This document provides biographical information about Sebastian Urazan and his family and goals. It describes his current family consisting of his parents and siblings, with his father working as a lawyer. It discusses his family's past and his hopes for the future, which include living in Barcelona, Spain with his wife and children. The document also outlines Sebastian's interests like soccer, food preferences, personality traits, and goals of studying medicine and playing soccer professionally or pursuing art and poetry.
The Future of Life Sciences 2013 for Max Planck InstituteMelanie Swan
This document provides an overview of Melanie Swan's presentation on the future of life sciences. It introduces Melanie Swan and her background. The presentation's agenda includes discussing opportunities in areas like synthetic biology, regenerative medicine, 3D printing, genomics, and quantified self-tracking. Specific opportunities highlighted include using synthetic biology for applications like biofuels, using regenerative medicine and 3D printing for organ regeneration and customized objects, and integrating diverse health data streams for personalized analysis. Risks of these technologies are also acknowledged.
1) Goods and services will be delivered directly to homes through underground tube networks, eliminating the need for daily shopping trips.
2) Robots will be able to travel and interact with the physical world on one's behalf, allowing people to virtually attend meetings or go shopping remotely.
3) Advances in technology will enable flying cars and make civilian air travel more accessible, with requests for "avian lines" in heavy traffic situations.
4) Many other predicted technologies focus on artificial body parts, external brain storage, independent homes powered by self-sufficient energy and waste systems, personal drones, and means of personal air travel like artificial wings.
What does the future look like? Is it a dark space where we’re suffering from varying degrees of techamphetamine or are we heading towards a Utopian fantasy of abundance and harmony?
Understanding that our basic human needs and wants barely change, we explore the future state of a range of topics; from our need for physical sustenance through to our age-long fascination of transcending the limitations of our biology.
Looking at the future from a human perspective, our potential for greatness is teetering on a fine line between darkness and hope. We’re banking on the latter.
- Second Life is a 3D virtual world created by Linden Research and launched in 2003 where users create avatars to explore, socialize and participate in activities.
- Residents can explore the virtual world, communicate via text or voice chat, build objects, and participate in an internal economy using the Linden dollar currency.
- Many real-world organizations have established a presence in Second Life for purposes like education, religious meetings, and embassies.
Second Life is an online virtual world where users create avatars to interact with others. Users can socialize, attend events, play games, and build virtual objects. It has been used educationally by allowing students to engage in experiential learning activities. While useful, Second Life requires technical resources and its adult rating limits K-12 use. Alternatives like OpenSimulator provide free, private virtual worlds for education but with less stability than Second Life.
This document provides biographical information about Sebastian Urazan and his family and goals. It describes his current family consisting of his parents and siblings, with his father working as a lawyer. It discusses his family's past and his hopes for the future, which include living in Barcelona, Spain with his wife and children. The document also outlines Sebastian's interests like soccer, food preferences, personality traits, and goals of studying medicine and playing soccer professionally or pursuing art and poetry.
The Future of Life Sciences 2013 for Max Planck InstituteMelanie Swan
This document provides an overview of Melanie Swan's presentation on the future of life sciences. It introduces Melanie Swan and her background. The presentation's agenda includes discussing opportunities in areas like synthetic biology, regenerative medicine, 3D printing, genomics, and quantified self-tracking. Specific opportunities highlighted include using synthetic biology for applications like biofuels, using regenerative medicine and 3D printing for organ regeneration and customized objects, and integrating diverse health data streams for personalized analysis. Risks of these technologies are also acknowledged.
1) Goods and services will be delivered directly to homes through underground tube networks, eliminating the need for daily shopping trips.
2) Robots will be able to travel and interact with the physical world on one's behalf, allowing people to virtually attend meetings or go shopping remotely.
3) Advances in technology will enable flying cars and make civilian air travel more accessible, with requests for "avian lines" in heavy traffic situations.
4) Many other predicted technologies focus on artificial body parts, external brain storage, independent homes powered by self-sufficient energy and waste systems, personal drones, and means of personal air travel like artificial wings.
What does the future look like? Is it a dark space where we’re suffering from varying degrees of techamphetamine or are we heading towards a Utopian fantasy of abundance and harmony?
Understanding that our basic human needs and wants barely change, we explore the future state of a range of topics; from our need for physical sustenance through to our age-long fascination of transcending the limitations of our biology.
