆ'§?, D., DinÃÆ'§er, D. "Environmental Creation of Academic Consultants in the Virtual World and Assessment of Challenges Faced by Students in the Environment", "eLearning and Software for Education" Conference, 01, 2011, p.Ã , 290-296.

Second Life | Michael Ringseis
src: www.ringseis.com


External links

  • Official website

Source of the article : Wikipedia

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