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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,[1][2] 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,[3] and as of 2011 has about one million active users.[4] 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.[3] In 1999, Philip Rosedale formed Linden Lab. He made Second Life, developing computer hardware allowing people to immerse in a virtual world. In its earliest form, the company struggled to produce a commercial version of the hardware, known as "The Rig", which was realized in prototype form as a clunky steel contraption with computer monitors worn on shoulders.[5] That vision changed into the software application Linden World, in which people participated in task-based games and socializing in a three-dimensional online environment.[6] That effort would eventually transform into the better known, user-centered Second Life.[7] Although he was familiar with the metaverse of Neal Stephenson's novel Snow Crash, Rosedale has said that his vision of virtual worlds predates that book, and that he conducted early virtual world experiments during college years at the University of California San Diego, where he studied physics.[8] On December 11, 2007, Cory Ondrejka, who helped program Second Life, was forced to resign as chief technology officer.[9] In January 2008, residents spent a total of 28,274,505 hours "inworld", and, on average, 38,000 residents were logged in at any particular moment. The maximum concurrency (number of avatars inworld) recorded is 88,200 in the 1st qtr. 2009 [10] On March 14, 2008, Rosedale announced plans to step down from his position as Linden Lab CEO and to become chairman of Linden Lab's board of directors.[11] Rosedale announced Mark Kingdon as the new CEO effective May 15, 2008.[12] In 2010, Kingdon was replaced by Rosedale, who took over as Interim CEO. After four months though, Rosedale abruptly stepped down from the Interim CEO position. It was announced in October 2010, that Bob Komin, Linden Lab's chief financial officer and chief operating officer, will take over the CEO job for the immediate future.[13] In 2008, Second Life was honored at the 59th Annual Technology & Engineering Emmy Awards for advancing the development of online sites with user-generated content. Rosedale accepted the award.[14] In May 2009 concurrent users averaged about 62,000.[15] As of May 2010 concurrent users averaged about 54,000.[16] The perceived decline in median concurrent users over this time correlates precisely with new policies implemented by Linden Lab reducing the number of bots and campers.[17] In June 2010, Linden Labs announced layoffs of 30% of its workforce.[18] In November 2010, 21.3 million accounts were registered, although there are no reliable figures for actual long-term consistent usage.[19] Classification During a 2001 meeting with investors, Rosedale noticed that the participants were particularly responsive to the collaborative, creative potential of Second Life. As a result the initial objective-driven, gaming focus of Second Life was shifted to a more user-created, community-driven experience.[20][21] Second Life's status as a virtual world, a computer game, or a talker, is frequently debated. Unlike a traditional computer game, Second Life does not have a designated objective, nor traditional game play mechanics or rules. It can also be debated that Second Life is a multi-user virtual world, because the virtual world is centered around interaction between multiple users. As it does not have any stipulated goals, it is irrelevant to talk about winning or losing in relation to Second Life. Likewise, unlike a traditional talker, Second Life contains an extensive world that can be explored and interacted with, and it can be used purely as a creative tool set if the user so chooses. Second Life used to offer two main grids: one for adults (18+) and one for teens. Due to operating costs, however, in August 2010 Linden Labs closed the teen grid. Since then, users aged 16 and over can sign up for a free account.[22] Other limited accounts are available for educators who use Second Life with younger students. There are three activity-based classifications, called "Ratings," for sims in Second Life: 1. General (formerly "PG"--no extreme violence or nudity) 2. Moderate (formerly "Mature"--some violence, swearing, adult situations, some nudity) 3. Adult (may contain overt sexual activity, nudity and violence) Residents and avatars Main article: Resident (Second Life) There is no charge for creating a Second Life account or for making use of the world for any period of time. Linden Lab reserves the right to charge for the creation of large numbers of multiple accounts for a single person (5 per household, 2 per 24 hours)[23] but at present does not do so. A Premium membership (US$9.95/month, US$22.50 quarterly, or US$72/year.) extends access to an increased level of technical support, and also pays an automatic stipend of L$300/week into the member's avatar account (down from an original stipend of L$500, which is still paid to older accounts; certain accounts created during an earlier