Looking at the future from a human perspective, our potential for greatness is teetering on a fine line between darkness and hope. We’re banking on the latter.
- Second Life is a 3D virtual world created by Linden Research and launched in 2003 where users create avatars to explore, socialize and participate in activities.
- Residents can explore the virtual world, communicate via text or voice chat, build objects, and participate in an internal economy using the Linden dollar currency.
- Many real-world organizations have established a presence in Second Life for purposes like education, religious meetings, and embassies.
Second Life is an online virtual world where users create avatars to interact with others. Users can socialize, attend events, play games, and build virtual objects. It has been used educationally by allowing students to engage in experiential learning activities. While useful, Second Life requires technical resources and its adult rating limits K-12 use. Alternatives like OpenSimulator provide free, private virtual worlds for education but with less stability than Second Life.
Second Life is a virtual world platform that allows users to interact with each other through avatars. It has over 14 million users from around the world who use it for social networking, education, and business opportunities. Many real-world companies have a presence in Second Life to market and sell products. While virtual, Second Life has its own economy and currency that are exchanged with U.S. dollars.
3D virtual worlds can be used for language learning by providing social, immersive, and creative experiences. Teachers can design virtual field trips, city tours led by students, and role-playing activities. Students can practice skills like presentations, interviews, and collaborative construction projects. While virtual worlds allow flexibility, educators should consider private versus public spaces and combining both for optimal language learning opportunities.
This document provides an introduction and background on online games and virtual worlds. It discusses how these spaces have evolved from text-based games and now have millions of users worldwide. Online games and virtual worlds demonstrate the complexity of 21st century social interaction in digital spaces. They allow people from around the world to interact through avatars and explore simulated environments together.
This is an assignment I had for a communications course, the topic I chose was virtual communities and the online world. It was a really interesting topic to research and present a report on.
This document discusses virtual worlds and their potential uses for education. It describes how virtual worlds allow for immersive digital environments using avatars. Popular virtual worlds mentioned include Second Life, Active Worlds, There, Whyville, Project Wonderland, and World of Warcraft. The document outlines various educational activities that take place in these worlds like teaching, collaboration, meetings, and 3D visualization. Challenges with virtual worlds are also noted around technical issues, time demands, and social concerns.
Second Life is a 3D virtual world created by users where residents interact through avatars. Residents can explore the virtual world, build objects, and participate in activities like education, religion, and business. The economy allows for the buying and selling of virtual goods using Linden dollars. Communication occurs through chat, messaging, and email. Many companies and organizations have a presence in Second Life to reach users. While virtual, Second Life has become integrated into popular culture through literature, television, movies, and music.
Virtual worlds are computer-simulated 3D environments where users interact through avatars. They began as text-based MUDs and MUSHes and evolved into modern graphical MMORPGs. Key concepts include persistence of the virtual world even when users log off, real-time interaction between avatars, and emergent player-driven economies. Virtual worlds have applications for research, education, and assisting disabled users to experience activities.
Second Life -brief introduction (my PhD project)Eivind Kalvatn
This document provides an introduction and overview of Second Life, a 3D virtual world. It discusses the creator's inspiration from cyberpunk literature. It describes some of the key aspects of Second Life, including how users can build and customize their virtual environments. It also discusses research on player typologies and behaviors in Second Life, such as how they socialize, represent themselves through avatars, and interact with others.
This document summarizes Second Life, a 3D virtual world, and Sloodle, a module that integrates Moodle with Second Life. It describes how Second Life allows users to interact via avatars, communicate verbally and non-verbally, travel instantly or walk/fly, and create 3D objects. It also discusses how many educational institutions have virtual campuses in Second Life and courses taught on various subjects. Sloodle allows integrating Moodle course management and activities like registration, enrollment, quizzes into Second Life. The future may involve other virtual environments beyond just Second Life.
A virtual world is a simulated online environment where users interact through avatars. While some virtual worlds are like video games, others allow for open-ended user creation and social interaction. The document discusses how virtual worlds could be empty spaces for users to collaboratively build and populate. Examples are given of educational, cultural, and business uses of virtual worlds that provide immersive experiences and connections to real-world information systems through avatars. The document advocates developing content and experiences across multiple online platforms including virtual worlds, to engage communities of interested users.
This document provides an overview of virtual worlds, including definitions and descriptions. It discusses how virtual worlds allow multiple users to interact through avatars and explore simulated environments. The document also summarizes key aspects of virtual worlds such as economies, geography, research applications, social interactions, medical uses, commercial uses, education, and depictions in fiction.
