SECOND LIFESECOND LIFE
Miss:LamaMiss:Lama
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Agenda
1. Introduction
2. Residents and Avatars
3. The World & Transport
4. Content within the world
5. Communication
6. Economy & Transactions
7. Applications
8. Second Life as a Popular Culture
9. Advantages
10. Conclusion
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Second Life
 Second Life is a three-dimensional virtual community
created entirely by its membership.
 Second Life’s virtual world also includes:

Sound

Wind

Audible conversation

Built-in chat and

Instant messaging
 Residents buy property, start businesses, game, join
clubs, attend classes, or just hang out.
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OFFICIAL LOGOOFFICIAL LOGO
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Agenda
1. Introduction
2. Residents and Avatars
3. The World & Transport
4. Content within the world
5. Communication
6. Economy & Transactions
7. Applications
8. Second Life as a Popular Culture
9. Advantages
10. Conclusion
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Residents and Avatars
 Residents are the users of Second Life, and their
appearance is their avatar.
 Avatars may be creative or can be made to resemble the
person whom they represent.
 The Linden servers register your avatar as the uploader
or creator of the object.
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Various ways of transportation
 The methods of moving around are:
 By foot (also running and jumping).
 Can also fly unaided.
 Can also ride vehicles like go-kart, helicopters submarines
and hot-air balloons.
 Avatars can teleport (abbr. as “TP”) directly to a specific
location.
 There’s also a map window that allows direct teleportation
anywhere.
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Content within the world
 Second Life may be considered part of the web 2.0
phenomenon.
 3D modeling tool allows any Resident to build virtual
objects.
 Residents can also create gestures and animations using
software such as Poser.
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Communication
 There are two main methods of text-based
communication:

Local chat

Global "instant messaging" (IM)
 Avatars and objects can send and receive email as well.
 Instant Messages roll over to an avatar's "real life" email
when he or she is logged off.
 Some external websites that allow Residents to locate
each other from outside of the virtual world.
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Economy & Transactions
 Second Life allows users to give, or sell, objects they have
created to other residents.
 The basis of this economy is that residents (that is, users, as
opposed to Linden Lab) can buy and sell services and virtual
goods to one another in a free market.
 The currency of Second Life is a Linden Dollar.
 1 American Dollar = approx. 266 Linden $
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Applications of Second Life
 Education

Second Life is used as a platform for education by
many institutions, such as colleges, universities,
libraries and government entities.

Other institutions include the Info Islands, with
library programming sponsored by the Illinois'

Second Life has also been adopted for foreign
language training.
 Religion
 Religious organizations have also begun to open
virtual meeting places within Second Life.
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Contd…
 Embassies
 The Maldives was the first country to open an
embassy in Second Life.
 In May 2007,Sweden became the second country to
open an embassy in Second Life.
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Second Life as a Popular Culture
 LITERATURE
 TELEVISION AND MOVIES
 MUSIC
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Advantages
 The first thing that people do in Second Life is to play
around with their self-image.
 Second Life is one of the very few places where you
censoriously alter your appearance and be someone else
for a while, which can be a HUGE learning experience.
 One safe thing you can do in SL that you can't do in RL is
simple: build big things real cheap!
 Another big advantage for Second Life is collaboration.
It's open 24/7 and available from the whole world.
 SL's biggest advantage is that you do projects in there
easily and cheaply and you can get people together
without driving.
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Companies:
Adidas AOL
SONY
Sun
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Car Companies:
Nissan BMW
Mercedes Pontiac
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Conclusion
 When it comes to Second Life, the sky is no longer the
limit.
 People can fly and anything is possible.
 It will become a new game of who can intrigue the most.
 Who can make the most fun island, or design the coolest
clothes.
 Many of the same consumer problems exist in second
life:
 Trends
 Competitors
 Exposure
 Second life gives businesses a new artillery of means to
win over the consumer, and help build their brand.
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ThankThank YouYou

