作者dasea2008 (麥當勞的合約)
看板ncyu_phyedu
標題[討論] second life
時間Wed Jan 18 15:33:32 2012
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
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