Second Life: A Glimpse into a Digiital Worldguest705c8c3
This document introduces Second Life, a virtual world where users create avatars to engage in various activities. In Second Life, created by Linden Labs in 1999, users can customize their avatars endlessly and spend over 100 minutes each login participating in escape, networking, commerce, distance learning and changing their look. While some concerns exist around false identities and loss of real-world social skills from extensive virtual world use, Second Life is changing how people network, shop, meet and socialize online and affecting education and businesses.
This document discusses the rise of virtual worlds and how people are representing themselves online through avatars and digital media. It notes that over 2.7 billion Google searches are performed each month, and the number of text messages sent daily exceeds Earth's population. Second Life is highlighted as a successful virtual world with over 8.6 million accounts where users socialize and participate in an economy through user-generated content and virtual property. The document suggests that virtual worlds will continue growing and transforming the internet into a 3D environment where people interact through avatars.
Second Life is a virtual world where users create avatars to represent themselves. Nonprofits have created virtual presences in Second Life to raise awareness of their causes and solicit donations. The MacArthur Foundation has provided funding for organizations to host virtual events in Second Life to bring people together cost-effectively and discuss issues like migration and education. While Second Life provides a creative space for global interaction, it also has technology requirements and a learning curve that can make participation challenging.
3D Virtual Worlds: Second Life: International Schools EducationDavid W. Deeds
Changchun American International School (CAIS) was the first (we know of!) International Baccalaureate Organization (IBO) World School to establish a cybercampus in Second Life (SL)! We hope to lead the way to an IBO Island in SL soon! We invite other international schools to join us in SL!
This document provides an overview of Second Life, a virtual world platform, and discusses some of its features and uses. It describes how Second Life allows users to interact through avatars, explore the virtual world, socialize and participate in activities. It also discusses some challenges with Second Life, including the potential for child pornography, gambling issues, and addiction. Additionally, it outlines how some companies use Second Life for meetings and events, and how the media industry has utilized it.
The document discusses the history of interactivity and the digital medium from the 1960s to the 2000s. It covers early developments like programming languages, networked systems, and games. Important concepts discussed include symbolic representation, hypertext, virtual spaces, and how computers have become tools for businesses, education and entertainment. The document also examines the evolution of interactivity and how users can now enter online spaces and participate through navigation and manipulation.
Second Life is an online virtual world where users create avatars and their own virtual lands. It is entirely user-generated content driven. Residents can own virtual property, and the in-game economy uses "Lindens" that have a direct value to US dollars, allowing some users to earn over $1 million annually. Second Life also hosts real-world events and shares live data, such as IBM's recreation of the Wimbledon tennis matches. It serves as an interactive platform for businesses, entertainment, and education.
Second Life is a 3D virtual world where users create avatars to interact and engage in activities. Over 20 million accounts exist from individuals and organizations in over 100 countries. In Second Life, education institutions can design virtual classrooms and learning environments to encourage collaboration between globally distributed students through role playing and interactive problem solving. Over 300 universities have a presence in Second Life to appeal to visual learners and enhance authentic learning through a shared virtual space.
Second Life is a virtual world platform that allows users to interact with each other through avatars. It has over 14 million users from around the world who use it for social networking, education, and business opportunities. Many real-world companies have a presence in Second Life to market and sell products. While virtual, Second Life has its own economy and currency that are exchanged with U.S. dollars.
3D virtual worlds can be used for language learning by providing social, immersive, and creative experiences. Teachers can design virtual field trips, city tours led by students, and role-playing activities. Students can practice skills like presentations, interviews, and collaborative construction projects. While virtual worlds allow flexibility, educators should consider private versus public spaces and combining both for optimal language learning opportunities.
This document provides an introduction and background on online games and virtual worlds. It discusses how these spaces have evolved from text-based games and now have millions of users worldwide. Online games and virtual worlds demonstrate the complexity of 21st century social interaction in digital spaces. They allow people from around the world to interact through avatars and explore simulated environments together.
This is an assignment I had for a communications course, the topic I chose was virtual communities and the online world. It was a really interesting topic to research and present a report on.
This document discusses virtual worlds and their potential uses for education. It describes how virtual worlds allow for immersive digital environments using avatars. Popular virtual worlds mentioned include Second Life, Active Worlds, There, Whyville, Project Wonderland, and World of Warcraft. The document outlines various educational activities that take place in these worlds like teaching, collaboration, meetings, and 3D visualization. Challenges with virtual worlds are also noted around technical issues, time demands, and social concerns.
