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Second Life Marketplace Gwyn’s Home » The Post-Human Perspective of `Self´ by Extropia DaSilva (part II) An essay by Extropia DaSilva and her Primary. Technology trends suggest our definitons of ‘self’ and ‘person’ will need to be re-examined in the future. Is this future best anticipated by thinking of our avatars in the first person perspective (‘I’ am in SL) or the third person (‘she’/'he’ is in SL)? To be fair, on one level you could say these predictions were accurate. If we could anticipate what the extra element might be, we might be able to ‘expect the unexpected’ as it were. I believe that our future online worlds will not be populated just by tourists from RL, but also by software lifeforms that are indigenous to the VR world. Karl Sims developed a software world in which creatures evolved to be as efficient at locomotion as possible. So far, none of these software experiments in evolution have come anywhere close to achieving intelligent virtual lifeforms but if that ever happened, who is to tell what bodies such minds would inhabit, or what they would build and invent?

Second Life: New World Notes SL Flickr of the Day: Moos Makes the Metaverse His Canvas "Lost" isn't some mid-century masterpiece you forgot you once saw, it's a screenshot Second Life (at least it started that way): Moos Hultcrantz is the man who made the metaverse his canvas in this way, and the rest of his many SL photos (some more post-processed than others) is a perfect stream of moody eye candy for the weekend. Here's a stream featuring the late-lamented Venexia in SL: Continue reading "SL Flickr of the Day: Moos Makes the Metaverse His Canvas" Posted at 01:55 PM | Permalink | Comments (1) Would You Love to Be Above the Virtual Sea in a Chair Held Aloft by Balloons? Of course you would, of course you would. Continue reading "Would You Love to Be Above the Virtual Sea in a Chair Held Aloft by Balloons?" Posted at 12:36 PM | Permalink | Comments (0) Virtual Reality Movies Are "Not Storytelling", Says Pixar Co-Founder; VR Pioneer Jacki Morie Agrees -- For Now His point: Here's the challenge, as she sees it: The Times, Mr.

ALSC Blog » Blog Archive » Second Life, Third Life, Fourth Life… For my daughter’s 9th birthday party, we decided to celebrate it at Sega GameWorks in Seattle. Everyone got unlimited access to the videogames for 2 hours so naturally, I plopped myself down on a game I haven’t played in over a decade. It was a game I used to cherish with my husband before we got married–Virtual Fighter. It really brought something to light. I discovered that having a Second Life isn’t all that different from real life. My point is, don’t buy into the backlash against 2nd Life. Many of us are in denial that we are in the age of digital natives.

Discussing How to save Second Life textures to your hard drive in Linden Village ▓▒░ TORLEY ░▒▓ says: ... so you can upload them to Flickr! The following info is also in the official Second Life Knowledge Base. You can export any fully-permissive texture from Second Life and save it to your hard drive (or other storage medium). By fully-permissive, this means you must have ALL "Modify", "Copy", and "Resell/Give away" (transfer) rights for the texture. Example of a fully-permissive texture: By default, textures you upload yourself, whether it's via File menu > Upload Image or the Snapshot button > "Upload a snapshot", will be fully-permissive for you. So here's how to do it: * Double-click the texture in inventory to view it. * Go to File menu > Save Texture As. * Give it a name (it doesn't auto-copy the name of the texture), and save it to a directory. If you go to that directory on your computer, you should see a "texture.tga" file. In any case, once the texture's on your local disk, you're free to edit it, and then re-upload it back into Second Life if you want.

Serious Games Source: 'Enjoying Your First Life? Why Not Add a Second? Developing Library Services in Second Life' Epic releases Unreal Engine 4.1, including PlayStation 4, Xbox One support by Christian Nutt [04.24.14] Subscribers can now download the new version from GitHub, including both the stable build and "bleeding edge," untested new code. Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet Blog: Crunch is good for you by Gamasutra Community [04.25.14] "'Crunch' has become a dirty word... I’m here to argue that crunch, in small doses, is actually good for your team, your process, and your game." Persuasive Games: Shell Games by Ian Bogost [03.03.10] Just what will the achievementization of the world mean? Country for Old Men (and Women) by Luis Matos [04.22.14] This week I was quite surprised at the latest news about Oculs Rift. A Game Concept by Matt Powers [04.21.14] Creating a game concept is one of the very first steps in video game production.

