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anonymous

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

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    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.
Eloise Pasteur

Second Stindberg: One year Babel Translations - growing of a virtual business - 0 views

  • By that time I was primarily offering English/German at a price of 2 L$ / word, but soon requests for other languages came. I recruited French and Italian translators, soon Danish and Swedish followed. I charged 3 L$ for those languages, but kept English/German for a long time at the lower level as I was making these translations myself. In August 2007 I acquired my first reference customer. Blaze Columbia of Blaze Fashions not only insisted on paying the double rate, she also gave me some valuable business tips, like implementing a minimum fee for jobs. Back then I was in awe of what I considered "large" amounts of money, so I did not follow her advice of establishing 500 L$ as minimum fee, but instead chose 250 L$. I was reluctant to mention this limit to the first clients, but none of them objected. So up to date 250 L$ stayed the minimum amount for translation jobs.
  • In January I took my associate Tina Lynch aboard. Not only did she work on French translations, but she also replaced my notecard-based bookkeeping with a sophisticated spreadsheet based on Google docs. Under her lead we refined the spreadsheet over the next month, and now it is an invaluable tool of keeping track of jobs, degree of completion, distribution of jobs among translators and calculating revenues and fees.
  • In May, Babel Translation took over the competing agency "2nd Tongue Translation". For a couple of months we have silently cooperated already, granting 2nd Tongue a bulk buying rate for the languages they did not offer themselves. As 2nd Tongue's manager had to reduce her SL involvement, Babel Translations stepped in and integrated 2nd Tongue's business into our own.
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  • Today, Babel Translations is the premiere translation and copywriting/text creation agency in SL. With a 3-figure number of jobs and a 6-figure amount of translation fees in recent months, our 50 translators provide the finest and most professional translation services in SL. We cover almost 20 languages, and each language is at least covered by 2, typically 5 translators. The translators themselves are in most cases RL translators, or have a similar qualification in language teaching, journalism or other text creation parts.
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    Description of setting up and running a translation service in SL including a range of tips for the budding SL entrepreneur
Eloise Pasteur

Serendipitous Sex - Eloise's thoughts and fancies - 0 views

  • My contention is simple - when we're in Second Life to work, we can use the same techniques we use in first life to focus on the task at hand rather than that gorgeous avatar. If we want, later, to consensually jump that avatar's virtual bones (to be deliberately somewhat crude) and they are interested too, then just like flirting in the office, we can run off together and do this. However, if we're in a space that forbids this - Lively I'm remembering you here, but not only you - there is that allure of the forbidden, the censored, the naughty. People can, and will, work around the limitations in some quite amazingly inventive ways. Knowing it's not forbidden lets us (as a group) apply that energy and creativity to the task at hand when we're working, and apply it to the avatar at hand when we're not - in much the same way we learn how to do as adults.
  • The obvious corollary to this: if we ban sex from Second Life (which isn't the same as the current proposals about the adult continent) we switch back to a situation more like Lively where the allure of the forbidden becomes stronger. Creativity, learning and the like go down, and how long would it be until Second Life follows Lively into closure?
  • There are a range of other things too. The sex market in Second Life contains a huge amount of innovation - if people want to do sex, people will find ways to let them and support them. Whilst not every tool to support avatar sex turns into a tool to support education or business in Second Life, quite a lot (not all, but quite a lot) of the tools that you find used in education and business settings in Second Life, have their origins in the sex industry. Even when they're duplicating tools that are used in RL education/business settings, the code in Second Life is often explored and refined in the sex industry in Second Life first.
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  • So, there you have it. Second Life, in my opinion, gains from the fact that it lets the adults play as they choose as well as work as they choose. The fact there's a market for sex toys drives innovation in Second Life, and supports the business and education communities too. Although the press would, at least sometimes, have you believe it's a playground for perverts, so is the atomic world. But I do rather suspect if you remove the sex play entirely, you remove one of the things that, whilst it draws unwelcome attention, drives Second Life to be a success.
Eloise Pasteur

MediaShift . Reuters Closes Second Life Bureau, but (Virtual) Life Goes On | PBS - 0 views

