Jan
17
2012
Virtual Worlds Like Second Life

Virtual Ability Island in the very beautiful Second Life ® orientation & tour
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Elder Scrolls V: Skyrim $45.99 XB360 SKYRIM… |
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UFC Undisputed 2010 $12.95 So you want to be a fighter? Step into the Octagon in UFC Undisputed 2010 to see if you have what it takes to be the best of the best. UFC Undisputed 2010 features the most authentic MMA action while boasting the best fighters in the world. After one round with all the new features and key improvements, you’ll embody the essence and spirit of a real fighter. Are you ready to be one? Roster: … |
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Forza Motorsport 4 Limited Edition $79.99 If you love the thrill of racing an overwhelming number of classic, luxury, and sports cars, you’ll find yourself stopping to get the Microsoft P4K-00001 Forza 4 Limited Collector’s Edition. This limited collector’s edition provides added perks that you’ll adore in your race to become the king of the road. Purchasing this limited collector’s edition of the game provides you with the base game as w… |
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Making Virtual Worlds: Linden Lab and Second Life $4.61 The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly ac… |
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Web 2.0: The Phenomenon of Wisdom of the Crowds, Crowdsourcing, and Citizen Journalism and How It Drives Social Media and New Media Including Blogs, … Wikipedia and Virtual Worlds Like Second Life $18.17 This book explains the history of the internet and how it came to be “Web 2.0″, an interactive social experience. It discusses how collective thinking or “wisdom of the crowds” creates successful projects like Digg and Wikipedia and also new media opportunities as citizen journalists like blogs and podcasts. It covers a number of popular social media sites like Facebook, Myspace, and Twitter and t… |
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Cooperative Multimodal Communication: Second International Conference, CMC’98, Tilburg, The Netherlands, January 28-30, 1998. Selected Papers (Lecture … / Lecture Notes in Artificial Intelligence) $50.03 This book constitutes the thoroughly refereed post-proceedings of the Second International Conference on Cooperative Multimodal Communication, CMC’98, held in Tilburg, The Netherlands, in January 1998. The 13 revised full papers presented together with an introductory survey by the volume editors have passed through two rounds of reviewing, selection, and revision. The book offers topical section… |
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Virtual Worlds and Criminality $107.98 The fusion between virtuality and reality has achieved a new quality of experience by the establishment of metaverses and virtual worlds, like Second Life, Twinity, Entropia Universe or Fregger have experienced rapid growth in recent years and show no signs of slowing down. Not only have countless companies discovered these virtureal worlds as marketplaces, but so have fraudsters and other criminals. To meet the new challenges arising from virtual worlds, the University of Heidelberg organized the symposium Virtual Worlds and Criminality . This conference brought together European experts from different academic disciplines. They discussed the reasons for and the impacts of these new forms of criminality as well as the necessities and possibilities for fighting these. Moreover, other fundamental issues were examined, such as the addictive potential of virtual-world use, media violence, and conflict resolution problems arising in the context of virtual worlds. |
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A Second Life in Virtual Worlds $7.31 No Synopsis Available |
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Marketing in Virtual Worlds $66.48 "Marketing in Second Life" is a manual that explores how businesses can successfully market in virtual worlds. An Introduction to Virtual Worlds; An Introduction to Second Life; Why You Should Use Second Life; Virtual World Entry Strategies; Creating Your Second Life; Preparing for the Virtual Classroom; Introducing Your Students to the Virtual World of Second Life; Strategies to Facilitate a Rewarding Experience; Using Second Life in Marketing Classes; Beyond Second Life For those interested in learning about the potential of marketing opportunities available in virtual worlds. |
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Virtual Worlds Handbook $43.95 The virtual worlds of gamers are being tapped by educators. Hodge (business and information technologies, East Carolina U.) explains how the popular free Second Life (SL) virtual world is being integrated into virtual classrooms and learning communities. |
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Virtual Justice: The New Laws of Online Worlds $33.48 Tens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars lose virtual property to wrongdoers. Increasingly, they turn to legal systems for solutions. But when your avatar has been robbed, what law is there to assist you? In "Virtual Justice, " Greg Lastowka illustrates the real legal dilemmas posed by virtual worlds. Presenting the most recent lawsuits and controversies, he explains how governments are responding to the chaos on the cyberspace frontier. After an engaging overview of the history and business models of today’s virtual worlds, he explores how laws of property, jurisdiction, crime, and copyright are being adapted to pave the path of virtual law. Virtual worlds are becoming more important to society with each passing year. This pioneering study will be an invaluable guide to scholars of online communities for years to come. |