Second Life

  • 1.
  • 2.
    w w w. b s i l . c o m Agenda 1. Introduction 2. Residents and Avatars 3. The World & Transport 4. Content within the world 5. Communication 6. Economy & Transactions 7. Applications 8. Second Life as a Popular Culture 9. Advantages 10. Conclusion
  • 3.
    w w w. b s i l . c o m Second Life  Second Life is a three-dimensional virtual community created entirely by its membership.  Second Life’s virtual world also includes:  Sound  Wind  Audible conversation  Built-in chat and  Instant messaging  Residents buy property, start businesses, game, join clubs, attend classes, or just hang out.
  • 4.
    w w w. b s i l . c o m OFFICIAL LOGOOFFICIAL LOGO
  • 5.
    w w w. b s i l . c o m Agenda 1. Introduction 2. Residents and Avatars 3. The World & Transport 4. Content within the world 5. Communication 6. Economy & Transactions 7. Applications 8. Second Life as a Popular Culture 9. Advantages 10. Conclusion
  • 6.
    w w w. b s i l . c o m Residents and Avatars  Residents are the users of Second Life, and their appearance is their avatar.  Avatars may be creative or can be made to resemble the person whom they represent.  The Linden servers register your avatar as the uploader or creator of the object.
  • 7.
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  • 8.
    w w w. b s i l . c o m Various ways of transportation  The methods of moving around are:  By foot (also running and jumping).  Can also fly unaided.  Can also ride vehicles like go-kart, helicopters submarines and hot-air balloons.  Avatars can teleport (abbr. as “TP”) directly to a specific location.  There’s also a map window that allows direct teleportation anywhere.
  • 9.
    w w w. b s i l . c o m Content within the world  Second Life may be considered part of the web 2.0 phenomenon.  3D modeling tool allows any Resident to build virtual objects.  Residents can also create gestures and animations using software such as Poser.
  • 10.
    w w w. b s i l . c o m Communication  There are two main methods of text-based communication:  Local chat  Global "instant messaging" (IM)  Avatars and objects can send and receive email as well.  Instant Messages roll over to an avatar's "real life" email when he or she is logged off.  Some external websites that allow Residents to locate each other from outside of the virtual world.
  • 11.
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  • 12.
    w w w. b s i l . c o m Economy & Transactions  Second Life allows users to give, or sell, objects they have created to other residents.  The basis of this economy is that residents (that is, users, as opposed to Linden Lab) can buy and sell services and virtual goods to one another in a free market.  The currency of Second Life is a Linden Dollar.  1 American Dollar = approx. 266 Linden $
  • 13.
    w w w. b s i l . c o m Applications of Second Life  Education  Second Life is used as a platform for education by many institutions, such as colleges, universities, libraries and government entities.  Other institutions include the Info Islands, with library programming sponsored by the Illinois'  Second Life has also been adopted for foreign language training.  Religion  Religious organizations have also begun to open virtual meeting places within Second Life.
  • 14.
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  • 15.
    w w w. b s i l . c o m Contd…  Embassies  The Maldives was the first country to open an embassy in Second Life.  In May 2007,Sweden became the second country to open an embassy in Second Life.
  • 16.
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  • 17.
    w w w. b s i l . c o m Second Life as a Popular Culture  LITERATURE  TELEVISION AND MOVIES  MUSIC
  • 18.
    w w w. b s i l . c o m Advantages  The first thing that people do in Second Life is to play around with their self-image.  Second Life is one of the very few places where you censoriously alter your appearance and be someone else for a while, which can be a HUGE learning experience.  One safe thing you can do in SL that you can't do in RL is simple: build big things real cheap!  Another big advantage for Second Life is collaboration. It's open 24/7 and available from the whole world.  SL's biggest advantage is that you do projects in there easily and cheaply and you can get people together without driving.
  • 19.
    w w w. b s i l . c o m Companies: Adidas AOL SONY Sun
  • 20.
    w w w. b s i l . c o m Car Companies: Nissan BMW Mercedes Pontiac
  • 21.
    w w w. b s i l . c o m Conclusion  When it comes to Second Life, the sky is no longer the limit.  People can fly and anything is possible.  It will become a new game of who can intrigue the most.  Who can make the most fun island, or design the coolest clothes.  Many of the same consumer problems exist in second life:  Trends  Competitors  Exposure  Second life gives businesses a new artillery of means to win over the consumer, and help build their brand.
  • 22.
    w w w. b s i l . c o m ThankThank YouYou

Editor's Notes

  • #9 The most basic method of moving around is by foot (also running and jumping). To travel more rapidly, avatars can also fly unaided. Avatars can also ride in vehicles; many vehicles are available—there is a basic go-kart contained in the object library and there are many Resident-made vehicles available freely and for purchase including helicopters, submarines and hot-air balloons. avatars can teleport (commonly abbreviated to "TP") directly to a specific location An avatar can create a personal landmark (often called an LM) at their current location, and then teleport back to that location at any time, or give a copy of the landmark to another avatar. There's also a map window that allows direct teleportation anywhere