Second Life is a 3D virtual world created by users where residents interact through avatars. Residents can explore the virtual world, build objects, and participate in activities like education, religion, and business. The economy allows for the buying and selling of virtual goods using Linden dollars. Communication occurs through chat, messaging, and email. Many companies and organizations have a presence in Second Life to reach users. While virtual, Second Life has become integrated into popular culture through literature, television, movies, and music.
Virtual worlds are computer-simulated 3D environments where users interact through avatars. They began as text-based MUDs and MUSHes and evolved into modern graphical MMORPGs. Key concepts include persistence of the virtual world even when users log off, real-time interaction between avatars, and emergent player-driven economies. Virtual worlds have applications for research, education, and assisting disabled users to experience activities.
Second Life -brief introduction (my PhD project)Eivind Kalvatn
This document provides an introduction and overview of Second Life, a 3D virtual world. It discusses the creator's inspiration from cyberpunk literature. It describes some of the key aspects of Second Life, including how users can build and customize their virtual environments. It also discusses research on player typologies and behaviors in Second Life, such as how they socialize, represent themselves through avatars, and interact with others.
This document summarizes Second Life, a 3D virtual world, and Sloodle, a module that integrates Moodle with Second Life. It describes how Second Life allows users to interact via avatars, communicate verbally and non-verbally, travel instantly or walk/fly, and create 3D objects. It also discusses how many educational institutions have virtual campuses in Second Life and courses taught on various subjects. Sloodle allows integrating Moodle course management and activities like registration, enrollment, quizzes into Second Life. The future may involve other virtual environments beyond just Second Life.
A virtual world is a simulated online environment where users interact through avatars. While some virtual worlds are like video games, others allow for open-ended user creation and social interaction. The document discusses how virtual worlds could be empty spaces for users to collaboratively build and populate. Examples are given of educational, cultural, and business uses of virtual worlds that provide immersive experiences and connections to real-world information systems through avatars. The document advocates developing content and experiences across multiple online platforms including virtual worlds, to engage communities of interested users.
This document provides an overview of virtual worlds, including definitions and descriptions. It discusses how virtual worlds allow multiple users to interact through avatars and explore simulated environments. The document also summarizes key aspects of virtual worlds such as economies, geography, research applications, social interactions, medical uses, commercial uses, education, and depictions in fiction.
Second Life: A Glimpse into a Digiital Worldguest705c8c3
This document introduces Second Life, a virtual world where users create avatars to engage in various activities. In Second Life, created by Linden Labs in 1999, users can customize their avatars endlessly and spend over 100 minutes each login participating in escape, networking, commerce, distance learning and changing their look. While some concerns exist around false identities and loss of real-world social skills from extensive virtual world use, Second Life is changing how people network, shop, meet and socialize online and affecting education and businesses.
This document discusses the rise of virtual worlds and how people are representing themselves online through avatars and digital media. It notes that over 2.7 billion Google searches are performed each month, and the number of text messages sent daily exceeds Earth's population. Second Life is highlighted as a successful virtual world with over 8.6 million accounts where users socialize and participate in an economy through user-generated content and virtual property. The document suggests that virtual worlds will continue growing and transforming the internet into a 3D environment where people interact through avatars.
Second Life is a virtual world where users create avatars to represent themselves. Nonprofits have created virtual presences in Second Life to raise awareness of their causes and solicit donations. The MacArthur Foundation has provided funding for organizations to host virtual events in Second Life to bring people together cost-effectively and discuss issues like migration and education. While Second Life provides a creative space for global interaction, it also has technology requirements and a learning curve that can make participation challenging.
3D Virtual Worlds: Second Life: International Schools EducationDavid W. Deeds
Changchun American International School (CAIS) was the first (we know of!) International Baccalaureate Organization (IBO) World School to establish a cybercampus in Second Life (SL)! We hope to lead the way to an IBO Island in SL soon! We invite other international schools to join us in SL!
This document provides an overview of Second Life, a virtual world platform, and discusses some of its features and uses. It describes how Second Life allows users to interact through avatars, explore the virtual world, socialize and participate in activities. It also discusses some challenges with Second Life, including the potential for child pornography, gambling issues, and addiction. Additionally, it outlines how some companies use Second Life for meetings and events, and how the media industry has utilized it.
