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Download
 
the
 A 
 
Brief 
 
Overview
 
   m  p   a   n  y
Virtual
 
 worlds:
 
Multiuser
 
“worlds”
 
that
 
exist
 
in
 
computer
simulated
 
“virtual
 
reality”
Often
 
contains
 
analogues
 
of 
 
the
 
real
 
 world,
 
such
 
as
 
currency 
 
and
 
similar
 
spatial
 
relations
 
  k  e   s  p  e   a  r  e   C
 
Different
 
 virtual
 
 worlds
 
have
 
different
 
features,
 
but
 
communication
 
medium
 
present
 
in
 
all.
Popular
 
 v.w.’s:
 
 ActiveWorlds,
 
 World
 
of 
 
Kaneva,
 
 World
 
of 
 
 Warcraft,
 
The
 
Sims
 
Online,
 
Second
 
Life
 
   S   L   S  h
rtua
 
eatre:
 
t eatr ca
 
per ormances
 
n
 
 v rtua
 
 wor s
Manifestation:
 
 Actors
 
control
 
avatars
 
to
 
tell
 
a
 
story,
 
as
 
 witnessed
 
by 
 
an
 
audience
 
of 
 
avatars
No
 
longer
 
location
 
dependent,
 
globally 
 
accessible
 
anywhere
 
 with
 
an
 
Internet
 
connection
More
 
easily 
 
create
 
immersive
 
settings
 
for
 
theatrical
 
presentations,
 
can
 
customize
 
rules
 
of 
 
reality.
 
Puppetry 
 
 Analogy 
Actor
 
as
 
represented
 
by 
 
an
 
avatar
 
puppet
Ke strokes
 
in
 
lieu
 
of 
 
strin s
 
to
 
control
 
the
 
avatar
(Tangled
 
strings
 
manifest
 
as
 
 virtual
 
 world
 
server/software
 
congestion!)
 
   m  p   a   n  y
Second
 
Life
 
(SL)
 
is
 
an
 
immersive
 
  k  e   s  p  e   a  r  e   C
Stats
 
(as
 
of 
 
late
 
2008)
Over
 
15
 
million
 
registered
 
users
 
 
by 
 
and
 
created
 
by 
 
its
 
users.
Extensive
 
inworld
 
commerce
 
system
   S   L   S  h
~50,000
 
on ne
 
s mu aneous
US$10
 
million
 
exchanged
 
monthly 
 
on
 
LindeX 
Global,
 
communal,
 
effective
 
social
 
networking
 
platform.
Users
 
register
 
for
 
a
 
unique
 
avatar
 
name,
 
purchase
 
land
 
or
 
is an s
 
to
 
esta is
 
 venues
 
 wit
 
a
 
unique
 
a ress
 
SLur
Second
 
Life
 
as
 
the
 
“metaverse”
 
of 00

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