  • How did the media go wrong in coverage -- and participation -- in SSL, and what went right? It was a typical hype-and-backlash scenario, as I detailed in a previous post on MediaShift. Some journalists simply tired of SL, as so many people tried it and then bailed because of its steep learning curve and high technological requirements. But the journalists that have been more enmeshed within the world have been rewarded with plenty of cultural and sociological (and yes, business) stories.
  • John Lester leads customer market development for education and health care for Linden Lab, which runs Second Life. I met him in-world and had an instant-messaging chat with his alter-ego, Pathfinder Linden, about how the media has covered SL over the years. My SL name was Lynx Wickentower: Lynx: Did media miss the bigger story of Second Life? Pathfinder Linden at the educational meeting in SL Pathfinder: That seems to be a typical pattern for the human species, yes? We did it with all the previous mediums. We'll do it again in the future. We always misunderstand new mediums, initially treating them like pre-existing ones (e.g., treating the web like print media; treating television like radio). But then we learn new ways of seeing the tools and new ways to leverage them.
  • As for Reuters' coverage of SL, they did better than most journalists who did drive-by stories with a day or two of research in-world. The bureau lived for more than two years. Still, James Wagner Au, who writes the excellent New World Notes blog about SL said they could have done better. "Their writers, Adam Pasick and Eric Krangel, are fine journalists, and did some great external business-oriented reports, but at the same time, I don't think they were ever passionately engaged in the medium or Second Life's community on an experiential level," Au told me. "Consequently, their reporting very much had a distanced, 'outside looking in' flavor that caused them to often miss the big picture, in my opinion."
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  • While Reuters thinks that the story has moved on from Second Life, CNN and many others beg to differ. The broadcaster now has an even larger presence in SL. Rather than send in a reporter as a corresponent in-world, CNN relies on SL residents to report their own news as citizen journalists for its iReport site. CNN.com senior producer Lila King said that Second Life iReporters have posted 376 stories since it launched a year ago, but that relatively small number did lead to a number of stories on written by CNN.com producers (including this one about relationships in-world). King Since iReport.com launched in Feb. 2008, Second Life iReporters have posted 376 stories. It's probably worth noting that "in-world" iReporters actually began sending stories when the iReport SL hub launched in November 2007, but we don't have an accurate count of stories submitted before iReport.com launched. King said that SL has been more than just a story-generating tool for CNN's iReport team; it's also helped them learn to nurture an online community. "We've started to see a new benefit of being in Second Life: it gives us a place to polish our skills in community building," King said. "Newsrooms everywhere, ours included, are trying to learn how to foster meaningful, two-way conversations with their audiences. When we hold our virtual news meetings every Tuesday afternoon (2 pm Second Life Time/5 pm ET) with the Second Life iReport community, that's exactly what we're doing: listening and interacting in real-time, offering feedback and courting new ideas along the way."
  • One thing that has survived the hype is the virtual economy of Second Life and other online worlds and gaming environments, where people sell virtual goods with game-based money that can be converted to real money. BusinessWeek's Hof believes that's a story that has staying power. "The notion of virtual economies is already becoming a solid business model for many game companies, and even social networks like Facebook -- by some accounts up to $2 billion in revenues -- so that seems like a trend that has some legs, and it's one you can credit Second Life with proving as much as anyone," Hof said. "And of course, the idea of user-generated content is huge today on a number of fronts, though Second Life is just one example of that."
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    Balanced article about the impact of journalism on SL and SL on journalism.
Ghalem Ouadjed

Second Life, un jour...a french movie InWorld realised by Ghalem Ouadjed - 0 views

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    Ce film a été réalisé dans le but de faire découvrir l'univers virtuel Second Life à des décideurs qui n'en ont qu'une connaissance "littéraire". This film was build to let french Ceo and top managers discovering the metaverses SL while they have got only some "literary" knowledge of it. Il a été diffusé lors d'une convention le 10 octobre dernier réunissant près de 700 dirigeants français. It was broadcast during a convention October 10th of this year assembling about 700 French leaders. Il aborde les usages professionnels des univers virtuels : réunions à distance, recrutement, e-commerce, e-learning mais aussi expositions culturelles, diffusion de médias, interactions diverses, etc… It mentions the professional customs of the virtual worlds: meetings, recruitment, e-business, e-learning and also art exhibitions, broadcasting of mass media, interactions, etc …
sandy bass

Working with Desktop Support Professionals - 2 views

In today's competitive e-business landscape, I simply cannot go out of business because of downtime due to computer glitches or issues. So before it comes knocking on my door, I subscribe at Online...

desktop support

started by sandy bass on 07 Jun 11 no follow-up yet
Felipp Crawly

Amazing Customer Service - 1 views

I would like to thank Onward Process Solutions for greatly helping me with my need for assistance in a Customer service outsourcing project. They provided me with 24/7 phone/ email answering serv...

