Second Life is an online virtual world developed by Linden Lab. It was launched on June 23, 2003. A number of free client programs, or Viewers, enable Second Life users, called Residents, to interact with each other through avatars. Residents can explore the world (known as the grid), meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another. Second Life is intended for people aged 16 and over, and as of 2011 has about one million active users. Built into the software is a three-dimensional modeling tool based around simple geometric shapes that allows residents to build virtual objects. There is also a procedural scripting language, Linden Scripting Language, which can be used to add interactivity to objects.Sculpted prims (sculpties), mesh, textures for clothing or other objects, and animations and gestures can be created using external software and imported. The Second Life Terms of Service provide that users retain copyright for any content they create, and the server and client provide simple digital rights management functions. Second Life is used as a platform for education by many institutions, such as colleges, universities, libraries and government entities.Second Life residents express themselves creatively through virtual world adaptations of art exhibits, live music, live theatre. Second Life also gives companies the option to create virtual workplaces to allow employees to virtually meet, hold events, practice any kind of corporate communications, conduct training sessions in 3D immersion virtual learning environment, simulate business processes, and prototype new products. Second Life is used for scientific research, collaboration, and data visualization.Examples include SciLands, American Chemical Society's ACS Island, Genome, Virginia Tech's SLATE, and Nature Publishing Group's Elucian Islands Village.
Second Life is an online virtual world developed by Linden Lab. It was launched on June 23, 2003. A number of free client programs, or Viewers, enable Second Life users, called Residents, to interact with each other through avatars. Residents can explore the world (known as the grid), meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another. Second Life is intended for people aged 16 and over, and as of 2011 has about one million active users.
Built into the software is a three-dimensional modeling tool based around simple geometric shapes that allows residents to build virtual objects. There is also a procedural scripting language, Linden Scripting Language, which can be used to add interactivity to objects.Sculpted prims (sculpties), mesh, textures for clothing or other objects, and animations and gestures can be created using external software and imported. The Second Life Terms of Service provide that users retain copyright for any content they create, and the server and client provide simple digital rights management functions.
Second Life is used as a platform for education by many institutions, such as colleges, universities, libraries and government entities.Second Life residents express themselves creatively through virtual world adaptations of art exhibits, live music, live theatre. Second Life also gives companies the option to create virtual workplaces to allow employees to virtually meet, hold events, practice any kind of corporate communications, conduct training sessions in 3D immersion virtual learning environment, simulate business processes, and prototype new products. Second Life is used for scientific research, collaboration, and data visualization.Examples include SciLands, American Chemical Society's ACS Island, Genome, Virginia Tech's SLATE, and Nature Publishing Group's Elucian Islands Village.
For more information please visit: https://my.secondlife.com/