November 10, 2008 | Svetlana Gladkova There’s an interesting announcement on the blog of Second Life, probably still the best-known and the most popular virtual reality project. Today the team is announcing Linden Prize, a contest with the $10,000 in prize money to be paid to a member or a team of Second Life residents for the most innovative inworld project that will improve real lives outside of the virtual world.
Forrester has released a new report into the use of virtual worlds in the workplace. The report makes the big claim that "within five years, the 3-D Internet will be as important for work as the Web is today". But before we get too carried away, the report also notes that right now virtual worlds are not user friendly to the enterprise crowd - "youve practically got to be a gamer to use most of these tools", Forrester notes. The report, entitled 'Getting Real Work Done In Virtual Worlds', states that Virtual worlds like Second Life, There.com, and "more business-focused offerings" are on the verge of becoming valuable work tools. Forrester cites investments in this area by big organizations like BP, IBM, Intel, and the US Army. The use cases include:
Second Life is so last year. Intel CEO Paul Otellini's keynote address Monday at the International CES conference in Las Vegas will focus on the theme of "Third Life." Otellini's presentation, in which photorealistic 3-D avatars of Smash Mouth band members will jam in a virtual garage, is designed to show how the convergence of multicore processing power, streaming media, virtual worlds and social networking could change the way we will all work and play. "Having your 2-D picture on Facebook.com just scratches the surface of what's possible now with online socialization," said Jerry Heneghan, CEO of " serious game " developer Virtual Heroes, which partnered with several other companies to put together the virtual jam session for Otellini's keynote.
Just Leap In pushed its browser-based, 3D virtual world to public beta today. The world, which we first noted in its private beta this summer , runs on a proprietary plug-in compatible with both Macs and PCs across most major browsers. Targeted at social media users, Creative Director Michael Griffin compares Just Leap In to products like Cooliris that adds a 3D interaction to sharing pictures and other media. “The core social media generation, 18-34, grew up with next-gen video games. We think there’s an unmet need there to show that that kind of technology is a way of expressing ourselves on the Web,” said Griffin.
… and these be tha adventures of a time-traveling, universe-crossing, autistic, cyberpunk monk and his/her/xor various incarnations. Y̶̛͙̦͎̳͓̞̱̓ͫ̃ͧ͘A̶̧͍͈͔ͮͣY͔̗ͬẐ̧̳̥̤̳̹̪͚ͤ̏͋̾̾̐ͅĔ̵̷̻̰̼̝͇̖̠͎̌̀R̵͈̰̟̘̯ͨÃ̩͎͓̫̹͔̝̍ͩͩ̇̽̍̆͢͡M̶̠͂͟A̵̳̩̼̥̥͕̱͎͌ͤ̇̋̾́.̜̰̼͍̝̽͋ͯ́̎͂ͦ̚͝ ▓▒░ email@example.com ░▒▓ 2013 harkens; still obsessed with watermelons.
Lange ist es her, als mein Avatar erstmals die Welt von Second Life betrat ... Auch ich bin mit einer Kiste auf dem Kopf umher gelaufen, hatte Mühe interessante Orte und gleichgesinnte Leute zu finden. Vieles hat sich seither verändert. Die ToolBar für SL - anfangs nur für mich persönlich entwickelt - hat über 13.000 Installationen zu verzeichnen, der SL-Viewer hat sich drastisch verbessert und viele Menschen sind gekommen und gegangen; auch im Management von Linden Lab. Leider hat sich Second Life nicht so weiter entwickelt, wie ich und viele andere es sich erhofft hatten. Die Gründe dafür sind vielfältig.
When you visit Second Life these days, you will meet a lot of grumpy long time users. The huge success, which SL enjoys lately, is a reason to celebrate of course (for early adopters, who "knew it all along"). It has some disadvantages, though. With more than 12,000 new accounts every day and the number of concurrent users doubling in a very short time, Second Life's infrastructure is under a terrible stress; not only the technical infrastructure.
The Clip Report: An eBook on the Future of Media In the early 1990s when I began my career in PR there were clip reports. These were physical books that contained press clips. It seems downright archaic now but that’s how I learned about the press - by cutting, pasting up and photocopying clippings. My fascination with the media never abated. Today my role is to form insights into how the entire overlapped media landscape - the pros, social channels, and corporate content - is rapidly evolving and to help Edelman clients turn these learnings into actionable strategies.
Virtual reality service SecondLife must be loving all of the positive press it’s receiving lately. After raising another $11 million in funding earlier this year (bringing their total to $19 million), they celebrated their third birthday and recently announced their 1,000,000th user registration. Putting the recent database hack aside, SecondLife is clearly hitting its stride.
The Second Life News Network, currently under construction, is aiming to become a major player in the Second Life media industry, by providing fans of the massive real-life simulation game with “breaking news reports and timely, unbiased information related to events in Second Life”. As the Second Life population grows, the one source for Second Life general news reporting, Metaverse Messenger is finding that competition is beginning to make their once comfortable monopoly disappear. How popular SLNN will be among the residents of Second Life remains to be seen, but, we’re always up for someone bucking the system and breaking down monopolistic barriers, wherever they may be. <p style="text-align:right;color:#A8A8A8"></p>
Larry Pixel (aka Larry Johnson) : Aug 22, 2006 11:47pm I was honored to have been invited to provide a keynote presentation for the Education in SL track at the 2006 Second Life Community Convention , held last weekend in San Francisco. This session was sponsored and arranged by the folks on the Second Life in Education Mailing List (great job, guys!). We had a very crowded room for the session, and we apologize for our virtual participants as we struggled with some internet connectivity issues.
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A version of this article appears in New Scientist, October 14, 1995 International Copyright 1995 New Scientist Please see our free downloading policy. . . . Hiro's not actually here at all. He's in a computer-generated universe that his computer is drawing onto his goggles and pumping into his earphones. . . . Hiro is approaching the Street. . . .