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Second Life also has its own virtual currency, the Linden Dollar (L$), which is exchangeable with real world currency. [14] [15] Second Life is intended for people ages 16 and over, with the exception of 13–15-year-old users, who are restricted to the Second Life region of a sponsoring institution (e.g., a school). [16] [17]
RMB City is a virtual city in the online world of Second Life, planned and developed by Beijing artist Cao Fei (SL: China Tracy). Launched in 2008 and open to the public since January 2009, RMB City is a platform for experimental creative activities, one in which Cao Fei and her collaborators use different mediums to test the boundaries between virtual and physical existence.
Users exploring the world with their avatars in Second Life. A virtual world (also called a virtual space or spaces) is a computer-simulated environment [1] which may be populated by many simultaneous users who can create a personal avatar [2] and independently explore the virtual world, participate in its activities, and communicate with others.
[2] [3] A year later Rosedale left RealNetworks and founded Linden Lab, named after a street in Hayes Valley (a neighborhood in San Francisco). With the creation of Second Life, he fulfilled his lifelong dream of creating an Internet-scale virtual world. [2] In 2006, he and Linden Lab received WIRED's Rave Award for Innovation in Business.
This category is for virtual communities in social virtual worlds where users can walk around in 2D or 3D. Subcategories This category has the following 5 subcategories, out of 5 total.
Anshe Chung is the main avatar (online personality) of Ailin Graef in the online world Second Life.Referred to as the "Rockefeller of Second Life" [8] by a CNN journalist, she has built an online business that engages in development, brokerage, and arbitrage of virtual land, items, and currencies, and has been featured in a number of prominent magazines such as Business Week, [9] Fortune [10 ...
Training and Collaboration with Virtual Worlds [1] lists multiple examples of enterprise collaboration projects in Second Life by Cisco, Intel and Microsoft. First meetings and conferences in Second Life closely resembled similar events in real life. Organizers put a lot of effort into creation of exact replicas of their university or corporate ...
SciLands is an area within the virtual world Second Life dedicated to science and technology. [2] [3] The member organizations share the borders of their regions to create a larger virtual continent. Their goal is to foster conversations and ideas that might not have occurred if each region were separate.