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Interaction in Virtual Worlds $62.48 The establishment of WEB2.0 and the launch of various online 3D platforms in the last few years show that virtual environments are getting increasingly popular these days. Businesses as well as research institutions have recognized this trend and a variety of projects have already been started in this field. However, in order to be able to participate successfully in virtual worlds, an understanding of the basic concepts, especially interaction, is crucial. Hence, this book provides the reader with a description of virtual interaction techniques and a variety of related concepts, such as avatars and computer animation. Explanations of theory are supplemented with an analysis of the concepts in Second Life, one of the currently largest virtual 3D worlds. Finally, the book presents a detailed description of a virtual theater performance, where the opportunities and restrictions of virtual worlds are explored and the reader gets an impression how the described interaction techniques can effectively be implemented and used. |
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Second Lives: A Journey Through Virtual Worlds $4.99 WeÂ’ve always dreamed of perfect places: Eden, heaven, Utopia. Imagine gambling without loss, love without heartbreak, sex without exposure, experience without risk. Welcome to the fascinating world of online virtual reality, the land of invented places and populations that is entered and inhabited every week by nearly fifty million people worldwide. Each participant creates a virtual body, works at virtual jobs, and makes virtual friends and family. In Second Lives, Tim Guest, an internationally acclaimed young journalist, takes us on a revelatory journey through the electronic looking glass as he investigates one of the most bizarre phenomena of the twenty-first century. From Second Life to EverQuest and beyond, here are the computer-generated environments and characters that can easily become more engrossing and fulfilling than earthly existence. With the click of a mouse you can select eye color, face shape, height – you can even give yourself wings. Your character, or avatar, can build houses, make and sell works of art, earn money, get married and divorced. In this fascinating and groundbreaking book, Guest meets people who found meaningful love and friendship despite never having met in person, catches up with the companies that have used virtual worlds to make big money, investigates the U.S. militaryÂ’s massive online global model that trains soldiers to fight anyone anywhere, and travels all the way to gaming-crazed Korea to get a taste for just how big this phenomenon really is. At first glance, these new computer-generated places seem free from trouble and sorrow. But Guest examines the dark side of this technology too, including the online criminals who plague imaginary worlds, from cyber mafiosos and prostitutes to real hackers and terrorists. It seems that one cannot escape greed, corruption, and human weakness – even inside a computer screen. Are these virtual worlds a way to enhance life or to escape it? Guest explores this question personally as he lets himself be transported into myriad parallel universes. By turns provocative, inspiring, and disturbing, Second Lives is a crucial book for this millennium. After all, real life is so twentieth century. |
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The Virtual Worlds Handbook: How to Use Second Life and Other 3D Virtual Environments [With CDROM] $41.98 The Virtual Worlds Handbook, with CD-ROM, provides a user-friendly approach that will help trainers and educators create an effective and interactive environment within the Second Life virtual world. This book was written to help the novice user tackle the natural learning curve while providing the experienced user with tips, tools, and tricks to help any educator or trainer meet their professional goals faster. The opportunities using virtual reality are limitless and provide online students with a unique opportunity to connect both physically and educationally to one another, to faculty, to university, and to a worldwide market. |
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Emerging Ethical Issues of Life in Virtual Worlds $83.41 Emerging Ethical Issues of Life in Virtual Worlds |
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Exodus to the Virtual World $9.19 Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life ), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun . Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live–both in fantasy worlds and in the real one. |
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The Making Of Second Life $16.69 The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its ownvery realeconomy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution’s most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content. What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchasescurrently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life. Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where many believe that user-created worlds like Second Life will become the Net’s next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au’s story is narrated from both within the corporate offices of Linden Lab, Second Life’s creator, and from within Second Life itself, revealing all the fascinating, outrageous, brilliant, and aggravating personalities who make Second Life a very real place­and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally), the transformations they underwent, the empires of land and commerce they developed, and above all, the collaborative creativity that makes their society an imperfect utopia, better in some ways than the one beyond their computer screens. |
