Abstract: Contemporary artistic approaches to Second Life provide a variety of models for meaningful interactions with physical and digital reality. By offering multiple forms of communication and interaction as with Second Life (SL) they help to broaden social, ethical and professional competence. However, if SL is restricted to the digital replication of real-physical space only, the potential for new learning spaces and methods will remain unaffected as shown by numerous hierarchically structured virtual spaces of high schools and universities in SL. Contrarily, the spaces collectively created by many creative SL users already show more complex and rich forms of communication and interaction. With an artistic and critical intertwining of...
A virtual world is a computer based environment, typically in three dimensions, where a person can i...
Online three-dimensional (3D) worlds are emerging as a new medium that provides both students and fa...
Video games and new communication metaphors are quickly changing today’s young people habits. Consid...
This paper highlights the potential of three-dimensional multi-user environments such as Second Life...
Three-dimensional virtual worlds such as Second Life continue to expand the way they provide informa...
Second Life is an Internet-based virtual environment. It is a parallel world that can accommodate th...
com) has multiple potential uses in teaching. In Second Life (SL), users create avatars that represe...
Second Life is a virtual world that allows its Residents to create completely original content using...
3D information systems for education must be investigated and adopted for a more involving form of l...
Abstract From times immemorial, man had always been fascinated by the concept of travelling to and l...
Second Life represents an online environment where it is possible to simulate and reproduce several ...
Lifelong Learning (LLL) has been a remarkable response to people-centered educational demand of 21st...
Lifelong Learning (LLL) has been a remarkable response to people-centered educational demand of 21st...
Virtual worlds are emerging as the new frontier in the use of ICTs for the engagement of students in...
Second Life (SL) is a 3-D virtual online environment that was first released in 2003 by Linden Lab. ...
A virtual world is a computer based environment, typically in three dimensions, where a person can i...
Online three-dimensional (3D) worlds are emerging as a new medium that provides both students and fa...
Video games and new communication metaphors are quickly changing today’s young people habits. Consid...
This paper highlights the potential of three-dimensional multi-user environments such as Second Life...
Three-dimensional virtual worlds such as Second Life continue to expand the way they provide informa...
Second Life is an Internet-based virtual environment. It is a parallel world that can accommodate th...
com) has multiple potential uses in teaching. In Second Life (SL), users create avatars that represe...
Second Life is a virtual world that allows its Residents to create completely original content using...
3D information systems for education must be investigated and adopted for a more involving form of l...
Abstract From times immemorial, man had always been fascinated by the concept of travelling to and l...
Second Life represents an online environment where it is possible to simulate and reproduce several ...
Lifelong Learning (LLL) has been a remarkable response to people-centered educational demand of 21st...
Lifelong Learning (LLL) has been a remarkable response to people-centered educational demand of 21st...
Virtual worlds are emerging as the new frontier in the use of ICTs for the engagement of students in...
Second Life (SL) is a 3-D virtual online environment that was first released in 2003 by Linden Lab. ...
A virtual world is a computer based environment, typically in three dimensions, where a person can i...
Online three-dimensional (3D) worlds are emerging as a new medium that provides both students and fa...
Video games and new communication metaphors are quickly changing today’s young people habits. Consid...