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Prepared and presented by : Aneesh Sojan

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INTRODUCTION HISTORY RESIDENTS AND AVATARS ECONOMY TECHONOLGY APPLICATION MERITS AND DEMERITS CONCLUSION

Second Life is an online virtual world, developed by Linden Lab. Residents can explore the world (known as the grid), meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another. Built into the software is a three-dimensional modeling tool based on simple geometric shapes that allows residents to build virtual objects. There is also a procedural scripting language, Linden Scripting Language, which can be used to add interactivity to objects Second Life was launched in June 23, 2003, and has existed since then.

In 1999, Philip Rosedale formed Linden Lab with the intention of developing computer hardware that would allow people to immerse themselves in a virtual world. The company struggled to produce a commercial version of the hardware, known as "The Rig which was realized in prototype form as a clunky steel contraption with computer monitors worn on shoulders. That effort would eventually transform into the better known, user-centered Second Life.

In 2008, Second Life was honored at the 59th Annual Technology & Engineering Emmy Awards for advancing the development of online sites with user-generated content. In May 2009, concurrent users averaged about 62,000. As of May 2010, concurrent users averaged about 54,000. In November 2010, 21.3 million accounts were registered. In April 2013 that he had it on "good authority" that "Second Life's actual active user base is about 600,000

In Second Life, an Avatar is a digital representation of the user. Each user creates and customizes their Avatar. An Avatar can be designed to be a replica of the user or look completely different! Avatars, also called residents, can chat, move about and interact in Second Life and the best part, Avatars can FLY..!

We can create our own avatars in second life There is no charge for creating a Second Life account or for making use of the world for any period of time. A Premium membership (US$9.95 monthly, US$22.50 quarterly, or US$72 annually) extends access to an increased level of technical support. Avatars may take any form users choose (human, animal, vegetable, mineral, or a combination thereof) or residents may choose to resemble themselves as they are in real life. They may choose even more abstract forms, given that almost every aspect of an avatar is fully customizable.

Islands in Second Life

a virtual location to construct buildings, scenery, land formations, and other objects

An island is approximately 16 acres costs $700.00 (educational discount)

monthly land maintenance fee of $147.50


possible to purchase smaller areas in Second Life because islands can be sub-divided and sold to multiple buyers

Second Life has an internal economy and internal currency, the Linden dollar (L$).
L$ can be used to buy, sell, rent or trade land or goods and services with other users. Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, skin, hair, jewelry, flora and fauna, and works of art. L$ can be purchased using US dollars and other currencies on the LindeX exchange provided by Linden Lab, independent brokers or other resident users.. According to figures published by Linden Lab, about 64,000 users made a profit in Second Life in February 2009, of whom 38,524 made less than US$10, while 233 made more than US$5000. The "Linden" can be exchanged for US dollars or other currencies on market-based currency exchanges.

Linden Lab provides official viewers for Microsoft Windows, Mac OS X, and most distributions of Linux. The viewer renders 3D graphics using OpenGL technology. The viewer source code was released under the GPL in 2007 and moved to the GPL in 2010.

Each full region (an area of 256256 meters) in the Second Life "grid" runs on a single dedicated core of a multi-core server. Each server instance runs a physics simulation to manage the collisions and interactions of all objects in that region. As of 1 April 2008, Second Life simulators use the Havok 4 physics engine for all in-world dynamics. This engine is capable of simulating thousands of physical objects at once.

Education Arts Science Work Solutions Religion Embassies Competitive environment Relationships Roleplaying

party planner nightclub owner fashion designer aerospace engineer jewelry maker scripter

Architect
machinima director

Musician theme park developer

real estate speculator


vacation resort owner Magazine publisher private detective Publicist Gunsmith

Counseling and Educational Psychology


Counseling centers Simulations Museums Recreation of historical events Literature, museums Speaking and writing opportunities with others around the world Simulations Monetary studies Simulations of impairment:

History

Languages

Business

Special Education

Mobility (wheel chairs, etc.) Vision Hearing Audiology and Speech Pathology

Library

Links to library resources

Approximately 200 colleges and universities including:


1000s of businesses and organizations


Drexel University Harvard University Indiana University of PA Iowa State University Lehigh-Carbon CC Montclair State University Penn State University San Jose State University Stanford University Temple University University of Auckland, NZ

IBM Nissan Motors Sears Microsoft NASA NOAA ISTE American Library Association American Red Cross Hillary Clinton Barack Obama

Easy access and low cost Experienced and dedicated designer/builders. Tools and venues for communications-driven decision support. A large, dedicated user base. Impression management and creativity enhancement. Easy data integration from real life using RSS feeds. Encourages active participation and experiential learning.

Learning time and training costs. Distractions are numerous. Grieving, pranksters and spam. Technology problems. Chat is a very slow communication tool. Resistance to use. SL addiction.

Second life is an online virtual world which can give us a life which we have always dreamed of.
Second Life can be an effective business tool. Second life can also be used to earn money.

References
Levine, A. (2006, October 7). Symposium on the Impact of Digital Media. NMC Virtual Worlds. from virtualworlds.nmc.org/2006/10/07/symposium/
Avatar Computing. (n.d.). Wikipedia. Retrieved from en.wikipedia.org/wiki/Avatar_(computing) Johnson, M. (n.d.). A Second Life Virtual Clinic For Medical Student Training. Slide Share. Retrieved from http://www.slideshare.net/magistra12/a-secondlife-virtual-clinic-for-medical-student-training-presentation Kitsune. (n.d.). Quite Oh: Second Life . Retrieved from quiteoh.wordpress.com/2008/08/27/kitsune/ Snowbooks & Second Life . (n.d.). Snowbooks. Retrieved from http://www.snowbooks.com/secondlife/

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