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Higher Education in Virtual Worlds: Teaching and Learning in Second Life $112.08 No Synopsis Available |
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Coming of Age in Second Life $23.7 Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, mee |
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The Second Life Herald: The Virtual Tabloid That Witnessed the Dawn of the Metaverse $19.98 Choice Outstanding Academic Title, 2008. and Winner, Media and Cultural Studies category, 2007 Professional/Scholarly Publishing Awards for Excellence Competition presented by the Association of American Publishers, Inc. When a virtual journalist for a virtual newspaper reporting on the digital world of an online game lands on the real-world front page of the "New York Times, " it just might signal the dawn of a new era. Virtual journalist Peter Ludlow was banned from The Sims Online for being a bit too good at his job–for reporting in his virtual tabloid the "Alphaville Herald" on the cyber-brothels, crimes, and strong-arm tactics that had become rife in the game–and when the "Times, " the BBC, CNN, and other media outlets covered the story, users all over the Internet called the banning censorship. Seeking a new virtual home, Ludlow moved the "Herald" to another virtual world–the powerful online environment of Second Life–just as it was about to explode onto the international mediascape and usher in the next iteration of the Internet. In "The Second Life Herald, " Ludlow and his colleague Mark Wallace take us behind the scenes of the "Herald" as they report on the emergence of a fascinating universe of virtual spaces that will become the next generation of the World Wide Web: a 3-D environment that provides richer, more expressive interactions than the Web we know today. In 1992, science fiction writer Neal Stephenson imagined the "Metaverse," a virtual space that we would enter via the Internet and in which we would conduct important parts of our daily lives. According to Ludlow and Wallace, that future is coming sooner than we think. They chronicle its chaotic, exhilarating, frightening birth, including the issue that the mainstream media often ignore: conflicts across the client-server divide over who should write the laws governing virtual worlds. |
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The Virtual Worlds Handbook: How to Use Second Life and Other 3d Virtual Environments $37.29 No Synopsis Available |
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Virtual Worlds, Real Libraries : Librarians and Educators in Second Life and Other Multi-User Virtual Environments $38.51 No Synopsis Available |
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The Virtual Worlds Handbook By Hodge, Elizabeth/ Collins, Sharon/ Giordano, Tracy $51.31 Author: Hodge, Elizabeth/ Collins, Sharon/ Giordano, Tracy Subtitle: How to Use Second Life and Other 3d Virtual Environments Publication Date: 2009/12/14 Number of Pages: 336 Binding Type: Paperback Language: English Depth: 0.75 Width: 7.25 Height: 8.75 |
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Teaching Literature in Virtual Worlds $128.25 Teaching Literature in Virtual Worlds |
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Making Virtual Worlds $18.71 Making Virtual Worlds |
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Researching Learning in Virtual Worlds $75.95 Researching Learning in Virtual Worlds |
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Virtual Reality Communities: Habbo, Second Life, Gaia Online, Adobe Atmosphere, Diversity University, Poptropica, Pet Society $25.98 Chapters: Habbo, Second Life, Active Worlds, Entropia Universe, Pet Society, Diversity University, Beanie Baby, Open Cobalt, Gaia Online, Poptropica, Webkinz, Erepublik, Ty Girlz, Whyville, Croquet Project, There, Weeworld, Ai Sp@ce, Imvu, Onverse, Farm Town, Agape World Fellowship, Cybertown, Scratch, Emerging Virtual Institutions, Imagination Age, Red Light Center, Rise: the Vieneo Province, Vios, Stardoll, Sl Shakespeare Company, Oz Virtual, Dizzywood, (Lil) Green Patch, Ego Game, Dotsoul, Google Lively, Russ Berrie, Solipsis, Hipihi, Kidscom.com, Music Mogul, Coolroom, Metaplace, Paraengine, Forterra Systems, Blaxxun, Cityspace, Kaneva, Dreamscape, Cybernet Worlds, Worldsplayer, Mycoke, Cc Metro, Mini Friday, Twinity, Meet Me, Virtual World of Kaneva, Contact Consortium, Osmp, Second Lives: a Journey Through Virtual Worlds, Vizwoz. Source: Wikipedia. Pages: 320. Not illustrated. Free updates online. Purchase includes a free trial membership in the publisher’s book club where you can select from more than a million books without charge. Excerpt: Second Life (SL) is a virtual world developed by Linden Lab that launched on June 23, 2003, and is accessible on the Internet. A free client program called the Viewer enables its users, called Residents, to interact with each other through avatars. Residents can explore, meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another, or travel throughout the world (which residents refer to as "the grid"). Second Life is for people aged 18 and over, while Teen Second Life is for people aged 13 to 17. Built into the software is a three-dimensional modeling tool based around simple geometric shapes that allows a resident to build virtual objects. This can be used in combination with the Linden Scripting Language which can be used to add functionality to objects. More complex three-dimensional sculpt…More: http: //booksllc.net/?id=58919 |
