[PDF] Second Life eBook

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A Practical Guide To Using Second Life In Higher Education

Author : Savin-Baden, Maggi
Publisher : McGraw-Hill Education (UK)
Page : 224 pages
File Size : 26,44 MB
Release : 2010-10-01
Category : Education
ISBN : 0335242146

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Over the last five years there has been an increasing use of immersive virtual worlds, in particular Second Life, in Higher Education. A Practical Guide to Using Second Life in Higher Education is a pedagogically-informed text that guides staff in the use of Second Life for Higher Education. Although there are currently a growing number of books about Second Life available, much of the focus has been on designing the environment, ways of building and the general ease and use-value of the environment. This book is aimed at those who want to use Second Life for teaching in further and higher education. It provides both an overview and an in-depth stance about aspects of the immersive world for teaching, learning and assessment, as well as suggestions about researching (in) Second Life.

Blogs, Wikipedia, Second Life, and Beyond

Author : Axel Bruns
Publisher : Peter Lang
Page : 436 pages
File Size : 22,6 MB
Release : 2008
Category : Art
ISBN : 9780820488660

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Explores our developing participatory online culture, establishing the core principles which drive the rise of collaborative content creation in environments, from open source through blogs and Wikipedia to Second Life. Argues that what is emerging is no longer just a new form of content production, but a new process for the continuous creation and extension of knowledge and art by collarborative communities: produsage.

Second Life In-World Travel Guide

Author : Sean Percival
Publisher : Pearson Education
Page : 195 pages
File Size : 46,60 MB
Release : 2007-12-14
Category : Computers
ISBN : 0132714485

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Some new users to Second Life may find that it can be very difficult to navigate this new 3D space and even harder to find some of the more interesting places to visit. Many of the best places to visit in Second Life have remained a secret to the most active and seasoned users, until now! Now there is a guide for everyone who wants to access the top destinations on Second Life. “This book provides over 200 destinations in six areas - shopping, entertainment, education, real life in Second Life, adults only, and where to live” to “ over 100 top destinations in shopping, entertainment, adults only, virtual travel, education, and where to live. Answering questions like - where to go for a night out on the town, how to find the best shopping experience or find a specific area like Adidas. The book briefly covers the basics of navigating Second Life with tips on flying, teleporting and creating landmarks, then jumps into the main areas of travel. It also includes profiles of some of the people behind these locations. In most cases they are just as colorful as some of the places they create. Each location will be highlighted with a brief write up, screen shots, and location information.

Learning and Research in Virtual Worlds

Author : Jeremy Hunsinger
Publisher : Routledge
Page : 176 pages
File Size : 35,53 MB
Release : 2013-09-13
Category : Education
ISBN : 1135753040

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Virtual worlds are places where humans interact, and as such they can be environments for research and learning. However, they are complex and mutable in ways that more controlled and traditional environments are not. Although computer-mediated, virtual worlds are multifaceted social systems like the offline world, and choosing to study virtual world phenomena demands as much consideration for the participants, the environment and the researcher as offline. By exploring virtual worlds as places of research and learning, the international practitioners in this book demonstrate the power of these worlds to replicate and extend our arenas of research and learning. They focus on process and outcomes and consider questions that arise from engaging in teaching and research in these spaces, including new approaches to research ethics, internationalization, localization, and collaboration in virtual worlds. This book was originally published as a special issue of Learning, Media & Technology.

ComMODify

Author : Shenja van der Graaf
Publisher : Springer
Page : 191 pages
File Size : 40,86 MB
Release : 2017-10-27
Category : Social Science
ISBN : 3319615009

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This book critically analyses user-firm technology relationships and socioeconomic structures at the crossroads of community and commerce. It investigates businesses that let users participate in platform development on the internet. An empirical study of the online world Second Life is used as an early illustration of the pivotal role of user participation in design, development and sustainability of digital platforms. Van der Graaf sheds light on aspects of the ongoing platformization of the internet and on new norms and mechanisms for user participation which are linked to values of creativity, community and labour. ComMODify makes clear that robust theoretical and empirical investigation of the integration of user participation into mainstream business models and its implications for platform development is key to understanding contemporary businesses like Facebook, that sustain the internet of today. This book will be of interest to those wanting to learn more about the socio-economic implications of user participation associated with user-generated content, particularly within the 3D software and game industry.

