The Second Life Grid

Corporations, non-profits, and educational institutions will welcome this official guide that shows how to establish and maintain a successful virtual presence in Second Life.

The Second Life Grid

Author: Kimberly Rufer-Bach

Publisher: John Wiley & Sons

ISBN: 0470524766

Page: 352

View: 998

Corporations, non-profits, and educational institutions will welcome this official guide that shows how to establish and maintain a successful virtual presence in Second Life. Written with the full support of Linden Lab, this is the perfect resource for organizations entering Second Life. Topics discussed include the technical and social issues of participating in Second Life, including integrating corporate culture into Second Life, in-world marketing techniques, selecting a solution provider, and how to conduct real-world business in Second Life. Plus, you’ll get hands-on solutions, smart tactics, and practical techniques, such as setting up useful meeting spaces and planning and moderating events. The book is filled with actual case studies of how top organizations have leveraged Second Life and offers analysis of their SL presence.

GameAxis Unwired

The Second Life (or SL to veterans of the "game") news just keeps on coming,
except that this time, the news bureau is ... news broadcasters around the world,
has announced it will open an official Reuters bureau within the Second Life grid.

GameAxis Unwired

Author:

Publisher:

ISBN:

Page: 96

View: 595

GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.

Second Life In World Travel Guide

Grid Maps Boot Camp with the Militant Collective on the Sullen Plummet. Corsica
Nautilus Heterocera Atoll Mãebaleia Sansara Private Island Islandia Jeogeot The
continents , or grid , of Second Life encompass a huge amount of virtual space ...

Second Life In World Travel Guide

Author: Sean Percival

Publisher: Que Pub

ISBN:

Page: 191

View: 810

A guide to the virtual environment discusses how Second Life works and describes over one hundred of the best destinations, organized into such categories as shopping, entertainment, and education.

Second Life

There was a time, Philip wistfully recalls, when a body could take in all the new
content that was added to the Second Life grid every day—every house, every
car, every new dress or hairdo that the residents had created. But that point was ...

Second Life

Author: Michael Rymaszewski

Publisher: John Wiley & Sons

ISBN: 047009608X

Page: 342

View: 624

Second Life: The Official Guide is the perfect book for anyone interested in Linden Lab?s fascinating Second Life metaverse. This book explores in detail every aspect of Second Life?s rich and multilayered virtual world, explains how it works, and offers a wealth of information and practical advice for all Second Life residents. The first part of the book, ?Getting a Second Life,? acquaints potential and new players with the Second Life world. It describes the metaverse?s geography as well as its society, explaining the written and unwritten rules. The second part, ?Living a Second Life,? deals with the practical and economic aspects of Second Life: creating and customizing an avatar, building objects, scripting, and making money. The third part of the book, ?Success in Second Life,? discusses ways to enjoy Second Life more. This section includes profiles of successful Second Life residents, discusses fascinating in–world events, and examines how some are using Second Life for business, training, and other purposes. The book closes with a glossary as well as quick–reference and additional–resources appendices. The accompanying CD–ROM features special animations, character templates, and textures created by Linden Lab exclusively for this book. The disc also guides new users through installation and includes a code that grants a special object their first time entering the metaverse.

Designing Your Second Life

Essentially, by fooling the Second Life grid. If you open your Inventory, you will
see that your avatar is still wearing a humanlike base shape. But part or all of this
shape has been concealed with textures or prims scripted to be invisible.

Designing Your Second Life

Author: Rebecca Tapley

Publisher: New Riders

ISBN: 9780132704809

Page: 216

View: 197

Whether your second, virtual life has just begun, or you’ve been “in-world" for a long time, a successful and rewarding experience depends on your mastery of design. Everything from your avatar to your home, your clothes to your behavior says something about who you are and the way others see you. In this book Rebecca Tapley—“Mera Luan” in SL—shows you how to design everything from bodies to earrings, cars to castles, for improved appearance, function, and usability. Real-world topics such as urban planning, color theory, user experience, interior design, and landscaping are mapped to SL conditions. Learn how to spot the best skin and hair, clothing, architecture and construction, property for sale, and more. In addition, Rebecca’s insights and observations on Second Life etiquette, manners, customs, and other subtle socio-cultural realities will help you make your way through this new and sometimes baffling world. Have a more rewarding second life by learning how to: Create a realistic or fantastical avatar Make gorgeous clothes and other luxury goods Build impressive homes and planned communities Develop whole islands Establish a social community and career Life.

Second Life

Alignment with the Grid The “gridin SL is like grids in other applications and
effectively allows you to “snap” objects to specific points in the grid. This
capability really helps in alignment and can be used quickly to Shiftdrag out a
series of ...