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The Making Of Second Life: Notes From The New World $15.19 The wholly virtual world known as Second Life has attracted more than a million active users millions of dollars and created its own-very real-economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolutions most improbable enterprise: the creation of a virtual 3-D world with its own industries culture and social systems. Now the toast of the Internet economy and the subject of countless news articles profiles and television shows Second Life is usually known for the wealth of real-world companies (Reuters Pontiac IBM) that have created "virtual offices" within it and the number of users ("avatars") who have become wealthy through their user-created content. What sets Second Life apart from other online worlds and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases-currently the Second Life economy averages more than one million U.S. dollars in transactions every day while dozens of real-world companies and projects have evolved and developed around content originated in Second Life. Wagner James Au explores the long implausible road behind that success and looks at the road ahead where many believe that user-created worlds like Second Life will become the Nets next generation and the fulcrum for a revolution in the way we shop work and interact. Aus story is narrated from both within the corporate offices of Linden Lab Second Lifes creator and from within Second Life itself revealing all the fascinating outrageous brilliant and aggravating personalities who make Second Life a very real place­-and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally) the transformations they underwent the empires of land and commerce they developed and above all the collaborative creativity that makes their society an imperfect utopia better in some ways than the one beyond their computer screens. |
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Exodus to the Virtual World: How Online Fun Is Changing Reality $16.48 Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like "World of Warcraft "and "Second Life"), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around "fun." Given the choice between a fantasy world and the real world, how many of us would choose reality? "Exodus to the Virtual World" explains the growing migration into virtual reality, and how it will change the way we live–both in fantasy worlds and in the real one. |
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Creating Second Lives: Community, Identity and Spatiality as Constructions of the Virtual $62.69 This book aims to provide insights into how ‘second lives’ in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The book’s philosophy is multi-disciplinary and its goal is to explore the question of how we as gamers and residents of virtual worlds construct alternative online realities in a variety of ways. Of particular significance to this endeavour are conceptions of the body in cyberspace and of spatiality, which manifests itself in ‘natural’ and built environments as well as the triad of space, place and landscape. The contributors’ disciplinary backgrounds include media, communication, cultural and literary studies, and they examine issues of reception and production, identity, community, gender, spatiality, natural and built environments using a plethora of methodological approaches ranging from theoretical and philosophical contemplation through social semiotics to corpus-based discourse analysis. |
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Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution $23.61 How do The Matrix, Avatar, and Tron reveal the future of existence? can our brains recognize where “reality” ends and “virtual” begins? Find out…. |
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A Beginner’s Guide to Second Life $24.98 Millions and millions of people from all over the world have discovered the new virtual universe of Second Life. There you can meet new people, make friends, conduct business, build empires, whatever your imagination can conjure. This easy to use Beginner’s Guide takes you step-by-step through the process of going from embarrassingly unprepared "Newbie" to a seasoned resident in no time. Learn how to design an Avatar for your new appearance. You can look like anyone or anything you desire. Buy land, build a house, a fortress, or even an entire city. Buy and island. Create new products and services and sell them to other residents for Linden Dollars, which can be converted to real US dollars. This book shows you how, with step by step exercises, examples, loads of illustrations, everything you need to get started and having fun. |
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A Second Life in Virtual Worlds $6.75 Used – This book has some views on gaming in second life and working within the scripted worlds. Also about the internet and mental health in our society. The persona’s people play on the internet to a almost god like syndrome taken on a different security with self esteem issues. The book both promotes but also suggests that only the strong minded be entertained with the internet obsession. Because of the many crimes that are committed a new system for the elite with strict protocols will be us |
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A Second Life in Virtual Worlds $5.69 Used – This book has some views on gaming in second life and working within the scripted worlds. Also about the internet and mental health in our society. The persona’s people play on the internet to a almost god like syndrome taken on a different security with self esteem issues. The book both promotes but also suggests that only the strong minded be entertained with the internet obsession. Because of the many crimes that are committed a new system for the elite with strict protocols will be us |