The document discusses the history of interactivity and the digital medium from the 1960s to the 2000s. It covers early developments like programming languages, networked systems, and games. Important concepts discussed include symbolic representation, hypertext, virtual spaces, and how computers have become tools for businesses, education and entertainment. The document also examines the evolution of interactivity and how users can now enter online spaces and participate through navigation and manipulation.
Second Life is an online virtual world where users create avatars and their own virtual lands. It is entirely user-generated content driven. Residents can own virtual property, and the in-game economy uses "Lindens" that have a direct value to US dollars, allowing some users to earn over $1 million annually. Second Life also hosts real-world events and shares live data, such as IBM's recreation of the Wimbledon tennis matches. It serves as an interactive platform for businesses, entertainment, and education.
Second Life is a 3D virtual world where users create avatars to interact and engage in activities. Over 20 million accounts exist from individuals and organizations in over 100 countries. In Second Life, education institutions can design virtual classrooms and learning environments to encourage collaboration between globally distributed students through role playing and interactive problem solving. Over 300 universities have a presence in Second Life to appeal to visual learners and enhance authentic learning through a shared virtual space.
Discover the benefits of outsourcing SEO to Indiadavidjhones387
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Instagram has become one of the most popular social media platforms, allowing people to share photos, videos, and stories with their followers. Sometimes, though, you might want to view someone's story without them knowing.
Meet up Milano 14 _ Axpo Italia_ Migration from Mule3 (On-prem) to.pdfFlorence Consulting
Quattordicesimo Meetup di Milano, tenutosi a Milano il 23 Maggio 2024 dalle ore 17:00 alle ore 18:30 in presenza e da remoto.
Abbiamo parlato di come Axpo Italia S.p.A. ha ridotto il technical debt migrando le proprie APIs da Mule 3.9 a Mule 4.4 passando anche da on-premises a CloudHub 1.0.
2. SECTIONS OF THE PRESENTATION
! Basic of 3D Virtual Worlds
! Second Life
! The Future of Virtual Worlds
3. WHAT IS VIRTUAL WORLDS?
! Computer based environments which allows
individuals to connect and interact with each other
globally
4. TYPES OF VIRTUAL WORLDS
! Massively Multiplayer Online Games (Real Time
Strategies – Sports)
! Collaborative Virtual Environments (Simulations for
working experiences and learning purpose or meeting
with co-workers)
! Massively Multiplayer Online Real Life Games
(Second Life)
5. VIRTUAL WORLDS
! Give opportunity to be anonymous
! Provide conditions for interaction and engagement
for learners
! make possible to simulate real world experiences
! Mostly provide real time communication
14. WHAT IS SECOND LIFE
! Second Life is a 3D virtual community which created
by its members.
15. WHAT IS SECOND LIFE
! Second Life’s own definition
A world with infinite possibilities and a life without
boundaries, guided only by your imagination.
16. THE HISTORY OF SECOND LIFE
! Was created as Linden World by Philip Rosedale in
1999
! It was launched as internet based virtual world in
2003 as Second Life
! Came to international attention between 2006 and
2007
17. THE BASIC OF SECOND LIFE
! People are called as residents
! It includes sound, wind, audible conversation, built-in
chat and instant messaging
! Residents can attend classes, hang out, start
businesses, join clubs and buy properties.
18. THE WORLD IN SECOND LIFE
! The second life world runs on Linden Time
! There are several languages
! The world is divided as 256x256 areas of land and it is
called Regions of Sims
! Residents can drive, fly or walk for going to another
location.
19. ECONOMY IN SECOND LIFE
! Residents can sell or buy objects that they created
! They can also sell service
! The currency in Second Life is Linden Dollar
! One American dollar = 266 Linden Dollar
20. EDUCATION AND RELIGION ACTIVITIES
! Residents can attend classes and go to Libraries
! They can also learn another language like in the real
life
! They can also meet in virtual places to talk and
practice their religion.
28. THE FUTURE OF VIRTUAL WORLDS
! Virtual Worlds will be adopted to Smartphone in the
near future.
! It will be possible to cross from one virtual world to
another with one single avatar.
! Virtual stores like Adidas will adopt sites like eBay
and Amazon.
! Universities will allow students to attend classes from
virtual worlds.
29. THE FUTURE OF VIRTUAL WORLDS
! Virtual Worlds will integrate with augmented reality.