started by Felipp Crawly on 31 Oct 12 no follow-up yet
Eloise Pasteur

Letter to Second Life Residents « Official Second Life Blog - 0 views

  • Second Life continues to expand each and every day. New Residents are joining, artists are creating amazing content, new businesses are springing up, big companies are entering for the first time, educational institutions are building virtual universities… and the list goes on. Everyday I learn of something new, something bold, something you’ve created.
  • Second Life offers something no ones else does - an astoundingly rich array of user-created content and a large, diverse and ever-expanding virtual economy.
  • The content and economy reflect the diversity of the Resident population. Your creativity covers 1.5 billion meters of space that’s taken more than 500 million hours over the past five years to assemble. It’s a mammoth undertaking.
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  • Our growth has come at a cost which you felt, and still feel - platform stability, viewer performance, lag, inventory management, etc. It’s important for you to know that we are ALL OVER these problems and that we’re making progress.
  • We have redesigned and rebuilt the registration process to make it easier for new members to join. Although it is still in testing, we’ve seen a significant improvement in registration levels. Significant. That, plus press attention outside the US have allowed us to hit some new registration records for the year. Very exciting. In addition, we are reworking the first-hour experience for new Residents to help them become more quickly acclimated and connected to Second Life and able to enjoy the richness and experience earlier.
  • m top to bottom – recognizing that new users don’t need such a dizzying array of features, and experienced users, land and business owners and content creators need better tools that are more thoughtfully designed and organized for their needs. Everyone needs better inventory management and search is due for an overhaul. We hear you. We’re on it.
  • Our next viewer, when it comes in full release, will offer a much better inworld experience. With more than 50 crash fixes, you’ll have fewer viewer failures and we’ve fixed some irritating elements in the interface.
  • In addition, Torley Linden has produced a library of 150 video tutorials designed to make it easier to do everything from teaching new Residents basic skills to putting media on their parcel. The videos are currently displayed on the blog and organized by category for easier consumption.
  • Support continues to expand its services to the Residents; in the last quarter we have redesigned the Support Portal interface in response to your feedback, to bring key components of our service front and center so they are more accessible.
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    M Linden's address to the world on the blog. It's a well written piece, unlike some of the Lab's previous effort, and although it's not as formal as a plan with timelines, it's got some nice indication of recent successes and imminent improvements in the pipeline. It's a confidence inspiring piece that maybe they've got management for their current size and maturity
Eloise Pasteur

Accounting for Second Life - 0 views

  • Second what? Second Life is a virtual 3-D world on the Internet. Think of it as the marriage of online video game technology and social networking tools, like MySpace and Facebook, with e-commerce potential. It is not really a game and isn’t intended for children.
  • Public accounting’s presence in Second Life is called CPA Island. CPA Island may be a way to attract the next generation of young professionals to careers in public accounting.
  • Second Life is a global phenomenon. Reuters estimates that only 31.2% of active Second Life users are U.S. residents. The majority of active users (more than 54%) are from Europe. Second Life usage is so pervasive in Korea, for example, that it is beginning to impact the country’s social agenda, according to virtual world expert Edward Castronova.
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  • Videos more easily capture the look and feel of Second Life. YouTube (www.youtube.com) has a good introductory overview video of Second Life (search “Second Life Text100”) as well as a video that illustrates its communication, education and collaboration possibilities (search “Second Life Ohio University”).
  • In a recent interview for National Public Radio Weekend Edition (www.npr.org, Feb. 9, 08), Bloomfield described the basics of the Second Life economy and the real financial losses from the recent Second Life banking crisis. (The currency used for economic transactions in Second Life is called Linden Dollars. Linden Dollars can be exchanged for real U.S. dollars at a rate of approximately 260-to-1. Last year, Linden Lab banned online gambling operations that had become popular in Second Life. Early this year, Linden Lab banned unregulated banking operations in Second Life because several banks were reneging on unsustainable high interest rates on deposits.) Bloomfield attributes his initial interest in Second Life to its potential use as an economic simulator in which reactions to new financial regulations could be studied by FASB.
  • Professor Steven Hornik, of the University of Central Florida, is another accounting professor exploring accounting education applications. He created a Second Life location called Really Engaging Accounting and maintains a blog about his efforts at www.mydebitcredit.com. In his financial accounting course, he uses the social networking capabilities of Second Life and interactive 3-D objects that he creates. The objects demonstrate basic accounting principles. One simulates the effect of transactions on the basic accounting equation. Another simulates the use of T-accounts to record changes to account balances. Students use their avatars to manipulate the models. Videos of his Second Life creations are available on YouTube (search “second life accounting”).
  • SUMMARY Second Life is an immersive and engaging 3-D virtual world with economic implications and opportunities for the real world. CPA Island is the current center of the public accounting profession in Second Life, but this won’t be the case for long as other CPA firms choose to use it as a tool for meeting, connecting, sharing and collaborating with others. Where business activity goes, it seems certain that CPAs will follow.
James OReilly