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A framework for making virtual worlds accessible to the visually impaired. $49.99 Virtual Worlds have virtually exploded in popularity and have experienced significant commercial success. People from all over the globe are experimenting with the various features that virtual worlds provide. It is deemed to be the future of social networking, online advertising, distant education and potentially surfing the web may closely resemble the immersive experience of virtual worlds. But going forward, reckoning its scope, it has brought back the issues of accessibility and needs attention. Individuals with visual impairments usually use screen readers to access web. Virtual Worlds like Second Life lack textual representation and are not accessible to screen reader users. Since the Second Life like worlds are completely owned and created by their users, most of their content lacks meta information. This becomes a huge barrier to a text-extraction based approach of making virtual worlds accessible to the visually impaired who can benefit immensely from this platform.;This thesis presents the design of a framework which can be used for making virtual worlds accessible to the visually impaired individuals. It provides a command based text interface to Second Life which when plugged in to a screen reader, enables the individual with a visual impairment to access Second Life. We then propose a technique which can feed meaningful meta data to the objects in Second Life, which can then be retrieved as text and processed to make sense to the screen reader users. |
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A framework for making virtual worlds accessible to the visually impaired. $49.99 Virtual Worlds have virtually exploded in popularity and have experienced significant commercial success. People from all over the globe are experimenting with the various features that virtual worlds provide. It is deemed to be the future of social networking, online advertising, distant education and potentially surfing the web may closely resemble the immersive experience of virtual worlds. But going forward, reckoning its scope, it has brought back the issues of accessibility and needs attention. Individuals with visual impairments usually use screen readers to access web. Virtual Worlds like Second Life lack textual representation and are not accessible to screen reader users. Since the Second Life like worlds are completely owned and created by their users, most of their content lacks meta information. This becomes a huge barrier to a text-extraction based approach of making virtual worlds accessible to the visually impaired who can benefit immensely from this platform.;This thesis presents the design of a framework which can be used for making virtual worlds accessible to the visually impaired individuals. It provides a command based text interface to Second Life which when plugged in to a screen reader, enables the individual with a visual impairment to access Second Life. We then propose a technique which can feed meaningful meta data to the objects in Second Life, which can then be retrieved as text and processed to make sense to the screen reader users. |
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Coming of Age in Second Life: An Anthropologist Explores the Virtually Human $24.95 “Tom Boellstorff describes Second Life warmly and intelligently, highlighting its issues in a thought-provoking manner that is always backed up with evidence. There’s an almost tangible depth to his analysis that makes it really stand out. This is just the kind of portrait of a virtual world that I’ve been waiting to see for years: a full-blooded, book-length tour de force.”—Richard A. Bartle, author of Designing Virtual Worlds”This is the first book to take a sustained look at an environment like Second Life from a purely anthropological perspective. It is sure to become the basis for a new conversation about how we study these spaces. It is impossible to read this book and not come away asking questions about how our lives are being transformed in very real ways by what is happening in the virtual.”—Douglas Thomas, author of Hacker Culture”Taking the bold step of conducting ethnographic fieldwork entirely ‘inside’ Second Life, Tom Boellstorff invites readers to meditate on the old and new meanings of the virtual and the human. He presses the inventive and compelling claim that anthropologists would do well to imagine culture itself as already harboring the notion of the virtual. Boellstorff argues that being ‘virtually human’ is what we have been all along.”—Stefan Helmreich, author of Silicon Second Nature |
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Exodus to the Virtual World $16 Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life ), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live–both in fantasy worlds and in the real one. |
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Exodus to the Virtual World $24.95 Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life ), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live–both in fantasy worlds and in the real one. |
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Exodus to the Virtual World: How Online Fun Is Changing Reality $16 Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Give |
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Exodus to the Virtual World: How Online Fun Is Changing Reality $12.02 New – Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like “World of Warcraft “and “Second Life”), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around “fun.” Given the choice bet |
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Exodus to the Virtual World: How Online Fun Is Changing Reality $9.99 Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Give |
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Exodus to the Virtual World: How Online Fun Is Changing Reality $16.51 New – Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like “World of Warcraft “and “Second Life”), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around “fun.” Given the choice bet |
