The virtual reality program Second Life poses new challenges to its more than 3 million users that include economic interactions, methods of communication, and documentation. This paper assesses the range of activities taking place in Second Life, proposes how Second Life may be viewed as a form of emergent grey literature, discusses the tools used to discover, document, and preserve it.Includes: Conference preprint, Powerpoint presentation, Abstract and Biographical notes, Pratt student commentaryXAInternationa
The purpose of this paper is to explore the roles of libraries within Second Life from the viewpoint...
Due to the unique applications of virtual reality in many modern contexts, Second Life (SL) offers i...
A virtual world is a computer based environment, typically in three dimensions, where a person can i...
This report on Second Life is structured in five parts. Part 1 gives a short outline of what Second ...
Abstract From times immemorial, man had always been fascinated by the concept of travelling to and l...
A growing number of higher education institutions, consortiums and libraries are establishing presen...
Three-dimensional virtual worlds such as Second Life continue to expand the way they provide informa...
With the growing awareness on the research of virtual worlds, it is claimed the development of virtu...
Educators and librarians have been exploring Second Life, a 3D virtual world. With more and more us...
This presentation will provide an overview of how immersive learning and libraries have adopted virt...
Abstract There is currently widespread interest in exploring the opportunities to develop learning t...
With more and more users in virtual worlds, educators and librarians need to keep themselves informe...
A volume in Research in Management Education and Development Series Editors: Charles Wankel, St. Joh...
Due to the unique applications of virtual reality in many modern contexts, Second Life (SL) offers i...
Virtual environments, such as Second Life, have assumed an increasingly important role in popular cu...
The purpose of this paper is to explore the roles of libraries within Second Life from the viewpoint...
Due to the unique applications of virtual reality in many modern contexts, Second Life (SL) offers i...
A virtual world is a computer based environment, typically in three dimensions, where a person can i...
This report on Second Life is structured in five parts. Part 1 gives a short outline of what Second ...
Abstract From times immemorial, man had always been fascinated by the concept of travelling to and l...
A growing number of higher education institutions, consortiums and libraries are establishing presen...
Three-dimensional virtual worlds such as Second Life continue to expand the way they provide informa...
With the growing awareness on the research of virtual worlds, it is claimed the development of virtu...
Educators and librarians have been exploring Second Life, a 3D virtual world. With more and more us...
This presentation will provide an overview of how immersive learning and libraries have adopted virt...
Abstract There is currently widespread interest in exploring the opportunities to develop learning t...
With more and more users in virtual worlds, educators and librarians need to keep themselves informe...
A volume in Research in Management Education and Development Series Editors: Charles Wankel, St. Joh...
Due to the unique applications of virtual reality in many modern contexts, Second Life (SL) offers i...
Virtual environments, such as Second Life, have assumed an increasingly important role in popular cu...
The purpose of this paper is to explore the roles of libraries within Second Life from the viewpoint...
Due to the unique applications of virtual reality in many modern contexts, Second Life (SL) offers i...
A virtual world is a computer based environment, typically in three dimensions, where a person can i...