A couple of days ago Jeremy Linden put a new page into the Second Life™ Knowledge Base: Buying clothing that fits your avatar. The same day a post appeared in the Second Life Blog: Help Customers Buy Clothing that Fits their Avatars.
I just took Sharon Burns' virtual worlds tour and I recommend it, especially if you always wanted to know about the leading virtual worlds, but SL eats up all your time, and you couldn't possibly dare to enter another metaverse.
Our sponsors make the Faire possible, supporting the Fairelands year after year. In 2014 the sim sponsors are Cerridwen’s Cauldron, Creators of Fantasy, Dwarfins, Fallen Gods Inc., Fuubutsu-Dou, The Looking Glass, NeoVictoria, Roawenwood and Solarium. The event sponsors are Curious Kitties, Dark Goddess Designs, Epic, .Luminary., L’Uomo and Spyralle.
NeoVictoria is proud and honored to be sponsoring the Asperatus SIM. Its builder is Beq Janus (they hail from New Babbage). It's going to be a steampunk-inspired city in the sky.
Tech Times Facebook, Oculus, And Businesses' Thirst For Virtual Reality Forbes One key factor in the technology's success could be if the ability is developed to properly “bring together the real and virtual worlds, interactively, overlaying the...
Make sure you visit the dieselpunk - inspired Seraph City which is reportedly set to close in two weeks. This destination is inspired by the Art Deco - themed American downtown of the 1920 - 1940 period. Seraph city reminds me specifically of Manhattan, with the el (elevated) trains running down Second and Third Avenues (since torn down) spewing smoke and ashes on the sidewalks below, the Zeppelin perched on top of a skyscraper (the Empire State Building still has its Zeppelin spire intact), and the art deco touches and influences everywhere. Highly recommended for a visit.
It can be taken as read that I have been and continue to be quite the outspoken and borderline cynical mind in the group of cheerleaders for Second Life. It's no secret that I think the past CEOs have been colossal screw-ups even from the moment they stepped foot into Linden Lab (excellent executives but horrible for the exotic case of Linden Lab). After all, I knew the entire playbook for Linden Lab the moment Rodvik took the CEO position, and I ended up being correct (despite people thinking I was being mean).
Will Burns opines on the new Second Life CEO and their first meeting regarding the platform.
Playing a manipulative character is kind of a minefield because you wind up falling into one of two traps. The first possibility is that you wind up not being very good at it because you aren't very manipulative. This isn't a mark against you, as none of the hallmarks of manipulation is thought of as a positive trait, but it does make your portrayal somewhat suspect.
Eliot Lefebvre has another great post about how to RP a manipulative character. [The more I read Eliot's tracks, the more I want to RP with him!]
Here's my fav quote:
"You aren't manipulating John; you're manipulating John's character. And you're not even doing that. Your character is manipulating John's character. [Good OOC communication] slides in like a security blanket, giving the sense to John that he's still in control, that the manipulation is essentially so much window-dressing."
Have you heard of interactive fiction? Years ago it started with those old Choose-Your-Own-Adventure novels where the authors had written multiple endings and paths to get through the story depending on which choice the reader made at the end of...
Readers can come visit, wander through our worlds, and get a story along with the adventure. You can visit Tina Glasneck’s suspense tale Letter to Charlie that takes you through Greyville Writer’s Colony, drop by Shara Lanel’s Good Karma Tarot shop, or trip across worlds (grids) to Nara Malone’s Blue Harbor.
Filed under: Opinion, Roleplaying, Storyboard, Miscellaneous There are certain bits of roleplaying that I like to think of as mechanical. They're there, they're necessary, but they're not terribly interesting.
No, this isn't limited to trigger subjects. The obvious example is when two characters are obviously about to share some time between the sheets. It's possible -- likely, even -- that the two players don't have any chemistry and aren't interested in necessarily roleplaying that out. Yes, you agree that they did something, but you don't want to go into detail. So you fade to black and pick up at a later point, agreeing on what happened without going into any (ahem) blow-by-blow recounting.
The audio is pretty bad on this one, lots of static (maybe his body-mic was hitting cloth of something). But what I find the most annoying is how bad the synch on his avatar is to the speech; as a machinimatographer, I so wish that was better.
He talks mostly about the challenge of scaling virtual environments to serve more users simultaneously.
NOTE: Virtual Worlds Best Practices in Education (VWBPE ) is a global grass-roots community event which focuses on education in immersive virtual environments. This open conference is organized by educators, for educators, to provide an opportunity to showcase the learning that takes place in this community of practice. More information is available on the website: http://www.vwbpe.org
+Botgirl Questi says, "I’m skeptical about the brave new 3D web that’s supposed to be launched by Facebook’s $2 Billion acquisition of Oculus. We’re not willing to pay attention to anything for more than five minutes without checking Twitter or Facebook, sending a text or taking a Selfie. When faced with technology options we choose the one that requires the least commitment to undivided attention, the fastest startup time and the lowest learning curve. That’s not VR. Not today. And not for the foreseeable future..."
Second Life has 10 embassies from real countries (Maldives, Sweden, Serbia, Estonia, Colombia, Macedonia, the Philippines, Albania, Malta, and Djibouti), compared to just seven in the real world in Pyongyang, North Korea (Germany, Sweden, U.K., Poland, Czech Republic, Romania and Bulgaria).
English is the most popular language in Second Life. From 2006 to 2011, Second Life saw a 4,000 percent increased in users. During that time, real-world Internet growth doubled.
For one thing, there are few places where we are not forced to be ourselves — the anonymity we arrive to in virtual worlds is empowering.
Virtual worlds level the playing field for anyone who might experience prejudice based on looks, weight, disability, class or race. Suddenly, someone who’s had negative social experiences for their entire life can start anew, without judgment, and be judged solely on their actions and words.
So i listened to Ebbe’s Interview on the drax files radio hour as well as reading bits from various Blogs and i can’t help but find It a bit infuriating. ... I still STILL believe that Groups in Second life could have a bigger role to play in improving User Retention. The biggest SL communities all have external websites because Second Life Group tools are a billion years old and SUCK."
Good article from one of Second Life's premiere builder/scripters regarding the new Second Life CEO's interview with some SL bloggers. The post has links to other articles he's written about how the SL experience could be improved.
On Tuesday February 18, Linden Lab's new CEO Ebbe Altberg, also known inworld as Ebbe Linden, met inworld with several Second Life bloggers. Pete Linden was also at the meeting. The bloggers were from left to right Saffia Widdershins.
The SL Newser does its usual through job of reporting on the new Second Life CEO. Visit the article for the overview and a nice collection of links to SL bloggers covering the story.
Ryan Hornbeck, a cognitive anthropologist, specializes in examining why games are sometimes more fun than everyday life. He wrote his massive dissertation on moral cognition and spiritual experiences in Chinese WoW—and the results sound a lot like my Sunday morning congregation, minus the boring sermon.
One player said:
In the end, the most important thing I want to say is what we are playing is not merely a game... In this world we find a feeling of existence we cannot find in the real world. This does not mean we are escaping, nor that we can only play games. People who say this are not real players... Do not think playing games is a waste of time, because the game made up for something we lost.
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