- Second Life is a 3D virtual world created by Linden Research and launched in 2003 where users create avatars to explore, socialize and participate in activities.
- Residents can explore the virtual world, communicate via text or voice chat, build objects, and participate in an internal economy using the Linden dollar currency.
- Many real-world organizations have established a presence in Second Life for purposes like education, religious meetings, and embassies.
2. Agenda Introduction Residents and Avatars The World & Transport Content within the world Communication Economy & Transactions Applications Second Life as a Popular Culture Advantages Conclusion
3. Second Life Second Life is a three-dimensional virtual community created entirely by its membership. Second Lifes virtual world also includes: Sound Wind Audible conversation Built-in chat and Instant messaging Residents buy property, start businesses, game, join clubs, attend classes, or just hang out.
5. History Second Life originated from Philip Rosedale's exposure to Neil Stephenson's novel Snow Crash. Second Life is an Internet-based virtual world launched on June 23, 2003, developed by Linden Research, Inc. Came to international attention via mainstream news media in late 2006 and early 2007. A free downloadable client program called the Second Life Viewer enables its users, called Residents. Residents can explore, meet other Residents, socialize, participate in individual and group activities.
7. Agenda Introduction Residents and Avatars The World & Transport Content within the world Communication Economy & Transactions Applications Second Life as a Popular Culture Advantages Conclusion
8. Residents and Avatars Residents are the users of Second Life , and their appearance is their avatar. Avatars may be creative or can be made to resemble the person whom they represent. The Linden servers register your avatar as the uploader or creator of the object.
10. The World The Second Life world runs on Linden Time, which is identical to the Pacific Time Zone. Localized versions of the Second Life viewer are available for several languages. The world is divided into 256x256油m areas of land, called Regions or Sims (short for "Simulators"). Each Region is simulated by a single named server instance. Each instance is given a dedicated CPU core.
11. Various ways of transportation The methods of moving around are: By foot (also running and jumping). Can also fly unaided. Can also ride vehicles like go-kart, helicopters submarines and hot-air balloons. Avatars can teleport (abbr. as TP) directly to a specific location. Theres also a map window that allows direct teleportation anywhere.
12. Content within the world Second Life may be considered part of the web 2.0 phenomenon. 3D modeling tool allows any Resident to build virtual objects. Residents can also create gestures and animations using software such as Poser.
13. Communication There are two main methods of text-based communication: Local chat Global "instant messaging" (IM) Avatars and objects can send and receive email as well. Instant Messages roll over to an avatar's "real life" email when he or she is logged off. Some external websites that allow Residents to locate each other from outside of the virtual world.
15. Economy & Transactions Second Life allows users to give, or sell, objects they have created to other residents. The basis of this economy is that residents (that is, users, as opposed to Linden Lab) can buy and sell services and virtual goods to one another in a free market. The currency of Second Life is a Linden Dollar. 1 American Dollar = approx. 266 Linden $
16. Applications of Second Life Education Second Life is used as a platform for education by many institutions, such as colleges, universities, libraries and government entities. Other institutions include the Info Islands , with library programming sponsored by the Illinois' Second Life has also been adopted for foreign language training. Religion Religious organizations have also begun to open virtual meeting places within Second Life .
18. Contd Embassies The Maldives was the first country to open an embassy in Second Life. In May 2007,Sweden became the second country to open an embassy in Second Life.
20. Second Life as a Popular Culture LITERATURE TELEVISION AND MOVIES MUSIC
21. Advantages The first thing that people do in Second Life is to play around with their self-image. Second Life is one of the very few places where you censoriously alter your appearance and be someone else for a while, which can be a HUGE learning experience. One safe thing you can do in SL that you can't do in RL is simple: build big things real cheap! Another big advantage for Second Life is collaboration. It's open 24/7 and available from the whole world. SL's biggest advantage is that you do projects in there easily and cheaply and you can get people together without driving.
24. Conclusion When it comes to Second Life, the sky is no longer the limit. People can fly and anything is possible. It will become a new game of who can intrigue the most. Who can make the most fun island, or design the coolest clothes. Many of the same consumer problems exist in second life: Trends Competitors Exposure Second life gives businesses a new artillery of means to win over the consumer, and help build their brand.
#12: The most basic method of moving around is by foot (also running and jumping). To travel more rapidly, avatars can also fly unaided. Avatars can also ride in vehicles; many vehicles are availablethere is a basic go-kart contained in the object library and there are many Resident-made vehicles available freely and for purchase including helicopters, submarines and hot-air balloons. avatars can teleport (commonly abbreviated to "TP") directly to a specific location An avatar can create a personal landmark (often called an LM) at their current location, and then teleport back to that location at any time, or give a copy of the landmark to another avatar. There's also a map window that allows direct teleportation anywhere