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Libraries in Second Life often put on digital exhibitions as part of their services, for example an exhibit displaying virtual representations of Van Gogh paintings, including Starry Night. [4] The aim of virtual library services is to attract new users to traditional libraries as well as establishing links with librarians from all over the ...
In December 2008, the United States Air Force launched MyBase, a Second Life island overseen by the Air Education and Training Command. [9] Second Life's usefulness as a platform for pre-K–12 education is limited due to the age restrictions on the main grid and the difficulties of collaborating among various educational projects on the teen grid.
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]
Science is a systematic discipline that builds and organises knowledge in the form of testable hypotheses and predictions about the universe. [1] [2] Modern science is typically divided into two or three major branches: [3] the natural sciences (e.g., physics, chemistry, and biology), which study the physical world; and the social sciences (e.g., economics, psychology, and sociology), which ...
Biology is the overall natural science that studies life, with the other life sciences as its sub-disciplines. Some life sciences focus on a specific type of organism. For example, zoology is the study of animals, while botany is the study of plants. Other life sciences focus on aspects common to all or many life forms, such as anatomy and ...
Try these five simple habits in 2025 that can help increase your life span by years and improve the overall quality of your health as you age. 5 Science-Backed Ways to Live a Longer Life Skip to ...
Life simulation games are about "maintaining and growing a virtual life", [2] where players are given the power to control the lives of autonomous people or creatures. [1] Artificial life games are related to computer science research in artificial life. But "because they're intended for entertainment rather than research, commercial A-life ...
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 ...