period may receive L$400). This stipend, paid into the member's avatar account, means that the actual cost for the benefit of extended tech support for an annual payment of US$72 is only US$14. However, the vast majority of casual users of SL do not upgrade beyond the free "basic" account. Avatars may take any form users choose (human, animal, vegetable, mineral, or a combination thereof) or residents may choose to resemble themselves as they are in real life,[24] or they may choose even more abstract forms, given that almost every aspect of an avatar is fully customizable. Second Life Culture comprises many activities and behaviors that are also present in real life. A single resident account may have only one avatar at a time, although the appearance of this avatar can change between as many different forms as the Resident wishes. Avatar forms, like almost everything else in SL, can be either created by the user, or bought pre-made. A single person may also have multiple accounts, and thus appear to be multiple Residents (a person's multiple accounts are referred to as alts). Avatars can communicate via local chat, group chat, global instant messaging (known as IM), and voice. Chatting is used for localized public conversations between two or more avatars, and is visible to any avatar within a given distance. IMs are used for private conversations, either between two avatars, or among the members of a group, or even between objects and avatars. Unlike chatting, IM communication does not depend on the participants being within a certain distance of each other. As of version 1.18.1.2, voice chat, both local and IM, is also available on both the main grid[25] and teen grid.[26] Instant messages may optionally be sent to a Resident's email when the Resident is logged off, although message length is limited to 4096 bytes.[27] Economy Main article: Economy of Second Life Second Life has an internal economy and internal currency, the Linden dollar (L$). L$ can be used to buy, sell, rent or trade land or goods and services with other users. Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, skin, hair, jewelry, flora and fauna, and works of art. Services include "camping", wage labor, business management, entertainment and custom content creation (which can be broken up into the following 6 categories: building, texturing, scripting, animating, art direction, and the position of producer/project funder). L$ can be purchased using US Dollars and other currencies on the LindeX exchange provided by Linden Lab, independent brokers or other resident users. Money obtained from currency sales is most commonly used to pay Second Life's own subscription and tier fees; only a relatively small number of users earn large amounts of money from the world. According to figures published by Linden Lab, about 64,000 users made a profit in Second Life in February 2009, of whom 38,524 made less than US$10, while 233 made more than US$5000.[28] Profits are derived from selling virtual goods, renting land, and a broad range of services. The Linden can be exchanged for US dollars or other currencies on market-based currency exchanges. Linden Lab reports that the Second Life economy generated US$3,596,674 in economic activity during the month of September 2005,[29] and as of September 2006 Second Life was reported to have a GDP of $64 Million.[30] In 2009 the total size of the Second Life economy grew 65% to US$567 million, about 25% of the entire U.S. virtual goods market. Gross Resident Earnings are $55 million US Dollars in 2009 - 11% growth over 2008.[31] In March 2009, it was revealed that there exist a few Second Life entrepreneurs, who have grossed in excess of US$1 million per year.[32] Accessibility Alternative user interfaces Second Life has been criticized for its lack of accessibility, as users unable to use a mouse or unable to see are precluded from accessing it using the Second Life viewer.[33] However, since the Second Life viewer was made open-source, a number of accessibility solutions have been developed (listed in chronological order): A modification of the Second Life viewer has been developed that allows users who are visually impaired to navigate their avatar using force feedback.[34] Different object types are distinguished through different vibration frequencies. TextSL[35] is a web based client developed by the University of Nevada that allows users who are visually impaired to access Second Life using built in speech synthesis. TextSL allows users who are visually impaired to navigate, communicate with avatars and interact with objects[36] using a command based interface inspired by the Zork adventure game. This web interface is also accessible using a smartphone. IBM's Human Ability and Accessibility Center with the IBM Virtual Universe Community,[37] developed a Web based interface for Second Life[38] that can be accessed with a screen reader. This client provides basic navigation, communication, and perception functions using hotkeys. Max, The Virtual Guidedog[39] developed by Virtual Helping Hands[40] offers a virtual guide dog object that can be "worn" by a user's avatar. The