by aplink |
October 13, 2007 · 10:25 am
Awesome report by:
Mark Glaser, of MEDIASHIFT
Second Life avatars
From time to time, I’ll give an overview of one broad MediaShift topic, annotated with online resources and plenty of tips. The idea is to help you understand the topic, learn the jargon, and take action. I’ve already covered blogs, social networking, widgets and various other topics. This week I’ll look at the growing phenomenon of virtual worlds.
Background and History
Virtual worlds are online three-dimensional spaces where you can interact with other people, collect items and build structures, and communicate via a virtual representative of yourself called an avatar. These worlds have been influenced by various science fiction writers such as William Gibson and Neal Stephenson, along with the movie, “The Matrix.”
Virtual worlds differ from massive multiplayer online games (MMOGs) because they don’t offer battles against monsters or have an overriding mission for players. For example, a resident of the virtual world Second Life might spend time in that space accumulating virtual land, rather than striving to complete quests or conquer levels as one would in many popular MMOGs such as World of Warcraft.
The origin of virtual worlds goes back to early games such as Maze War, which was developed in the early ’70s at NASA. The game included eyeballs as avatars, there were maps showing the levels, and it was one of the first games played on networked computers, and eventually over a precursor to the Internet.
In 1986, LucasFilm Games developed Habitat, a more two-dimensional environment that included humanoid avatars, and people could access the game through online service Quantum Link on their Commodore 64 computers. Developers Chip Morningstar and Randy Farmer, who maintain a blog about their experience with Habitat, say they let Habitat residents generally set their own rules governing the world — as long as they couldn’t hack into the system. In a research paper about their lessons from Habitat, the developers wrote:
READ MORE AT MEDIASHIFT
Filed under 2d, 3d, 3d internet, aplink, avatar, awesum, business networking, business online networking, digital content, entrepreneurs, hipihi, itsreal, philip Rosedale, PR, Public Relations, secondlife, secondlife.com, SL, SL Technology, virtual worlds, Virtual worlds news
by aplink |
April 20, 2007 · 1:53 am
The requests for stalls are arriving daily…the buzz is building…do come along and support the first of many events from BuyButtonz.com at Far East Plaza Atrium Singapore…
…check out of promotional Posters…
BuyButtonz.com – Now anyone can sell online!
Filed under advertising, awesum, blogging, business, buyButtonz, chainfusion, e-commerce, eNets, Events, flea market, free, itsreal, marketing, online payments, online selling, PR, Public Relations, singapore, singapore events, social networking, virtual commerce
by aplink |
April 15, 2007 · 9:44 pm
Thomas Crampton, International Herald Tribune, about the social network as digital friend – from a European point of view.
“The ideal social network should work as a computer-enhanced friend that suggests people you ought to know,” said Lars Hinrichs, the founder of the Xing social network, based in Hamburg. “Networks are filled with people who would be connected to one another if they knew their own common interests.
We are moving towards a project economy where people operate as free agents and have less reliance on companies,” Hinrichs said. “In this environment, networks will become the tool for linking people.
In such an environment, the value of social networks rises over time, Hinrichs added, since their members would be vital for involvement in future projects.
The need to control your Google profile and digital identity will only grow over time,” Hinrichs said. “The value of networks will also increase.”
Filed under advertising, awesum, business, itsclickable, life, marketing, Networking, PR, Public Relations, social networking, social networks, web 2.0
by aplink |
April 8, 2007 · 2:49 pm
I came across this video (runs smoothly on my new MacBook) which runs for One Hour so sit back and relax and See what Second Life is all about !
Since its recording, Second Life now runs on 4400 + servers (250,000 sq kilometers) and the economy generates about USD 40 Million + per month.
TIPS on Creating a business in Second Life are a plenty.
I think Cory only wears Stripped Shirts…
The Video contains alot of GEEK talk, sorry but the audience is responsible for the Questions. Search in SL has always been a problem, even today at the latest Nexus 2007 Event (which was awesum) Cory is still looking for a talented search expert, applications are still open for a SEARCH guru, contact Cory direct.
You can be Killed in Second Life…Only virtually…and unlike the Real world you don’t loose everything, now that sounds Awesum. Second Life has stringent Parental Controls, so breath EASY parents. Also try to stay away from the CORNFIELD, it’s SL’s penal colony where u get sent if you misbehave in SL.
For budding singers, Live Music is available in SL every night…via shoutcast technology, singers collect tips and sell CD’s…a homeless person (with friends that have broadband) raised money to get a new apartment…
Final Comment: After viewing the video, any doubts you have about whether SL is here to stay will be completely erased…Second Life is an emerging new WORLD which is setting the landscape for unimaginable opportunities and freedom – itsReal
Video Source: Google Video
Filed under advertising, animation, avatar, awesum, blogging, business, collaboration, consumer tech, Cory Onedrejka, designer, education, electric sheep, Events, executive, experience, experiment, freedom, gadgets, google, google video, intense, internet, life, linden labs, live music, living, marketing, metaverse, Networking, new on the web, new world, nexus, nexus 2007, online education, online selling, opportunities, philip Rosedale, PR, Public Relations, real, search, second life, secondlife, secondlife.com, shoutcast, singapore, SL, SL Technology, social networking, social networks, tech, virtual commerce, virtual spaces, virtual worlds