Take a Sneak Peek at the Pathfinding Experiments B An ethereal wisp glides through a fantasy forest and then vanishes, only to reappear at your side a few seconds later. Dozens of beetles and rats creep across the floor of a decaying,decrepit building, scurrying away whenever you get near. A hideous, scaly beast chases you up hills and across regions, dodging anything that gets between it and dinner. These experiences are possible because Linden Lab is about to unveil a new, robust pathfinding system that will allow objects to intelligently navigate around the world while avoiding obstacles. Pathfinding is a new set of LSL calls and Viewer tools that allow for smoother and smarter movement for non-player characters and objects in Second Life. Pathfinding is efficient because it allows creators to place a much larger number of moving objects in a particular area without affecting server performance. Additional pathfinding tools, and the ability to generate your own pathing data, will be put in Beta in the coming weeks.

Suffern Middle School in Second Life Pathfinding in Second Life From Second Life Wiki Overview At a high level, pathfinding provides tools and functions to enable smoother and smarter movement behavior for non-avatar entities in Second Life (for example, monsters in a game, rats in a haunted house, wisps in a fantasy forest). We refer to these entities as characters; in gaming terminology, they are sometimes called NPCs (non-player characters) or mobs (mobile objects). Up till now, content creators had to use resource-intensive scripting workarounds to emulate intelligent character movement. With the addition of pathfinding, content creators will have a much easier and better performing way of creating characters that can move around in the world. User group Please go to the simulator user group for questions related to pathfinding. Transcripts: LSL functions The pathfinding LSL functions enable you to create characters that dynamically avoid obstacles while performing typical behaviors you might want in a game or other virtual experience, including:

My Virtual Life As I step onto the polished wood floor of the peaceful Chinese country house, a fountain gurgles softly and a light breeze stirs the scarlet curtain in a doorway. Clad in a stylish blue-and-purple dress, Anshe Chung waves me to a low seat at a table set with bowls of white rice and cups of green tea. I'm here to ask her about her booming land development business, which she has built from nothing two years ago to an operation of 17 people around the world today. As we chat, her story sounds like a classic tale of entrepreneurship. Slide Show >> Except I've left out one small detail: Chung's land, her beautifully appointed home, the steam rising from the teacups -- they don't exist. The avatar named Anshe Chung may be a computerized chimera, but the company she represents is far from imaginary. Oh yes, this is seriously weird. As it turns out, Second Life is one of the many so-called massively multiplayer online games that are booming in popularity these days. My head hurts. Oh, really?

Sound Types FindSounds Search the Web for Sounds What types of sounds can be found on the Web using FindSounds? Below is a partial list. Click on any link below to perform a search, or enter one or more words in the search box above and then click on the Search button. Animal Sounds alligator, baboon, bat, bear, bobcat, buffalo, bullfrog, camel, cat, cheetah, chimpanzee, chinchilla, chipmunk, cougar, cow, coyote, crocodile, deer, dinosaur, dog, dolphin, donkey, elephant, elk, ferret, fox, frog, gibbon, goat, gorilla, grizzly bear, guinea pig, hippo, horse, hyena, jaguar, kitten, lamb, lemur, leopard, lion, llama, marmot, monkey, moose, mouse, orca, panda, panther, pig, polar bear, prairie dog, puppy, rabbit, raccoon, rat, rattlesnake, rhinoceros, rodent, sea lion, seal, sheep, snake, squirrel, sugar glider, tiger, toad, whale, wolf, zebra Insect Sounds bee, cicada, cricket, insects, katydid, mosquito, wasp

Whatever happened to Second Life? | Analysis | Features Posted on 4 Jan 2010 at 14:01 The other half-a-dozen or so friends I collected are never online during my return. The only sop to my past is the apartment I rented in Zuni Villas, which is available for let. I pass. It’s time to move on. Brighton and beyond Before taking my leave of Second Life for what will probably be my last time, I decide to drop by the Showcase section and check out some of the Second Life locations that Linden wants you to see, rather than the murky depths of Zindra that it doesn’t. Perhaps subconsciously wanting to cling to something familiar to me, I notice a listing for the New Brighton Pier – a virtual recreation of the Sussex city I live close to. In fact, Second Life seems so increasingly obsessed with aping the real world that it’s in danger of becoming an interactive version of those creepy model villages you only find in English holiday resorts. Academia has also invaded. Business, too, continues to pile into the picture. Author: Barry Collins

Jeff Barr’s Blog » Becoming an Effective Second Life Presenter

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