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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.
Virtual communities all encourage interaction, sometimes focusing around a particular interest or just to communicate. Some virtual communities do both. Community members are allowed to interact over a shared passion through various means: message boards, chat rooms, social networking World Wide Web sites, or virtual worlds. [2]
The Manor includes embedded Python for user and room scripting with an encrypted data stream. Supports importing Palace avatars. Both new incarnations of The Palace support larger room sizes and 32-bit color avatars. Worlize, an online virtual world utilizing user-generated content; OpenVerse, an open-source visual chat program written in Tcl/Tk.
Web conferences are comparatively more interactive and usually incorporate chat sessions as well. Virtual worlds: In this setup, students can meet in the virtual world and speak with each other through headsets and VoIP. This can make learning more productive and engaging when the students can navigate the worlds and operate in their avatar. [10]
Visual chat rooms add graphics to the chat experience, in either 2D or 3D (employing virtual reality technology). These are characterized by using a graphic representation of the user, an avatar virtual elements such as games (in particular massively multiplayer online games) and educational material most often developed by individual site owners, who in general are simply more advanced users ...
In general, virtual community participation is influenced by how participants view themselves in society as well as by norms, both of society and of the online community. [33] Participants also join online communities for friendship and support. In a sense, virtual communities may fill social voids in participants' offline lives. [34]