Second Life

Author: Brian A. White

Publisher: Que Publishing

ISBN: 0132714493

Page: 416

View: 985

Live your Second Life to the fullest! Create Your Virtual Life in an Incredible Online World...Right Now! Imagine a virtual landscape where everything is created and owned entirely by residents like you. Imagine a place where you can enjoy sunsets, ride a jet ski, buy land, plant a garden, get a tattoo, go sky diving, spend an evening dancing the night away, or relax at home by the fire. Picture a world vividly developed, socially dynamic, and strikingly real where you can bring previously unimaginable things to life with friends from around the globe. This is Second Life®, the hottest Internet phenomenon in years…maybe ever! Now, there’s a totally real, totally independent guide to Second Life. This full-color book is as rich as Second Life itself! It’s packed with insider tips, easy step-by-step techniques, and interviews with dozens of SL residents telling you what they wished they knew when they started! Brian White pulls no punches: You’ll learn exactly what’s great and not so great about SL...how to thrive in its unique culture, and how to create your dreams! The more time you spend in Second Life, the more useful this book will become...teaching you more advanced skills; everything from vehicle construction, Linden Scripting Language, particle systems, to creating custom animations and the new sculpted prims! Visit the companion site in Second Life to find all the textures and objects from this book as well as the contributor’s gallery and other goodies: http://slurl.com/secondlife/humuli/222/123/29

Making Virtual Worlds

For how could Linden Lab achieve a similar situation in its own “urban planning”
for Second Life, when there was no long history of local ... of squares, or sims,
each housed on a server (some dual core servers housed two sims). To move ...

Making Virtual Worlds

Author: Thomas Malaby

Publisher: Cornell University Press

ISBN: 0801458994

Page: 176

View: 876

The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.

Coming of Age in Second Life

The decision was controversial because, as one resident noted: “the forums are a
thriving part of the SL culture. ... Indeed, when the Second Life grid was down for
an update or due to a crash, many residents would go to the forums or other ...

Coming of Age in Second Life

Author: Tom Boellstorff

Publisher: Princeton University Press

ISBN: 1400874106

Page: 344

View: 414

Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.

The Entrepreneur s Guide to Second Life

In August 2005, Second Life publisher Linden Lab opened Teen Second Life, an
entirely separate grid of the virtual world just for those aged 13 to 17. The move
was based on the idea that teens enjoyed using Second Life but weren't ...

The Entrepreneur s Guide to Second Life

Author: Daniel Terdiman

Publisher: John Wiley & Sons

ISBN: 0470179147

Page: 309

View: 119

Business is booming in Second Life, and many residents are earning big bucks in-world—and so can you. This unique guide walks you through what it takes to launch and run a successful Second Life business. Packed with insider tips from some of the metaverse’s best-known entrepreneurs, it delivers the lowdown on SL business basics and shows you step by step how to succeed in popular business niches, from real estate and construction to fashion, gadgets, toys, entertainment, music, blogging and more.

Learning and Teaching in the Virtual World of Second Life

Virtual land is a visual representation , something that looks like land in Second
Life . A parcel can be one part of ... is equal to one island , and appears as one
square on the map that is called the Second Life grid . A parcel can be a smaller
 ...

Learning and Teaching in the Virtual World of Second Life

Author: Judith Molka-Danielsen

Publisher: Tapir Academic Press

ISBN: 9788251923538

Page: 194

View: 315

Virtual worlds are increasingly incorporated into modern universities and teaching pedagogy. Over 190 higher education institutions worldwide have done teaching in the virtual world of Second Life (SL). This book is based on the first Scandinavian project to experiment with the design and testing of teaching platforms for life long learning in SL. In 2007, it created a virtual island or "sim" in SL called "Kamimo Education Island." The project generated a number of courses taught in SL, and instructed educators in the use of SL. This book disseminates the experiences and lessons learned from that project and from other educational projects in SL. The book identifies the gaps in traditional forms of education. It provides a roadmap on issues of instructional design, learner modeling, building simulations, exploring alternatives to design, and integrating tools in education with other learning systems.

Second Language Teaching and Learning in the Net Generation

In Second Life , avatars explore the environment and become extensions of their
owners . Note that Second Life has separate versions available for teens under
18 and for adults , referred to as the teen grid and the adult grid . Second Life is a
 ...

Second Language Teaching and Learning in the Net Generation

Author: Raquel Oxford

Publisher: National Foreign Language Resource Ctr

ISBN:

Page: 220

View: 977

Today's young people-the Net Generation-have grown up with technology all around them. However, teachers cannot assume that students' familiarity with technology in general transfers successfully to pedagogical settings. This volume examines various technologies and offers concrete advice on how each can be successfully implemented in the second language curriculum.

How to Do Everything with Second Life

I've only run into a few true griefers during the hundreds of hours I've so far spent
in SL. Once I was at a beach ... Sometimes, hardcore griefers attempt a large-
scale denial-of-service attack on the entire Second Life grid. This book's technical
 ...

