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Written by Administrator
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Tuesday, 11 December 2007 |
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Script List. JetPack Script for Jet Pack Vehicle with particle glowWhite 2 Basic Motorcycle Script The new vehicle action allows us to make any physical object in Second Life a vehicle. by Cory Animated texture simple animated the texture my offseting the texture at intervals by bUTTONpUSHER Jones Elevator constructs an elevator for your house and apply this script Dance "BackFlip","dance1", "dance2", "dance3", "dance4" Final flight 2.2 No Description Flight Simple airplane script example By Andrew Linden Particle engine 1.0 No Description Flame No Description |
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Last Updated ( Friday, 14 March 2008 )
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Written by Massimo
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Tuesday, 01 May 2007 |
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Second Life Future Salon
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Exploring the metaverse with monthly meetings in Second Life |
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Virtual Worlds play a part in Knowledge workspace
As reported on Community Mobilization, a recent Forester Research report
states that virtual worlds and spaces a re a key component of the
knowledge workspace. The report identifies several Web 2.0 technologies
that companies should adopt for stronger information connections: RSS,
blogs, rich Internet applications (RIAs), tagging, wikis, and virtual
worlds. The article goes forward and suggests that to get these current
technologies integrated companies should look inward before they turn
to consultant. Virtual Worlds Weekly catalogs the Seven Tenets of the Knowledge Workplace as:
The seven tenets are that: 1. Work should be contextual: Forrester
envisions RSS feeds pushing information to workers in their portals instead of
forcing them to go to multiple applications to catch up on work. Forrester sees
virtual worlds as a bonus here, where workers can interact in a 3D environment
and access files in the same way they would in the real world.
2. Portals should be individualized, allowing users to customize their space
in a wiki, RSS, or virtual world.
3. Work should be seamless. Virtual worlds aren't mentioned specifically
here, but the idea is that instead of clicking between applications or folders,
information should be tagged in one location. A virtual space makes for an
interesting way to browse. See, for example, projects
the intelligence community is working on for a virtual work space.
4. Information should be presented visually, which seems like a pretty clear
tie-in to the previous tenet for virtual worlds.
5. Technology should be multi-modal. I.e., it should allow for mashups.
6. Information should be social. Again, this has been one of the major
arguments for a 3D virtual work environment that allows users to collaboratively
access and edit information in real time.
7. Information should be quick. Instead of working with local software,
businesses should focus on Service-Oriented
Architecture.
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ACS Office News
I wanted to make a few announcements here about the ACS Second Life
Office. We have decided to add a few volunteer positions to help us
manage all of the activity that is going on. I am very pleased to
announce that Fayandria Foley will continue as our Relay For Life
Chair, and Poppy Zebelin will continue as our Survivorship Chair. As of
this week we now are so lucky to have Xandi Mars as our Office Manager
and Synergy Devonshire as our new Marking Strides Against Breast Cancer
Chair.
As we continue to extend the resources offered to the SL community
we are lucky to have dedicated volunteers willing to put in the time
and the effort to bring our vision to a reality. These women have
dedicated so much of themselves and they are truly represent the best
of volunteer and community leadership.
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Stanley Milgram experiment comes to a Virtual World
The electric-shock obedience experiment sent Stanley Milgram into infamy. It also was the catalyst for American Psychological Association to adopt ethical considerations when performing psychological experiments on people. Plus One
reports that a group in London re-ran the same experiment in a virtual
world and the results were eerily similar. The participants showed
comparable stress and anxiety levels. Their conclusions?
Our results show that in spite of the fact that all participants knew for sure
that neither the stranger nor the shocks were real, the participants who saw and
heard her tended to respond to the situation at the subjective, behavioral and
physiological levels as if it were real. This result reopens the door to direct
empirical studies of obedience and related extreme social situations, an area of
research that is otherwise not open to experimental study for ethical reasons,
through the employment of virtual environments
My conclusion? I am not all that concerned with the world of obedience
studies but what I am concerned with is the empirical proof that a
virtual world can have a comparable emotional impact on is residents as
real world activities. This being said it lends additional support to
engaging in psycho-significant research and therapeutic activities in
the medium. For the human service sector it provides further credence
to the Asperger's therapy work that is currently experiencing success in virtual worlds such as Second Life.
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Tiny Pirate
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Games :: Media :: Curiosities |
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Second Life - Some Months On!
I’ve been away a while but now I’m back and back with a decent internet connection I thought I would check out how Second Life is these days. For starters, not a lot seems to have happened to the website. There’s a Showcase section section which has a number of interesting section, but not a [...]
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GameRing - Webringing Second Life
Had an idea for a web ring inside second life for games. And so I made it! It’s called GameRing and the SL Games Blog has a better description for it than I’ve come up with so far:
“Pirate Cotton, one of the devs behind DarkLife, is just getting started with a new gamer’s resource called [...]
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Nike+ for fun!
I recently picked up a Nike+ kit for an Ipod Nano. The kit consitsts of a small device that plugs into the bottom of your nano, and a pedometer you put on (or in) your shoe. You then run, and the device talks to you while you listen to music and tells you your pace, [...]
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Last Updated ( Tuesday, 18 March 2008 )
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Brain-computer interface for Second Life
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Written by Massimo
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Tuesday, 01 May 2007 |
 While recent developments in brain-computer interface (BCI) technology have given humans the power to mentally control computers, nobody has used the technology in conjunction with the Second Life online virtual world — until now. A research team led by professor Jun’ichi Ushiba of the Keio University Biomedical Engineering Laboratory has developed a BCI system that lets the user walk an avatar through the streets of Second Life while relying solely on the power of thought. To control the avatar on screen, the user simply thinks about moving various body parts — the avatar walks forward when the user thinks about moving his/her own feet, and it turns right and left when the user imagines moving his/her right and left arms. read more |
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Last Updated ( Friday, 02 November 2007 )
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Written by Mario-Paul Martínez Fabre
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Tuesday, 01 May 2007 |
 “Two gardens between us” y la Fundación Astroc invitan a todos los avatares a participar en el proyecto “Jardines Sonoros” que se celebra el sábado 22 de septiembre en la ciudad de Madrid con la inauguración, entre otras obras, de la pieza “Two Gardens Between Us/Dos Jardines Entre Nosotros” de Mario-Paul Martínez. |
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Last Updated ( Wednesday, 12 September 2007 )
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The Second Life Voice Viewer is Live!
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Written by Stephany Linden
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Tuesday, 01 May 2007 |
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Voice is now part of the main Second Life Viewer! The Voice viewer is currently optional, which means that while you will be prompted to download it, you do not have to upgrade your current viewer at this time. We are extremely grateful to the 45,000+ Residents who downloaded and tested the Voice First Look during the past several weeks. Please note that the Voice First Look viewer will no longer work and you will be prompted to update to the new version. |
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Last Updated ( Wednesday, 12 September 2007 )
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