The paper gives an overview of some of the museum-like activities currently being undertaken in Second Life. Current development is mainly in the hands of pioneers, often interested amateurs engaging in serious leisure to create spaces enabling them to share their interests with others. These efforts are explored in this paper through a systematic analysis of museum visits and a qualitative analysis of interviews with designers and developers of museums in Second Life. Findings identified include the impact of the current technology on what is created, and the importance of interaction-centric designs.published or submitted for publicationis peer reviewe
This article reports on three case studies of integrating Second Life (SL) into three disciplines: A...
Educators and librarians have been exploring Second Life, a 3D virtual world. With more and more us...
Virtual worlds like Second Life are becoming important tools for, among other activities, socializat...
The paper gives an overview of some of the museum-like activities currently being undertaken in Seco...
The paper gives an overview of some of the museum-like activities currently being undertaken in Seco...
This poster explores how "residents" are using the virtual world Second Life as a third place to eng...
Over five hundred librarians worldwide are experimenting with providing library services in the Mult...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
With the launch of massively multiplayer online roleplaying games (MMORPGs), players were given the ...
Demonstrating the multiple features of the Cerulean Gallery in Second Life, this research artifact, ...
The purpose of this paper is to explore the roles of libraries within Second Life from the viewpoint...
A virtual world is a computer based environment, typically in three dimensions, where a person can i...
Virtual environments, such as Second Life, have assumed an increasingly important role in popular cu...
A growing number of higher education institutions, consortiums and libraries are establishing presen...
The advances of interactive 3D technologies and the rapid expansion of the Internet have led to the ...
This article reports on three case studies of integrating Second Life (SL) into three disciplines: A...
Educators and librarians have been exploring Second Life, a 3D virtual world. With more and more us...
Virtual worlds like Second Life are becoming important tools for, among other activities, socializat...
The paper gives an overview of some of the museum-like activities currently being undertaken in Seco...
The paper gives an overview of some of the museum-like activities currently being undertaken in Seco...
This poster explores how "residents" are using the virtual world Second Life as a third place to eng...
Over five hundred librarians worldwide are experimenting with providing library services in the Mult...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
With the launch of massively multiplayer online roleplaying games (MMORPGs), players were given the ...
Demonstrating the multiple features of the Cerulean Gallery in Second Life, this research artifact, ...
The purpose of this paper is to explore the roles of libraries within Second Life from the viewpoint...
A virtual world is a computer based environment, typically in three dimensions, where a person can i...
Virtual environments, such as Second Life, have assumed an increasingly important role in popular cu...
A growing number of higher education institutions, consortiums and libraries are establishing presen...
The advances of interactive 3D technologies and the rapid expansion of the Internet have led to the ...
This article reports on three case studies of integrating Second Life (SL) into three disciplines: A...
Educators and librarians have been exploring Second Life, a 3D virtual world. With more and more us...
Virtual worlds like Second Life are becoming important tools for, among other activities, socializat...