guidedog provides a number of functions such as navigation and querying the environment through a chat-like interface. Feedback is provided using synthetic speech. METAbolt[41] is an open source text client developed by the METAbolt Development Team which is fully accessible and also compatible with accessibility client applications (Microsoft platforms only) such as JAWS. SLTalker[37] is a talker-like (text-based) interface for Second Life. You can connect to it using telnet-ssl or any talker or MUD client that supports SSL secure connections. A study showed one of the biggest barriers to making Second Life accessible to visually impaired users is its apparent lack of metadata, such as names and descriptions, for virtual world objects. This is a similar problem for the accessibility of the web where images may lack alternative tags. The study found that 32% of the objects in Second Life are simply named "object", and up to 40% lack accurate names.[36] Language localization In 2007, Brazil became the first country to have its own independently run portal to Second Life, operated by an intermediary—although the actual Second Life grid accessed through the Brazilian portal is the same as that used by the rest of the worldwide customer base. The portal, called "Mainland Brazil", is run by Kaizen Games, making Kaizen the first partner in Linden's "Global Provider Program".[42] In October 2007, Linden Lab signed a second "Global Provider Program" with T-Entertainment Co., LTD., Seoul, South Korea and T-Entertainment's portal called "SERA Korea" serves as a gateway to Second Life Grid. Previously, starting in late 2005, Linden Lab had opened and run their own welcome area portals and regions for German, Korean and Japanese language speakers.[43] Public chat within the world supports many written languages and character sets, providing the ability for people to chat in their native languages. Several resident-created translation devices provide machine translation of public chat (using various online translation services), allowing for communication between residents who speak different languages. Some versions of the viewer (such as Catznip) have language translation built into them. Land ownership Main article: Real estate (Second Life) This section needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (January 2012) Premium membership allows the Resident to own land, with the first 512 m2 (of Main Land owned by a holder of a Premium account) free of the usual monthly Land Use Fee (referred to by residents as Tier, because it is charged in tiers). There is no upper limit on tier; at the highest level, the user pays US$295 for their first 65536 m2 .[44] Any land must first be purchased from either Linden Lab or a private seller. There are four types of land regions; Mainland, Private Region, Homestead and Openspace. A region comprises an area of 65,536 m2 (16.194 acres) in area, being 256 meters on each side. Mainland regions form one continuous land mass, while Private regions are islands. Openspace regions may be either Mainland or Private, but have lower prim limits and traffic use levels than Mainland regions. The owners of a Private region enjoy access to some additional controls that are not available to mainland owners; for example, they have a greater ability to alter the shape of the land. Residents must own a region (either Mainland or Private) to qualify for purchasing an Openspace region. Linden Lab usually sells only complete 65,536 m2 (16.194 acres) regions at auction (although smaller parcels are auctioned on occasion, typically land parcels abandoned by users who have left). Once a Resident buys land they may resell it freely and use it for any purpose that it is not prohibited by the Second Life Terms of Service. Residents may also choose to purchase, or rent, land from another Resident (a Resident landlord) rather than from Linden Lab. On a Private region, the built-in land selling controls allow the landlord to sell land in the region to another Resident while still retaining some control. Residents purchasing, or renting, land from any other party than Linden Lab are not required to hold a Premium membership nor to necessarily pay a Tier fee, although typically the landlord will require some form of upfront and/or monthly fee to compensate them for their liability to pay the Land Use Fee charged by Linden Lab. However Linden Lab acknowledges only the landlord as the owner of the land, and will not intervene in disputes between Residents. This means, for example, that a landlord can withdraw a Resident's land from availability, without refunding their money, and Linden Lab will not arbitrate in the dispute unless it is a clear-cut matter of 'land fraud'. You can report such matters to Linden Lab if they occur and they will look into it. Land types Second Life Land Use[45] Additional Land Parcel Size (m2) Square Equal Line Length (m) Max Prims 1 -- ncyu_phyedu@ptt,TFHS_57__326@ofo,abnormal@cgu,phyedu_99n@ncyu plurk http://www.plurk.com/dasea2010 face book http://www.facebook.com/home.php?ref=home#/home.php?ref=home --



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