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Second Life

Tags: linden lab

Second Life (SL) is a virtual world developed by Linden Lab that launched on June 23, 2003 and is accessible via the Internet. A free client program called the Second Life Viewer enables its users, called Residents, to interact with each other through avatars. Residents can explore, meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another, or travel throughout the world, which residents refer to as the grid. Second Life caters for users aged over eighteen, while its sister site Teen Second Life is for younger users.


Built into the software is a three dimensional modeling tool based around simple geometric shapes that allows a resident to build virtual objects. This can be used in combination with the Linden Scripting Language which can be used to add functionality to objects. More complex three dimensional Sculpted prims (colloquially known as sculpties), textures for clothing or other objects, and animations and gestures can be created using external software. The Second Life Terms of Service ensure that users retain copyright for any content they create, and the server and client provide simple digital rights management functions.

In 1999, Philip Rosedale formed Linden Lab. His initial focus was on the development of hardware that would enable computer users to be fully immersed in a three hundred and sixty degree virtual world experience. 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 several computer monitors that users could wear on their shoulders. That vision soon morphed into the software application Linden World, in which users could participate in task based games and socialization in a three dimensional online environment. That effort would eventually transform into the better known, user centered Second Life.[citation needed] 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 some early virtual world experiments during his college years at the University of California San Diego, where he studied physics.

On December 11, 2007, Cory Ondrejka, who helped develop the program Second Life, resigned as chief technology officer.
In January 2008, residents (including bots used to simulate traffic for better search rankings) spent a total of 28,274,505 hours "inworld", and, on average, 38,000 residents were logged in at any particular moment.
On March 14, 2008, Philip Rosedale announced plans to step down from his position as Linden Lab CEO and to become chairman of Linden Lab's board of directors. Rosedale announced Mark Kingdon as the new CEO effective May 15, 2008.
In September 2008, just over 15 million accounts were registered, although there are no reliable figures for actual long term consistent usage.
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. Philip Rosedale, President of Linden Lab, accepted the award.

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.
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. 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 toolset if the user so chooses. However, the vast majority of users use Second Life primarily as an entertainment medium,[citation needed] and for most of them the ability to interact with other users is critical to that. "Clubs" where users engage in generic chat, and sexually themed areas, are consistently the most populated.


This post first appeared on Inside The C.O.D.E, please read the originial post: here

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