Showing posts with label virtual world. Show all posts
Showing posts with label virtual world. Show all posts

Your Virtual World Business Guide: Success Through Creativity In The Second Life(R) World Review

Your Virtual World Business Guide: Success Through Creativity In The Second Life(R) World
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Your Virtual World Business Guide: Success Through Creativity In The Second Life(R) World ReviewThis is a tutorial based directly from a chapter of this book. It explains how to make a simple t-shirt in Adobe Photoshop for your Second Life Avatar.Your Virtual World Business Guide: Success Through Creativity In The Second Life(R) World OverviewThere are many exciting possibilities for starting your own business in the world of Second Life(r). One of the best parts is the creative freedom of this virtual world. With the many powerful built-in tools available to everyone, you can literally create anything you want. Everything in SL is created by the people who use it, for the people who use it. This means that anyone with a passion for design or business in any medium could develop a large following and make a lot of extra income.This book is your step-by-step guide to a new and exciting home business that you control.

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Virtual Worlds: Rewiring Your Emotional Future Review

Virtual Worlds: Rewiring Your Emotional Future
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Virtual Worlds: Rewiring Your Emotional Future ReviewVirtual World. Emotion. Why do these two words seem so separate? Is it because the technology masks our emotions with a gilded frame of ones and zeros? Is it that we are surrounded by technology so much that we forget our own humanity? Is it as Thoreau said, that men have become the tools of their tools? Or is it instead that humanity is offering more of itself into the technology that it creates? Deep questions which are not often approached, and when they are approached they are not often approached wisely. What is an 'emotional future', and do I want one? Do I have a choice? People get uncomfortable with such questions. These are dangerous questions, which usually means that they are good questions.
Of course, I got a gold paper clip with the book. This was somewhat of a novelty for me, and also gave me pause.
When I looked at the cover of this book, these were things that I thought about a bit. I wasn't sure what to expect. Two blurry avatars kissing on the cover of the book hint at romance, a topic that I cannot comment on beyond half a life's sojourns. What is this about?
So, I read the book.
The book was a quick read. It was well written and, more importantly, easy to read. The large text hints that this is bifocal friendly, but what this reader liked was that it was just plain easy to read. So often books fail in the mechanics department by not catering to their business properly, and I was pleased and even encouraged to read this book after glancing in its covers. Large text is encouraging; it is the promise that the book is thinner than it looks - and it is fairly thin.
The reader takes a journey into the concept of a virtual world - but not through the technical explanations. Refreshingly, it simply said that virtual worlds are, that they exist, and that they are just as real to virtual world users as the rest of their lives. That virtual communities have become powerful on the internet, and that virtual worlds are a promise - and a premise - of things to come. That virtual worlds are tied to internet seems to go without saying, and yet so many people treat them as separate. The authors spared us this deviation, instead focusing on virtual worlds as a subset of the internet. This was refreshing.
The connections between technology and emotion are as well defined as the fuzzy nexus can be, and the authors managed to capture that with a basis in humanity and society rather than technology. This book isn't so much about virtual worlds as much as it is about real people being affected and perhaps changed by virtual worlds. The separation of brain, heart and gut resonates with a truth that cannot be measured empirically but will gain some nods from readers - and that forms a powerful base for the book itself.
From this basis in how we perceive the world around us, the book manages to make stops poignantly. Virtual worlds are approached as reality, then as new economies and new markets with potential for reinventing things. The second to last chapter - titled the same as the book title - brings it all together nicely, and the very last chapter is 'Virtual World Generated Fiction'.
In all, this book answered some of the questions I had when I looked at the cover - more importantly, it got me asking different questions. While short, this is a thought provoking book which promises much to the thoughtful. It is not a marketing book, it is not an economic paper - it is not a technology book. What this book is about is our use of technology and how technology affects us and connects us - perhaps even separating us in some instances. It carries with it some warnings of a future of controversy which transcends what we think normal now.
Overall, this book gets a KnowProSE.com 9 out of 10. It isn't for the experts; it was not written for experts. The book was - convincingly - written for the average person who would like to consider a future that has stealthily entered through the front door of millions of people, disguised as entertainment. Virtual Worlds: Rewiring Your Emotional Future is a preview of coming attractions which only guides the imagination on the rails provided by a reality which is not so virtual anymore.Virtual Worlds: Rewiring Your Emotional Future Overview"Virtual Worlds: Rewiring Your Emotional Future is a preview of coming attractions which only guides the imagination on the rails provided by a reality which is not so virtual anymore.' - Taran Rampersad www.knowprose.comVirtual Worlds are becoming an embedded part of our culture and the implications for every aspect of society are unimaginable. This 122-page easy-to-read book discusses the potential that Virtual Worlds have to dramatically alter the emotional code of the human race, and also reviews the opportunities for individuals, corporations, advertising and media companies to build personal and corporate marketing campaigns in Virtual Worlds. This first reader generated book not only will open the eyes of readers to this completely new world but, in itself, will become an immersive experience for readers that could keep them involved, engaged and emotionally connected to a virtual world community experience for years ahead.

