Second Life Paper Presentation

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© 2007 Regents of the University of Michigan. By All rights reserved. Ashish Kumar.

First Question………  What is SECOND LIFE?  What is the need of Second Life?  What are it’s funtionalities.

What is Second Life? •“Second Life is a 3D online digital world imagined, created, and owned by its residents. •“Your world. Your imagination”. •Virtual world developed By Linden Lab.

•A free client Program. •Second Life runs on a grid of linked servers and databases. • Realization of the real Life. • Users interact each other with AVATARS.

Second Life is a Virtual World With: • Doctors, bankers, candlestick makers; • Builders, workers, dancers, shirkers; • Churches and homes; gardens and domes; • Libraries, museums; teachers and beach bums!

About Second Life • Also known as the Metaverse, a term from Snow Crash, a novel by Neal Stephenson. • What does it mean -“3D online digital world”?

http://abyss.hubbe.net/fredrik_favs.html

History of Second Life. •Many of the ideas and terminology can be found in “Snow Crash”.

•Among all internet access virtual world Second Life is the most successful. •It is discovered and developed in the Lindon lab. •Linden Lab was founded in 1999 by Philip Rosedale and runs the operation from its headquarters in San Francisco.

Welcome to the Second Life

“Your imagination. Your world.” • • • • • •

Go shopping with a muscle man Build a cathedral. Visit with angels, devils, and dragons Build a skeleton for a giant, with a beating heart. Teach others how to help. Scan an Easter Island statue and import it as a 3D object. Explore a coral reef ecosystem -- in high heels. Piggyback a ride on Saturn and take tourist pics of the rest of the solar system.

Why it is needed.  Second Life provides the virtual realization of the living things.  Simulation of the Real World. It provides the AUDIO, VIDEO & TEXT chat facilities.  AVATARS.

More About.....................

AVATARS

Avatars are the Residents through which users interact with each other.

IDENTITY

• Every AVATAR has its unique name • Chosen at registration • Can’t be

APPEARANCE Appearance can be instantly change. U can have any shape on the internet. On the internet no one knows U are a Girl ,Boy or any Animal.

Edit-APPEARANCE

Edit-APPEARANCE

COMMUNICATION  CHAT  IM  Group IM  IM < -- >email  Voice chat <Skype Integration>

Getting Around • Walking •Flying •Teleporting - locally via scripted Objects. -longer distances via landmark. •in-world search engine •locations exposed to Web as SLURLs

Things to Do: Meetings •Two Person •Group meeting -Conference. -Presentation. -Group Discussion. -Interviews

Conference.

Presentation

Personal Interview

Things to Do: Education • Scientific Education

•Language •Technical Education. • Medical

Language

Technical Education

Medical

Things to Do: Religion • Virtual

Realization Of -Churches. -Temples. -Mosques • Listen Preaches

Religion: Virtual Hajj

Things to Do: Live Sport Entertainment •Tennis •Football •Racing •Boxing •Kung Fu etc……

Things to Do: Gaming

Things to Do: Arts •Art Exhibitions •Live Music •Live Theater

Things to Do: Live Music & Theater

Things to Do: EVERYTHING is Possible virtually.

Virtual Land •rent or buy •needed for permanent buildings -shops, galleries, --universities •mainland areas •private islands (~$1000 for nonprofits)

Purchase: Virtual Land

Building stuff •anyone can build in sandboxes or on own land •objects made out of basic building blocks – prims (cubes, spheres, …) •prim limits usually apply •prims can be textured for realism – but some cost is there.

Scripting •scripted objects •C++/java, event-driven language •move, change shape, etc. • chat, sensing the env. modify avatar behaviour. •Voice chat-Skype

SL and Web 2.0 • scripting language can issue HTTP GET and POST requests • can integrate with Web 2.0 services • no built-in HTML, XML parsers so need to parse externally • SLURLs can be bookmarked in del.icio.us

Demographics Country

Average Age Adult Grid

%

United States

31.19%

France

12.73%

Germany

10.45%

Age

%

13-17

1.23%

18-24

27.16%

25-34

38.88%

33

United Kingdom

8.08%

Netherlands

6.55%

Spain

3.83%

Brazil

3.77%

35-44

21.13%

Average Age on Teen Grid

Canada

3.30%

45 +

11.61%

15

Belgium

2.63%

Italy

1.93%

Australia

1.48%

2008

September

43.76%

56.24%

Switzerland

1.29%

2008

October

42.65%

57.35%

Japan

1.29%

2008

November

42.14%

57.86%

Sweden

0.95%

2008

December

41.42%

58.58%

Denmark

0.88%

2009

January

41.11%

58.89%

China

0.61%

2009

February

41.07%

58.93%

F

M

Minimum System requirements.

Conclusions  Seems likely that 3-D virtual worlds of some kind will be part of the future.  High technical Requirements.  Simulation Of the real world with the Virtual World.

THANK YOU

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