Second Life and other Virtual Worlds
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Second Life and other Virtual Worlds
Exploring the Metaverse
Curated by CM Elias
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Still no mass appeal & Why Tech Companies Pumping Billions Into #VR Could Actually Kill It

Still no mass appeal & Why Tech Companies Pumping Billions Into #VR Could Actually Kill It | Second Life and other Virtual Worlds | Scoop.it
Investors think VR and AR could be the next iPhone. And it's hobbling the potential of both technologies.

Via Gary Hayes
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Gary Hayes's curator insight, September 28, 5:42 PM
Quote "HISTORY DOESN'T ALWAYS REPEAT ITSELF THE WAY YOU EXPECT When you look at the $1 billion acquisition for Oculus, or a $750 million dollar investment in Magic Leap, you’re seeing bets based on the assumption that these gadgets won’t just be modestly successful when they arrive—they’ll be almost ubiquitous, as the iPhone was. We don’t know how much Microsoft has spent on Hololens, but the very design of the gadget speaks to the expectation that it’ll be a product for the masses. It isn’t tethered to a big computer—it’s meant to be mobile. Its industrial design is also surprisingly slick and lust-worthy. But as well designed as it is, the fact that it’s not tethered means that it’s far too underpowered at present to deliver on the true promise of AR—the promise of having almost limitless data about everything within your gaze, or being able to look through the eyes of another person. Today, most AR and VR demos relegate these devices to the role of a very fancy display gadget for trade fairs, or a novel gaming device for very, very simple games."
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#AvatarFest #Opensim Community Event

A promo video for the upcoming AvatarFest Opensim community event. The are exhibits and performers from all over the hypergrid to celebrate as a community
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The Big #VR Play. Virtual Reality and Social Media: Are We Ready for Dynamic Social? | Adobe

The Big #VR Play. Virtual Reality and Social Media: Are We Ready for Dynamic Social? | Adobe | Second Life and other Virtual Worlds | Scoop.it
Smart brands see the value in using social media to create deep, meaningful interactions. Here’s how virtual reality will change everything.

Via Gary Hayes
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Gary Hayes's curator insight, September 22, 7:06 PM
Quote "AR and VR will change how consumers communicate with brands, creating truly social interactions with companies and their employees. As a result, traditional social-media departments will likely transform from groups of writers who string together interesting tweets and posts — hoping for text-based interactions — to groups that facilitate virtual interactions with customers for more dynamic experiences. As we approach the second wave of hype surrounding VR and AR, there are high expectations for these emerging technologies. Facebook created a social VR team, Google has invested over $500 million in AR, and many technology vendors have released AR and VR headsets. Yet, many brands remain hesitant because these virtual technologies both require tremendous resources and costs. Deciding whether to invest is challenging. Be realistic, take a step back, and ask whether these technologies will, ultimately, help you achieve your business objectives."
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Philip Rosedale - Rebuilding Reality (FoST 2016)

www.fost.org 2016 Future of StoryTelling Summit Speaker: Philip Rosedale CEO & Cofounder, High Fidelity / Second Life Philip Rosedale has always been fascinated…
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The ART BOX - Second life's truly immersive Art Gallery to close

The ART BOX -  Second life's truly immersive Art Gallery to close | Second Life and other Virtual Worlds | Scoop.it

Described as a fully immersive Art Gallery, Art Box is a fun place to visit. Created by Frankie Rockett and Violet Sweetwater, the three story Art Box contains 3D representations of over seventy famous works of art, allowing you, the avatar, by using poseballs to be part of the picture.


Via Ann Owiti
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Virtual Worlds, Disability, and New Cultures of the Embodied Self

Virtual Worlds, Disability, and New Cultures of the Embodied Self | Second Life and other Virtual Worlds | Scoop.it
"Virtual Worlds, Disability, and New Cultures of the Embodied Self" is a research project with two Principal Investigators, Tom Boellstorff and Donna Z. Davis. It is supported by a grant from the National Science Foundation (Cultural Anthropology and Science, Technology, and Society).
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There's a Quiz with Prizes at The E-Learning Garden (Chilbo): Will You Accept the Challenge?

There's a Quiz with Prizes at The E-Learning Garden (Chilbo): Will You Accept the Challenge? | Second Life and other Virtual Worlds | Scoop.it

The questions are all about one of the most popular activities in Second Life®: taking snapshots.


Screen capture (aka snapshot taking) in SL is a great way for people to express and share their creativity, However, many users do it completely unaware that there is such a thing as an official Linden Lab policy that regulates this activity. As educators, it is important that we tell our students about SL ToS, including the rules regarding snapshot taking. So, here's a challenge: brush up on your knowledge of 'Linden Lab Official Snapshot and Machinima Policy', take the quiz and win prizes! In this case, all the prizes are animations - poses that you can later use for your snapshots.