Freedom and Responsibility in Neoplatonist Thought

Author : Ursula Coope
Publisher : Oxford University Press
Page : 288 pages
File Size : 45,35 MB
Release : 2020-04-16
Category : Philosophy
ISBN : 0192558285

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The Neoplatonists have a perfectionist view of freedom: an entity is free to the extent that it succeeds in making itself good. Free entities are wholly in control of themselves—they are self-determining, self-constituting, and self-knowing. Neoplatonist philosophers argue that such freedom is only possible for non-bodily things. The human soul is free insofar as it rises above bodily things and engages in intellection, but when it turns its desires to bodily things, it is drawn under the sway of fate and becomes enslaved. Ursula Coope discusses this notion of freedom and its relation to questions about responsibility. She explains the important role of notions of self-reflexivity in Neoplatonist accounts of both freedom and responsibility. In Part I, Coope sets out the puzzles Neoplatonist philosophers face about freedom and responsibility and explains how these puzzles arise from earlier discussions. Part II explores the metaphysical underpinnings of the Neoplatonist notion of freedom (concentrating especially on the views of Plotinus and Proclus). In what sense, if any, is the ultimate first principle of everything (the One) free? If everything else is under this ultimate first principle, how can anything other than the One be free? What is the connection between freedom and nonbodiliness? Finally, Coope considers in Part III questions about responsibility, arising from this perfectionist view of freedom. Why are human beings responsible for their behaviour, in a way that other animals are not? If we are enslaved when we act viciously, how can we be to blame for our vicious actions and choices?

Virtual Learning Environments: Concepts, Methodologies, Tools and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1831 pages
File Size : 47,23 MB
Release : 2012-01-31
Category : Computers
ISBN : 1466600128

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As the world rapidly moves online, sectors from management, industry, government, and education have broadly begun to virtualize the way people interact and learn. Virtual Learning Environments: Concepts, Methodologies, Tools and Applications is a three-volume compendium of the latest research, case studies, theories, and methodologies within the field of virtual learning environments. As networks get faster, cheaper, safer, and more reliable, their applications grow at a rate that makes it difficult for the typical practitioner to keep abreast. With a wide range of subjects, spanning from authors across the globe and with applications at different levels of education and higher learning, this reference guide serves academics and practitioners alike, indexed and categorized easily for study and application.

Blockchain Fundamentals for Web 3.0

Author : Mary C. Lacity
Publisher : University of Arkansas Press
Page : 580 pages
File Size : 23,81 MB
Release : 2022-08-08
Category : Computers
ISBN : 1610757904

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Our book explains the movement to establish online trust through the decentralization of value, identity, and data ownership. This movement is part of ‘Web 3.0’, the idea that individuals rather than institutions will control and benefit from online social and economic activities. Blockchain technologies are the digital infrastructure for Web 3.0. While there are many books on blockchains, crypto, and digital assets, we focus on blockchain applications for Web 3.0. Our target audience is students, professionals, and managers who want to learn about the overall Web 3.0 landscape—the investments, the size of markets, major players, and the global reach—as well as the economic and social value of applications. We present applications that use Web 3.0 technologies to unlock value in DeFi, NFTs, supply chains, media, identity, credentials, metaverses, and more. Readers will learn about the underlying technologies, the maturity of Web 3.0 today, and the future of the space from thought-leaders. This textbook is used by undergraduate and graduate Blockchain Fundamentals courses at the University of Arkansas, the University of Wyoming, and other universities around the world. Professors interested in adopting this book for instructional purposes are welcome to contact the authors for supporting instructional materials.

Learning in Virtual Worlds

Author : Sue Gregory
Publisher : Athabasca University Press
Page : 347 pages
File Size : 14,39 MB
Release : 2016-04-01
Category : Education
ISBN : 177199133X

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Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.