How to Do Everything with Second Life

Author: Richard Mansfield

Publisher: McGraw Hill Professional

ISBN: 0071595945

Page: 268

View: 928

Filled with hundreds of hands-on tutorials, tips, and techniques, this is the thorough, in-depth reference that every Second Life resident needs. Learn how to create a unique avatar and then explore, build, socialize--and even earn real money. Inside, you'll find exclusive coverage of all the menus, features, and utilities. Whether you're a newbie or an old hand, this book will help you get the most out of Second Life. Understand all the user interface features Build hidden rooms, custom teleporters, secret sliding panels, and more Shop for cool stuff and find the best values Master the Maps, Inventory, Appearance, and Search dialogs Start scripting with help from step-by-step tutorials Control lag and find lost items using Preferences and the hidden Client menu Visit exotic lands, travel in time, and enjoy roleplay Create beautiful objects using expert texturing techniques Earn money in ways that best suit your talents Find land bargains, a bit of privacy, a great house, and lasting friendships

Second Chance

CRITICAL LIFE EVENTS GRID One purpose of this exercise is to help you
identify past critical events which will have an impact on your evolving career
development . The " Critical Life Events Grid " makes a capsule display of your
life to date ...

Second Chance

Author: John William Loughary

Publisher:

ISBN:

Page: 163

View: 601

Virtually Sacred

The entire Second Life grid consists of more than two thousand sims, some of
which allow forty and some of which allow one hundred avatars to be
simultaneously present. Despite these limitations, many residents eagerly attend
discussions ...

Virtually Sacred

Author: Robert M. Geraci

Publisher: Oxford University Press

ISBN: 0199379971

Page: 352

View: 301

Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.

Literature and the Web

A basic Second Life account is free , and there is even a Teen Second Life grid
for players between the ages of thirteen and seventeen . What makes Second
Life unique is that unlike other online games that immerse players in already ...

Literature and the Web

Author: Robert Rozema

Publisher: Heinemann Educational Books

ISBN:

Page: 146

View: 714

Read the technology book that's about the content, not the computer. Literature and the Web is a thoughtful, nuts-and-bolts guide for any English teacher looking for effective tools to boost readers' engagement and improve their responses to literature.

The Host in the Machine

So Second Life draws together fragments of a user's everyday reality in a
multilayered environment . ... The game's website encourages this use with '
Second Life Grid stating : Second Life is the world's leading 3D virtual world
environment ...

The Host in the Machine

Author: Angela Thomas-Jones

Publisher: Chandos Publishing

ISBN:

Page: 142

View: 759

This text tackles online social networks, by navigating these systems from the birth to the death of the digital self. The author begins by examining the creation of a virtual identity in online networks popularized by websites such as Facebook and Myspace. The book subsequently explores how the social self is intrinsic to how social, cultural and professional relationships are discovered, forged and maintained. The text journeys through the popular criticisms of social networking such as employee time-wasting, bullying, stalking, the alleged links between social networks and suicide and the decline of a user¿s public image. The dissonance between the performance of the virtual and non-virtual selves, and the 'offline¿ issues that can ensue, are contextualized by the 'social¿ nature of these online networks. The discussion of this digital life ends by addressing the intricacies of becoming 'web dead¿, which explores how a user removes their identity, with finality, from social networks and the entire web.

The Undersea Journal

Consider the Second Life grid as you would the web . Just like the web , you'll
find whatever it is you're looking for . You can filter searches to avoid mature
content . 6. There is a vast amount of information about Second Life on the web ,
just ...

The Undersea Journal

Author:

Publisher:

ISBN:

Page:

View: 662

Computerworld

... STANDARD IBM , Linden Plan Corporate Version of Second Life OPEN XML
REQUIRED ASSEMBLY BENCHMARKS ... that a portion of ing , according to
Jackson . the Second Life Grid will - Heather Havenstein operate behind a
corporate ...

Computerworld

Author:

Publisher:

ISBN:

Page:

View: 512

Living Virtually

An avatar named Jew Stein used the LSL scripting language to create self -
replicating red helixes known as object spam that disrupted the operations of the
Second Life Grid ( Anonymous , 2006a ) . Commentators noted that Second Life
is ...

Living Virtually

Author: Don Heider

Publisher: Peter Lang Pub Incorporated

ISBN:

Page: 296

View: 899

Virtual worlds are most often three dimensional locales, where people create virtual personae (called avatars) who come to play, socialize, and work. This edited collection of groundbreaking research on virtual worlds offers a wide-ranging look at the sociology, politics, and communication practices in virtual worlds from a group of scholars in the United States and abroad.

Handbook of Research on E Learning Methodologies for Language Acquisition

Retrieved December 13, 2006, from http://secondlife. com/whatis/ Island (Second
Life Context): Virtual space where ... 2006, from http://www.cnn. com/2006/TECH/
11/13/second.life.university/in- dex/html?section=cnn_latest Second Life Grid: ...

Handbook of Research on E Learning Methodologies for Language Acquisition

Author: de C ssia Veiga Marriott, Rita

Publisher: IGI Global

ISBN: 1599049953

Page: 646

View: 512

"This book discusses the complete range of contemporary research topics such as computer modeling, geometry, geoprocessing, and geographic information systems"--Provided by publisher.