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Exodus to the Virtual World: How Online Fun Is Changing Reality $24.95 Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Give |
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Exodus to the Virtual World: How Online Fun Is Changing Reality $8.37 New – Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like “World of Warcraft “and “Second Life”), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around “fun,” Given the choice bet |
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Exodus to the Virtual World: How Online Fun Is Changing Reality $6.64 New – Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like “World of Warcraft “and “Second Life”), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around “fun,” Given the choice bet |
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Silicon Second Nature $7.65 Silicon Second Nature takes us on an expedition into an extraordinary world where nature is made of bits and bytes and life is born from sequences of zeroes and ones. Artificial Life is the brainchild of scientists who view self-replicating computer programs — such as computer viruses — as new forms of life. Anthropologist Stefan Helmreich’s look at the social and simulated worlds of Artificial Life — primarily at the Santa Fe Institute, a well-known center for studies in the sciences of complexity — introduces readers to the people and programs connected with this unusual hybrid of computer science and biology.When biology becomes an information science, when DNA is downloaded into virtual reality, new ways of imagining life become possible. Through detailed dissections of the artifacts of Artifical Life, Helmreich explores how these novel visions of life are recombining with the most traditional tales told by Western culture. Because Artificial Life scientists tend to see themselves as masculine gods of their cyberspace creations, as digital Darwins exploring frontiers filled with primitive creatures, their programs reflect prevalent representations of gender, kinship, and race, and repeat origin stories most familiar from mythical and religious narratives.But Artificial Life does not, Helmreich says, simply reproduce old stories in new software. Much like contemporary activities of cloning, cryonics, and transgenics, the practice of simulating and synthesizing life in silico challenges and multiplies the very definition of vitality. Are these models, as some would claim, actually another form of the real thing? Silicon Second Nature takes Artifical Life as a symptom andsource of our mutating visions of life itself. |
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The State of Play $27.17 View the Table of Contents. Read the Introduction.This is a spectacular collection of essays on the present and future of virtual worlds. It’s a perfect introduction for those who have yet to experience them, and more important, a thoughtful companion for those who do. –Jonathan Zittrain, Oxford UniversityThe State of Play is an extremely comprehensive look into digital worlds and how those worlds are evolving cultures, changing lives, reshaping the way we think and communicate. If you want to understand where modern culture is headed and learn more about incredibly fascinating experiences taking place in virtual worlds, pick up and read this book now. –Richard Garriott, a.k.a. Lord British, Creator of Ultima Online and Executive Producer, NCsoftThese essays, by the best thinkers in their fields, will be read, debated, taught, and cited in court cases as we struggle to figure out how to live in a world which is part digital and part social, part real and part imaginary. –Henry Jenkins, author of Convergence Culture: Where Old and New Media CollideThe State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them.As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treate |
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The State of Play: Law, Games, and Virtual Worlds $20 The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them.As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen?These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws.Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky. |
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The State of Play: Law, Games, and Virtual Worlds $7.32 Used – The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space inva |
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The State of Play: Law, Games, and Virtual Worlds $5.01 Used – The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space inva |
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The State of Play: Law, Games, and Virtual Worlds $25 The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot spa |
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Training and Collaboration With Virtual Worlds $29.95 How companies like Accenture, Eli Lilly, Michelin, and Philips are cutting training costs by going virtual The methods used to train employees is rapidly changing. Second Life and other virtual worlds are fast becoming a critical part of successful training and recruitment programs of leading companies worldwide. Employees acting in virtual reality show improved retention and teamwork and their strengths and weaknesses can be recorded and addressed immediately. Instructional exercises can be conducted simultaneously with employees scattered across the globe. This book teaches you all you need to know about the use of virtual worlds: what they are, how to launch a successful training program with them, and why virtual worlds are already being utilized by top companies on the cutting edge. |
