For educators who think real life does not offer enough opportunities to practice their profession, thereās Second Life , an Internet-based virtual environment that counts thousands of educators among its enthusiasts.
T IS a typical example of the colonisation of a new frontier. A few intrepid explorers stake out some new, unexplored territory. Before long the first settlers move in and start to look for ways to make a quick buck. Their success attracts more settlers, and an unruly bonanza ensues; finally the policemen, lawyers and tax collectors show up. But the territory in question is not a new continent: it is the realm of cyberspace, where two developments suggest that virtual worlds are coming of age. The first is the emergence of commercial uses for virtual environments; the second is the advent of litigation and regulation.
You don't wrap these presents in a box. You can't wear them, play with them or show them off, at least not in the real world. Even so, virtual gifts -- computer-generated items given and displayed online -- are quickly becoming must-haves. And increasingly, people are willing to pay cold, hard, real-life cash to purchase them for friends, family and co-workers.
CNN aims to find out by opening an I-Report hub in Second Life, a three-dimensional virtual world created entirely by its residents.
There, CNN will look to those most familiar with the virtual world -- the Second Life residents themselves -- to determine what constitutes news "in-world."
CSI's Anthony Zuiker to create a crime lab in Second Life. Law & Order recently brought viewers into a fictional virtual world called AY, but Zuiker will be taking the cast of CSI: NY directly into Second Life on October 24.
Realizing that Orientation Island doesnāt fit the needs of many educators, the New Media Consortium has unveiled its own orientation island for newbies. Particularly helpful is the āPier of Culture,ā which discusses, among other things, griefers (disruptive avatars), machinima (video production in Second Life), and poseballs (objects that animate avatars who sit on them).
Transcript of John Bransford presentation in the virtual world of Second Life on the possibilities of teaching and learning in a virtual environment.
Author R.A. Salvatore describes how Massive Multiplayer Online Games might change the way future generations generate fantasy fiction
Online virtual worlds could soon be accessible to blind people thanks to research by students at IBM in Ireland.