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The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society) Review

The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society)
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The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society) ReviewWhen Judge Richard Posner first called himself and other legal academics "intellectual entrepreneurs," he was at least half-kidding (in a Chicago kind of way). But in recent years the "market" for legal scholarship has become among the most cutthroat in the world. Professors seem desperate to be the first to homestead new territory in any emerging market.
The work of economists like Edward Castronova has demonstrated that virtual worlds constitute a new frontier, ripe for cutting edge scholarship. The authors in this book are staking their claim to its legal issues. But just being the first to a topic does not mean you have anything interesting to say about it. Castronova's work is interesting, but you don't need this book to understand it. The remaining essays in this book reminded me of cyber-squatted domain names. "What will happen?" they all seem to ask, but they don't offer many answers or even interesting speculations.
The real problem here is that law exists to dealing with real-world consequences, while virtual worlds exist to eliminate them. Law may eventually get some traction in virtual reality, but it hasn't happened yet. If you want to be there when it does, don't read a law book - get yourself into a MMPORG. Just don't plan on keeping your job or your marriage.The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society) Overview
The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them.

As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen?

These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws.

Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.


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Virtual Law: Navigating the Legal Landscape of Virtual Worlds Review

Virtual Law: Navigating the Legal Landscape of Virtual Worlds
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Virtual Law: Navigating the Legal Landscape of Virtual Worlds ReviewEveryone who operates a business that is involved with virtual worlds should be glad that this book was written. As everyone in that situation knows, virtual worlds give rise to a huge number of legal questions, and this book collects those and answers to them all in one place using a writing style that's very readable even for non lawyers like myself.
One thing that I really appreciated about the book is that it describes the degree of certainty associated with different topics. For example, each chapter ends with a section on "open questions" relating to the subject of the chapter, whereas there are other places where the text states very definitively that a given thing occurring in a virtual world would or would not be treated exactly the same way as elsewhere on the Web or in the physical world.
Another thing that I appreciated about the book was how clearly it is written. While it does include case law, etc. that is likely to be of intellectual interest to lawyers specializing in virtual law, it also includes a lot of very practical and accessible information for those of us who have business interests in virtual worlds.
I think it will be particularly useful to three groups of people. First, it will provide a lot of information for people running in world only businesses for which legal advice is probably prohibitively expensive. Second, it will provide small and medium size businesses operating in virtual worlds enough of an understanding of the issues to judge when it's likely to be cost-effective to seek out specialized legal advice and when it's not. Third, I think it will be helpful to the large companies operating in virtual worlds. Many of them have their own legal staff, but they are often are unfamiliar with virtual worlds. This book will help them get up to speed quickly (and avoid slowing down their companies virtual world initiatives).
I am in the second category, and I already feel I got my money's worth from the book in terms of not having to pay for unnecessary legal advice and / or worry that I should be checking things with a lawyer (particularly given that currently most "regular" lawyers are not very knowledgeable about virtual worlds). All in all, I found this book to be extremely helpful on a first read, and it's one I am sure I will refer back to in the future.
The one topic I wish would have received greater attention in the book is jurisdiction since so much interaction in virtual worlds involves people in different countries.
Virtual Law: Navigating the Legal Landscape of Virtual Worlds OverviewThis book introduces readers to the emerging and exciting world of virtual law. It examines current cases and legislation impacting virtual world providers and users, and makes predictions about the future application of current law. It addresses the application of intellectual property law (copyright, trademark, and patent), criminal law, property law, contract law, securities law, tax law, and civil procedure. It also provides practical advice to lawyers who wish to create a virtual world presence for their practice or who have clients with virtual world connections. The book includes extensive appendices listing in-world and web-based resources for practitioners and legal scholars.