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Training and Collaboration with Virtual Worlds: Get All the Benefits of In-Person Training for a Fraction of the Cost $7.38 Used – This title shows how companies like Accenture, Eli Lilly, Michelin, and Philips are cutting training costs by going virtual. The methods used to train employees is rapidly changing. Second Life and other virtual worlds are fast becoming a critical part of successful training and recruitment programs of leading companies worldwide. Employees acting in virtual reality show improved retention and teamwork and their strengths and weaknesses can be recorded and addressed immediately. Instructi |
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Training and Collaboration with Virtual Worlds: Get All the Benefits of In-Person Training for a Fraction of the Cost $4.25 Used – This title shows how companies like Accenture, Eli Lilly, Michelin, and Philips are cutting training costs by going virtual. The methods used to train employees is rapidly changing. Second Life and other virtual worlds are fast becoming a critical part of successful training and recruitment programs of leading companies worldwide. Employees acting in virtual reality show improved retention and teamwork and their strengths and weaknesses can be recorded and addressed immediately. Instructi |
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Virtual Justice: The New Laws of Online Worlds $12.85 Used – Tens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars |
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Virtual Justice: The New Laws of Online Worlds $27.5 Tens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars lose virtual property to wrongdoers. Increasingly, they turn to legal systems for solutions. But when your avatar has been robbed, what law is there to assist you?In Virtual Justice, Greg Lastowka illustrates the real legal dilemmas posed by virtual worlds. Presenting the most recent lawsuits and controversies, he explains how governments are responding to the chaos on the cyberspace frontier. After an engaging overview of the history and business models of today’s virtual worlds, he explores how laws of property, jurisdiction, crime, and copyright are being adapted to pave the path of virtual law.Virtual worlds are becoming more important to society with each passing year. This pioneering study will be an invaluable guide to scholars of online communities for years to come. |
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Virtual Justice: The New Laws of Online Worlds $12.24 Used – Tens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars |
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Web 2.0: The Phenomenon of Wisdom of the Crowds, Crowdsourcing, and Citizen Journalism and How It Drives Social Media and New Media Including Blogs, Podcasts, Facebook, Myspace, Twitter, Linkedin, Wikipedia and Virtual Worlds Like Second Life $15.4 New – This book explains the history of the internet and how it came to be “Web 2.0,” an interactive social experience. It discusses how collective thinking or “wisdom of the crowds” creates successful projects like Digg and Wikipedia and also new media opportunities as citizen journalists like blogs and podcasts. It covers a number of popular social media sites like Facebook, Myspace, and Twitter and their history, as well as the idea of virtual worlds like Second Life. Project Webster represen |
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Web 2.0: The Phenomenon of Wisdom of the Crowds, Crowdsourcing, and Citizen Journalism and How It Drives Social Media and New Media Including Blogs, Podcasts, Facebook, Myspace, Twitter, Linkedin, Wikipedia and Virtual Worlds Like Second Life $21.53 Used – This book explains the history of the internet and how it came to be “Web 2.0,” an interactive social experience. It discusses how collective thinking or “wisdom of the crowds” creates successful projects like Digg and Wikipedia and also new media opportunities as citizen journalists like blogs and podcasts. It covers a number of popular social media sites like Facebook, Myspace, and Twitter and their history, as well as the idea of virtual worlds like Second Life. Project Webster represe |
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Web 2.0: The Phenomenon of Wisdom of the Crowds, Crowdsourcing, and Citizen Journalism and How It Drives Social Media and New Media Including Blogs, Podcasts, Facebook, Myspace, Twitter, Linkedin, Wikipedia and Virtual Worlds Like Second Life $15.4 Used – This book explains the history of the internet and how it came to be “Web 2.0,” an interactive social experience. It discusses how collective thinking or “wisdom of the crowds” creates successful projects like Digg and Wikipedia and also new media opportunities as citizen journalists like blogs and podcasts. It covers a number of popular social media sites like Facebook, Myspace, and Twitter and their history, as well as the idea of virtual worlds like Second Life. Project Webster represe |
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Web 2.0: The Phenomenon of Wisdom of the Crowds, Crowdsourcing, and Citizen Journalism and How It Drives Social Media and New Media Including Blogs, Podcasts, Facebook, Myspace, Twitter, Linkedin, Wikipedia and Virtual Worlds Like Second Life $21.53 New – This book explains the history of the internet and how it came to be “Web 2.0,” an interactive social experience. It discusses how collective thinking or “wisdom of the crowds” creates successful projects like Digg and Wikipedia and also new media opportunities as citizen journalists like blogs and podcasts. It covers a number of popular social media sites like Facebook, Myspace, and Twitter and their history, as well as the idea of virtual worlds like Second Life. Project Webster represen |