Posts Relating To: virtual worlds

Initial Impressions of SL Viewer 2.0

So the next iter­a­tion of Second Life viewer has come along, and it’s look­ing mar­velous! I’m actu­ally really impressed. Here’s my quick run down of Linden Lab’s new mon­ster.
What it has…
Aes­thet­ics
The new cli­ent looks abso­lutely mar­velous. Yup I know that sounds like a fairly unim­port­ant thing to talk about, but actu­ally it isn’t. How pleas­ing a GUI

Do you Collaborate in Second Life? Interviewees Needed

As part of my ongo­ing PhD pro­ject, I’m look­ing to inter­view around a dozen or so people about how they use Second Life to col­lab­or­ate with oth­ers on pro­jects. I’m using a very loose defin­i­tion of col­lab­or­a­tion here, which could include things like gen­eral meet­ings, work­ing on products, organ­ising events, land admin­is­tra­tion, present­a­tions, per­form­ances, even

Virtual World Design Guidelines Courtesy of Microsoft

Between 1995 and 2001, Microsoft developed and oper­ated it’s own social vir­tual world. Named V-Chat, the ser­vice allowed users to cre­ate their own text-based, 2D, or 3D envir­on­ments in which they could chat and inter­act with other users. In it’s six years of act­ive ser­vice, V-Chat saw two major iter­a­tions, an act­ive end-user com­munity num­ber­ing

Second Life as a Product of the Mind

Back in the 1970s, towards the end of the research flurry where com­mu­nic­a­tion sys­tems were being heav­ily stud­ied by both the Brit­ish Post Office and the US Gov­ern­ment, Short and col­leagues (1977) made refer­rence to an idea they termed social pres­ence. Their the­ory was that all forms of com­mu­nic­a­tion var­ied in the degree to which

Virtual World Research

Up until now, most of my blog posts have been fairly opin­ion­ated errr… reflec­tions on vari­ous things, events, etc. Don’t get me wrong, I love writ­ing these things — and I have every inten­tion on car­ry­ing on with them — but for a blog that was ori­gin­ally meant to be about research it’s kind of

Maybe Second Life isn’t that far from Reality

A little while ago I stumbled across a very inter­est­ing art­icle in a philo­sophy journal. It spoke about an inter­est­ing the­ory of real­ity, and the pos­sib­il­ity that we are all actu­ally liv­ing in a sim­u­lated world.
I’ve heard about the sim­u­lated real­ity the­ory before and never really paid it much atten­tion — the idea that we’re all

Telepresence and Second Life Predictions for 2010

OK, I’ll be hon­est with you, I’m prob­ably not the best per­son to make pre­dic­tions. I say that because I’m not hugely up to speed with industry news. My interest in Second Life cur­rent events really only dates back to the last couple of months, whereas I stopped fol­low­ing tele­p­res­ence news back in the begin­ning

Second Life User Activity in 2009

Given that we’ve just passed into a new year, I thought it might be inter­est­ing to take a look at some Second Life stats. The only stuff I’ve ana­lysed so far is the log-in data. For each day (in the­ory any­way), Linden records how many users logged dur­ing the 7, 14, 30, and 60 days,

A Haiku Relevant to Second Life

I don’t know how many times I wrote this post. Maybe three, four, five times? I’m really not sure. The prob­lem is, there’s not a good way of writ­ing it. Too many poten­tial read­ers could take it to heart and be hugely offen­ded. So instead I leave you with just the haiku that inspired it

Copybotting as ‘intentional human error’

I’ve been read­ing quite a lot of blog posts on the topic of copy­bot­ting recently. For those who don’t know, copy­bot­ting is the blanket term used to cover Second Life pir­acy. Its name comes from the pro­cess where an auto­mated avatar (bot) sys­tem­at­ic­ally inspects and then rep­lic­ates an in-world item — although it now tends