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Nergiz Kern

Making the virtual world learning experience better - 3 views

  • Nergiz Kern
     
    Making the virtual world learning experience better (Part 5)
Nergiz Kern

What learners love about virtual world learning - 2 views

  • Nergiz Kern
     
    What learners love about virtual world learning (Part 3 + 4)
Nergiz Kern

What learners hate about virtual world learning - 1 views

  • Nergiz Kern
     
    What learners hate about virtual world learning
Nergiz Kern

New XstreetSL Roadmap Drove Away Merchants | Kabalyero - 4 views

  • Nergiz Kern
     
    Lists alternative online shops for SL items.
Kerry Johnson

Developing for SecondLife / OpenSim | drupal.org - 1 views

  • Kerry Johnson
     
    Second Life objects are written in a language called Linden Scripting Language (LSL). For more on how to use this language, refer to this wiki http://wiki.secondlife.com/wiki/LSL_Portal.

    A good tutorial on LSL can be found in this Dr Dobbs Journal article using the Linden Scripting Language.

    The Second Life framework Drupal module interfaces with Second Life using the llHTTPRequest() function.

    See details here for llHTTPRequest.

    In order to write a Drupal application that interfaces with Second Life, you need to create a new module. See the sltest module in the samples directory for an example.

    The app is the application name, and is also the module name. The cmd is a command that your module/app must handle. The args vary from one cmd to the other.

    The $sl object contains the Second Life info you need to know, such as region, location in the grid, user name, user key, ...etc. The $args is an array that is passed from the LSL script to you.
Nergiz Kern

YouTube - virtuallyHuman's Channel - 3 views

  • Nergiz Kern
     
    Preso-Matic Game Kit Tutorial Part 1
    From: virtuallyHuman | October 21, 2009 | 100 views
    Part one of a tutorial / overview for the Preso-Matic Game Kit. This Immersive Learning Simulation Toolkit provides Second Life content creators with a convenient and easy to use set of objects that can be used to rapidly create E-Learning and conventional games in Second Life. Part one covers the scorekeeper object and tokens and begins the demonstration of traps.

    This is one of three tutorials and overviews of the Preso-Matic Game Kit (an Immersive Learning Simulation Rapid Development Tool for Second Life.) Partridge describes the 6 components in the kit and demonstrates their application. The online quiz creator (http://www.coe.iup.edu/gameKit/) is also demonstrated. Basically this is everything you need to know to use the kit to make interactive games in Second Life simulations.
James OReilly

The Myth of Virtual Worlds as "Global Phenomena" - Pixels and Policy - 3 views

  • James OReilly
     
    "The Myth of Virtual Worlds as "Global Phenomena""
James OReilly

EduNation II Happy Hour For Newbies - Second Life Tool Ranking - 2 views

  • James OReilly
     
    "http://tinyurl.com/newbie-happy-hour"
Kerry Johnson

SL Viewers Comparison of Features 090728 - Fullscreen - 10 views

  • Kerry Johnson
     
    I'm going to check out Emerald. Have used Meerkat and it's buggy, Hippo can be annoying... Emerald, like Meerkat, allows download of full permission assets from SL and upload to compatible platforms...
Eric Fink

SSRN-Virtual Rule of Law by Michael Risch - 4 views

  • Eric Fink
     
    This article, which follows a presentation at the West Virginia Law Review Digital Entrepreneurship Symposium, is the first to consider whether virtual worlds provide a rule of law that sets expectations for virtual business. Many consider the rule of law a catalyst for economic development, and there is reason to believe that it will be equally important in virtual economies, despite differences from the real world. As more people turn to virtual worlds to earn a livelihood, the rule of law will become prominent in encouraging investments in virtual business. The article finds - unsurprisingly - that virtual worlds now lack many of the elements of the rule of law. Which aspects fail is more surprising, however. Provider agreements and computer software, the sources of regulation that are most often criticized as "anti-user," provide the best theoretical hope for achieving the rule of law, even if they currently fail in practice. On the contrary, widely proposed "reforms," such as community norms, self-regulation, and importation of real-world law face both theoretical and practical barriers to implementation of the rule of law in virtual worlds. Part I of the article describes virtual worlds and their connection to business. Part II defines a framework to measure the rule of law in virtual worlds. Part III discusses the various types of regulation in virtual worlds, and Part IV critically analyzes how these regulations measure up against rule of law requirements. The article concludes with some suggestions about how providers might enhance legal rule in virtual worlds.
Eric Fink

SSRN-The Virtual Property Problem: What Property Rights in Virtual Resources Might Look Lik... - 3 views

  • Eric Fink
     
    'Virtual property' is a solution looking for a problem. Arguments justifying 'virtual property' lie among three common themes - Lockean labor theory, theft protection and deterrence, and market efficiency. This paper goes beyond those who advocate for or against the creation of 'virtual property.' First, Locke's labor theory is dismissed as a justification. Then, two models of what property rights may look like when applied to virtual resources are created. These models are then applied to six different virtual world scenarios in order to see the effects of 'virtual property.' Finally, the failure of property rights to benefit the users, developers, and virtual resources of virtual worlds is explained.
Kerry Johnson

Virtual Worlds, Real Libraries - 0 views

  • Kerry Johnson
     
    Virtual Worlds, Real Libraries: Librarians and Educators in Second Life and Other Multi-User Virtual Environments
    Edited by Lori Bell and Rhonda B. Trueman
    Foreword by Stephen Abram

    Eighty percent of Internet users are expected to engage in some form of virtual world activity by 2011 (Gartner Research Group), and librarians and educators are already there. This fascinating book-the brainchild of two pioneering virtual world librarians-is designed to help libraries and schools recognize the importance of multi-user virtual environments (MUVEs) and consider ways of getting involved as they proliferate.
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