Taxi to The E-Learning Garden @ Chilbo:

http://maps.secondlife.com/secondlife/Chilbo/14/46/1550

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Virtual Worlds and Education - Six Years Later

Virtual Worlds and Education - Six Years Later | Second Life and other Virtual Worlds | Scoop.it

I started using Second Life six years ago, while studying for my Postgraduate Diploma in Education (specializing in e-Learning Pedagogy). Since then, I've explored many other Virtual Worlds/Grids, like Kitely, InWorldz, other public and private OpenSim grids, as well as Sim-on-a-Stick (SoaS), and even the very promising (now apparently very dead) virtual-world-on-a-browser Cloud Party. Recently, I had the opportunity to share my views on the potencial of Second Life and other VW for education/training with educators who have never used any of these platforms.

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David W. Deeds's curator insight, September 15, 8:19 PM

Good stuff! Thanks to CM Elias.

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Harvard Still Has a Sim in Second Life, But I'm Not Sure Even Harvard Remembers That

Harvard Still Has a Sim in Second Life, But I'm Not Sure Even Harvard Remembers That | Second Life and other Virtual Worlds | Scoop.it

One wonders if Harvard is still paying to keep the unused sim in Second Life, possibly because their accounting people haven't bothered to investigate the monthly $199 debit on their credit card -- or, as is sometimes the case, Linden Lab forgot to remove it from the grid. For now, it remains a testament to how even the most brilliant minds at the world's most brilliant university can over-estimate the importance of the virtual with cold hard cash.

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How to Create a #Book in #SecondLife Using a Free Full-Perm Template

How to Create a #Book in #SecondLife Using a Free Full-Perm Template | Second Life and other Virtual Worlds | Scoop.it
This step by step guide was written to help SL users learn how easy it is to create a book (similar to a physical one) using a free full-permissions template. 
You can read this book online at:
You can also get a free copy at 'The E-Learning Garden' in Second Life®. 
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HoloLens: Exploring #SecondLife via 360 Panoramic Photography

So, some of you may have read about me in an article on UploadVR. In that article, I talked about playing back 360 degree panoramic videos. In this video
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First Bento Mesh Heads Available to Demo in Second Life

First Bento Mesh Heads Available to Demo in Second Life | Second Life and other Virtual Worlds | Scoop.it

After a long wait, we're starting to see avatars featuring Project Bento, Linden Lab's new skeleton extensions which greatly expand the expressive range of avatars. Above is what appears to be the first Bento-enabled mesh head, complete with a crazy degree of customization options.

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Designing for virtual reality and the impact on education | Alex Faaborg | TEDxCincinnati

Alex Faaborg shares how Virtual Reality introduces unique challenges for interface design, and opens up incredible opportunities for the future of art, journalism, and education. Virtual Reality design techniques and Google Cardboard is introduced to over 1000 TEDxCincinnati Main Stage participants.

Via Jim Lerman
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Simple. #AR will be ubiquitous #VR will be niche. #AR Rises in Virtual Reality's Shadow - Lovesick Cyborg

Simple. #AR will be ubiquitous #VR will be niche. #AR Rises in Virtual Reality's Shadow - Lovesick Cyborg | Second Life and other Virtual Worlds | Scoop.it
The hype about virtual reality masks the fact that Silicon Valley is betting big on the future of augmented reality

Via Gary Hayes
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Gary Hayes's curator insight, September 28, 5:48 PM
Quote "“It’s just really, really tough to ship hardware to hundreds of millions of people and to convince hundreds of millions of people to spend tens or hundreds of dollars to buy your AR or VR goggles,” Ng said in an interview on the Sinica Podcast."
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#AvatarFest 2016 celebrates the #hypergrid user community

#AvatarFest 2016 celebrates the #hypergrid user community | Second Life and other Virtual Worlds | Scoop.it
Avatarfest 2016 is almost upon us and the region is almost full with the exhibitions and stages are being prepared for performers. Now that the dust has settled and my build is on the region and with only minor things left to do I have some time to write about
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The #VR Empathy Machine Continues - UN advisor wants you to feel like a refugee—in virtual reality

The #VR Empathy Machine Continues - UN advisor wants you to feel like a refugee—in virtual reality | Second Life and other Virtual Worlds | Scoop.it
U.N. Creative Director Gabo Arora wants people to feel and see humanitarian issues like the Syrian refugee crisis through virtual reality storytelling.

