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Qwaq. Kaneva. Why We Need an Open Source Second Life. Unless you have been living under a rock for the last six months, you will have noticed that the virtual world Second Life is much in the news.

Why We Need an Open Source Second Life

According to its home page, there are currently around 1,700,000 residents, who are spending $600,000 – that's real, not virtual, money – in the world each day. These figures are a little deceptive – there are typically only 10,000 to 15,000 residents online at any one time, and the money flow is not a rigorous measurement of economic activity – but there is no doubt that Second Life is growing very rapidly; moreover, we are beginning to see it enter the mainstream in a way that has close parallels with the arrival of the Web ten years ago. Companies are beginning to set up shop in Second Life, including big names like Adidas, American Apparel, Dell, Nissan, Penguin Books, Reebok, Sun Microsystems, Toyota, Reuters and Wired.

His boss, Sam Palmisano has backed up those words with actions. Char Davies. « Pong amb la ma | Main | MediaCommons » November 13, 2006 Char Davies Immersive Virtual Art and the Essence of Spatiality Char Davies' Immersive Virtual Art and the Essence of Spatiality by Laurie McRobert :: In this first book-length study of the internationally renowned Canadian artist Char Davies, Laurie McRobert examines the digital installations Osmose and Ephmre in the context of Davies artistic and conceptual inspirations.

Char Davies

Davies, originally a painter, turned to technology in an effort to create the effect of osmosis between self and world. Elumenati. Paris: Ville Invisible. Photosynth. - - m e t a v e r s e l a b - -