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071019 Doctrain
071019 Doctrain
071019 Doctrain
071019 Doctrain
071019 Doctrain
071019 Doctrain
071019 Doctrain
071019 Doctrain
071019 Doctrain
071019 Doctrain
071019 Doctrain
071019 Doctrain
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071019 Doctrain
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071019 Doctrain
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071019 Doctrain

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  • 1. Managing Information Assets in a Virtual World AJ KELTON Director, Technology Services Unit College of Humanities and Social Sciences at Montclair State University, NJ
  • 2. What do you already know about Second Life? Why talk about Second Life?
  • 3. What is Second Life? “Second Life is a 3-D virtual world entirely built and owned by its residents.” Second life is NOT a game - there are no rules or a fixed goal-oriented purpose. 15-20K sign ups daily - over 10 million total 25 - 50K residents on at one time (or 25-50% of the population of Lowell, MA - daily!) over $1 million spent daily (real US dollars)
  • 4. What is Behind Second Life a scaleable co-located grid of servers running Linux - “infinite” growth just by adding a server Everything resides on the grid - one download/persistent desktop access Cross-platform portability Infinite avatar customization - no two avatars alike Uploadable textures, audio, and Quicktime video can play in-world. International Language Support - chat and communicate in local languages, including Asian character sets. European keyboards supported.
  • 5. A Universe of Virtual Worlds Sims Online Second Life SL Teen Grid Virtual Earth Active World Whyville Home There Toontown Coke Studios Sora City TowerChat Protosphere Dreamville Traveler Muse Dubit Habbo Hotel Worlds.com The Manor Virtual Ibiza Moove Mokitown Voodoo Chat The Palace Cybertown Playdo
  • 6. A Universe of Virtual Worlds • 22 virtual world platforms listing over 11.8 million users, and that only includes numbers from 7 of the 22 • 18 virtual worlds for Teens and Tweens listing over 52.3 million users from 12 of the 18 • 15 virtual worlds for kids listing over 16.7 million users from 9 of the 15 Do the math: 55 virtual platforms w/ 80.8 million users
  • 7. Show me the money “We don't see any slowing in the market adoption of virtual worlds technologies and expect investment in the space to continue. In fact the market is growing significantly, with the rate of adoption of virtual worlds increasing as the technology matures and has more to offer both consumers and enterprise customers.” Christopher Sherman Executive Director of Virtual Worlds Management
  • 8. Digital Content Management
  • 9. Create Protect Secure Preserve
  • 10. Create Protect Secure Preserve
  • 11. Collaboration
  • 12. Challenges
  • 13. So What? What does this mean, or how does it apply to you?
  • 14. Managing Information Assets in a Virtual World AJ KELTON sorry.afk@gmail.com www.sorry-afk.com

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