Via Gary Hayes
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Gary Hayes's curator insight, September 24, 9:48 PM
Quote "Started in early 2015, United Nations Virtual Reality (UNVR) was created to fund-raise and impact peace building. The app, backed by UNVR's offices in 150 countries, aims to make real humanitarian tragedies virtual. The UN's virtual reality lab has made people feel a "greater empathic response" through films. UNVR showed "My Mother's Wing" in the streets of Tel Aviv, Israel, to raise awareness about the aftermath of the wars in Palestine."
Dr. Pamela Rutledge's curator insight, Today, 1:19 PM

VR taps into the psychological power of presence ("being there") and our brains react as if we were "really" there, experiencing events physically, emotionally and cognitively.  VR has tremendous potential for applications where the goal is to see the world through another's eyes.  The end result is not just empathy, but to break down barriers by emphasizing our shared humanity, not individual differences.

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Engage Educational Virtual Reality Platform | Immersive VR Education

Engage Educational Virtual Reality Platform | Immersive VR Education | Second Life and other Virtual Worlds | Scoop.it
ENGAGE is a free to use education and presentation platform that seeks to transform how people share ideas and teach lessons to each other globally by harnessing the power of virtual reality technologies such as the Oculus Rift & HTC Vive.

Via Nik Peachey
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Nik Peachey's curator insight, September 19, 1:06 AM

Download it and give it a try.

Rosemary Tyrrell, Ed.D.'s curator insight, September 19, 12:28 PM
Interesting
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Mixed reality studio with gesture recognition launched in Europe –

Mixed reality studio with gesture recognition launched in Europe – | Second Life and other Virtual Worlds | Scoop.it
VR VISIO, a Poland-based indie virtual reality studio, has opened a mixed reality studio — the first of its kind in Europe to be able to record live videos in virtual 3D spaces during both standard recording and streaming. It makes it possible to shoot, live stream and record virtual reality promotional videos while the actor is interacting with virtual environments.
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Free Workshop for Educators: How to Create a Book in Second Life®

Free Workshop for Educators: How to Create a Book in Second Life® | Second Life and other Virtual Worlds | Scoop.it

Participants will get the hands-on experience of collaboratively creating a book using a free full-perm template.

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Kitely: Automatic World Optimization and Other Improvements | Virtual World Blog

Kitely: Automatic World Optimization and Other Improvements | Virtual World Blog | Second Life and other Virtual Worlds | Scoop.it
We updated Kitely today with several features that improve the in-world experience, including a system that automatically optimizes Kitely worlds so they’ll start faster.
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Interactive VR Storytelling With Jon Favreau and His Tiny Goblin - VRScout

Interactive VR Storytelling With Jon Favreau and His Tiny Goblin - VRScout | Second Life and other Virtual Worlds | Scoop.it
This is the dream world of Gnomes & Goblins and the creator is someone you’re probably already familiar with. The roughly 10-minute interactive VR experience was being demoed Wednesday at the Wevr offices in Venice, California. Sitting outside the demo room speaking with guests, sat the creator of Gnomes & Goblins, film director Jon Favreau.
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Call for Proposals | Opensimulator Community Conference 2016

Call for Proposals | Opensimulator Community Conference 2016 | Second Life and other Virtual Worlds | Scoop.it
Call for Proposals The OpenSimulator Community Conference 2016 Call for Proposals is now open! The OpenSimulator Community Conference 2016 wants everyone to
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Innovative Second Life : Creating A Magazine In Second Life

Innovative Second Life : Creating A Magazine In Second Life | Second Life and other Virtual Worlds | Scoop.it
Are you an aspiring editor or publisher? Have you been wanting to produce a magazine or webzine in SL? Below are some points to help create a great SL magazine or webzine.
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Expert Forecasts of #VirtualReality Adoption Vary Wildly While Actual Sales Are Slow

Expert Forecasts of #VirtualReality Adoption Vary Wildly While Actual Sales Are Slow | Second Life and other Virtual Worlds | Scoop.it
Is virtual reality about to go mass market, or is it destined to be a hardcore gamer niche? I've been tracking adoption forecasts of VR devices for at least the last two years, so let's take a look: I
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Creating #VR Content? 10 Commandments every virtual reality experience creator should follow

Creating #VR Content? 10 Commandments every virtual reality experience creator should follow | Second Life and other Virtual Worlds | Scoop.it
Thou shall cast thy fury at developers who do not keep these design rules dear.

Via Gary Hayes
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Gary Hayes's curator insight, September 12, 7:42 PM
Quote "7. Thine kingdom need not be be realistic Unfortunately, realism doesn't work that well with VR. What you have to aim for is coherence and consistency - if you turn your head, the view should move, but if you need to walk forward, it doesn't have to be exactly like real life with head-bouncing and swaying from side to side as you take a step. That would just make everyone throw up. The less perfect the VR experience is, the less the player will expect, and the easier it is to fool them into seeing everything as real."
Dr. Pamela Rutledge's curator insight, September 13, 8:13 PM

Good "rules" but above all else, it has to have a good story.