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Come and Find Me: A Novel of Suspense Review

Come and Find Me: A Novel of Suspense
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Come and Find Me: A Novel of Suspense ReviewMany of my geeky friends imagine that they only like science fiction and fantasy; they are disinterested in mystery or suspense novels because, they think, it's all too predictable. I think I'm going to wallop them over the head with Hallie Ephron's Come and Find Me.
I don't blame my friends for feeling this way. Some "suspense" novels are too easy to solve, and even when they try to be up-to-date the technology is a gratuitous mention. I've encountered far too many books in which the author tried to make the story "current" by painting a layer of technology over an otherwise ordinary tale. Ephron avoids the trap. The technology isn't a background issue; it's an integral part of the story. While this book isn't really like Vernor Vinge's True Names, I was reminded of it several times over.
The basic premise: Diana is a white-hat hacker and computer security expert who has become a recluse after the death of her husband. She hasn't left her house in Boston in over a year, and does all her business using an avatar in a virtual reality world (Second Life by another name). When Diana's sister goes missing, however, Diana has to use all her hacker savvy to find out what happened, and she has to battle her own demons -- one of which is stepping outside the front door.
Ephron does a superlative job of explaining what it is like to live online, from creating friends in cyberspace to understanding a system well enough to investigate it. I should know: I have met few of my clients or colleagues in person. I have plenty of True Friends whose names I know only from an IRC nickname. (I do wonder about my NON-techie friends, though. Would they get lost when Diana does a DNS search and uses Telnet to query a server?) And I can go a week without leaving the house, but that's more because I'm comfortable here (as long as I have coffee, chocolate, and a cat to pet) than any fear of the outside world.
Mostly, however, this is a really good suspense story. It didn't matter that I figured out the puzzle before Diana did; I think the author expects that (whereupon I kept wanting to shout at the character, "Turn around! Look! Can't you see--?"). This is geek summer reading at its finest, and I most heartily recommend it. In fact, I can't wait to do so.Come and Find Me: A Novel of Suspense Overview

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How to Do Everything with Second Life® Review

How to Do Everything with Second Lifeandreg;
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How to Do Everything with Second Life® ReviewThis book offers sound advice on almost all aspects of Second Life from social interaction to scripting, building, and texturing. It goes into fine detail on the workings of the user interface with great time saving tips and tricks for all levels of experience. It's by no means a dry technical read. The author does a good job of tying all of the topics together through examples of practical experience within Second Life.
I keep this book on my computer desk for quick reference. As an experienced user with a bloated inventory I found the topics on asset backup, inventory searches, and inventory organization extremely helpful.How to Do Everything with Second Life® Overview
Filled with hundreds of hands-on tutorials, tips, and techniques, this is the thorough, in-depth reference that every Second Life resident needs. Learn how to create a unique avatar and then explore, build, socialize--and even earn real money. Inside, you'll find exclusive coverage of all the menus, features, and utilities. Whether you're a newbie or an old hand, this book will help you get the most out of Second Life.

Understand all the user interface features

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