Business use of technologies such as Second Life will eventually "explode." - 0 views

  • business use of technologies such as Second Life will eventually "explode."
  • Cisco Chief Bullish on Virtual-World Technology
Eloise Pasteur

The Otherland Group - Blog: Second Life at a Cross Roads? - 0 views

  • For many people outside of the "virtual worlds industry" the terms "virtual world" and "Second Life" are still more or less synonyms. This is especially funny, as many people in the industry seem to have written off Second Life because of many disappointing developments in 2007 and the big negative hype in the press.
  • It is not a secret, though, that Linden Lab's management and investors still believe that the Second Life technology will be the (or a least "a") corner stone of the future Web3D. Is this totally unrealistic? And would would Linden Lab have to do, to make this come true if it isn't? Making the platform more stable is a simple answer - and certainly a pre-requesite. But what about other decisions? More control? Or less? More openness? Or a tightly controlled product? And a product for which target groups? Based on what business model?
  • Both will tell you, that Linden Lab indeed has a rather profitable business model, is expecting significant growth and is targeting markets way outside the current user base (actually alienating large groups in the current user base).
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  • Actually - and for some of my readers maybe surprisingly - I think that Linden Lab has a strategy for the coming years and Second Life's place in the Metaverse.
  • In parallel, it is interesting to see, that Linden Lab created a "Department of Public Works" earlier this year, which is responsible for "beautifying Second Life" - after a long long time, where the company just flooded the market with more and more "land" (servers) which quickly were converted into huge trailer parks.
  • I believe, that they are all part of a unified strategy to position Second Life as a standard tool for creating and accessing the future Web 3D as well as to position Linden Lab as one - but not the only - important service provider.
  • The problem for Linden Lab is, that they target so many dfferent audiences. And it is impossible, to offer all of these audiences ONE single product, a product that will make all of them happy.
  • ut, comparing SL to "The West" (as Mitch Kapor did it in his birthday speech), please consider: not all of the important groups and personalities in the American West of the 1840s or so would be well respected citizens in the California of 2008
  • a second important audience, Linden Lab is targeting, too, is the corporate audience, the educational institutions, etc. Despite Linden Lab's propaganda, this is a very small market today (the majority of earnings comes from consumers) but it is growing. This audience needs more "control & security". If Linden Lab wants to succeed in these markets, they have to provide that - not only on seperate estates, because the vast society of Second Life CAN be an interesting aspect for some of these projects, too :) Not all of them work best in a walled garden.
  • For those who want a walled garden, I am sure, that Linden Lab will soon offer some options which go well beyond what is possible on private estates. It will be possible to host closed sub-grids in Linden Lab's data centers in 2009. I am very certain of that.
  • Linden Lab will offer one. Others will do that, too. There will be "adult grids" (they are already being built). There will be grids for many, many sub-cultures and those will certainly not have the same set of rules like Linden Labs SL has (now or then). And there will be corporate "Intraworlds", educational and marketing grids, tightly controlled and partly or fully closed off to the public.
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    Thoughts on the future of Second Life in the development of the 3D metaverse
Eloise Pasteur

Second Life: Web 3.0? | SLA Illinois Chapter - 0 views

  • Mary says SL provides NAR another way to hold virtual meetings. She anticipates that SL will be used for special events, virtual classes and promotion of the library, an integral part of NAR’s Information Central.
  • SL is being used by more and more staff and members of NAR. NAR uses SL at its Welcome Center, which is an extension of Information Central. The organization has begun using SL for special meetings. It was utilized at NAR’s 2008 Midyear Member Information Services Forum in Washington D.C. and will be used at NAR’s 2008 Realtors® Conference and Exposition in November in Orlando,  Fla.
  • SL is a great fit for the business world because it “is all about immediate collaboration.” Mary thinks that “those who venture into SL will find the informal setting refreshing, fun and inviting.”
Dr. Fridemar Pache

A Second Life For Business - Second Life: Is Business Ready For Virtual Worlds?: Second... - 0 views

  • There's also a more academically respectable software platform for 3D interaction, known as Open Croquet, which is backed by computer industry luminary Alan Kay, one of the originators of object-oriented programming and graphical user interfaces.
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    sl secondlife alternative VRMLdiigo.com/tag/sl secondlife alternative VRML
James OReilly

ThinkBalm publishes business value study « ThinkBalm: Immersive Internet insi... - 0 views

  • Nearly 30% of survey respondents (19 of 66) said their organization recouped their investment in immersive technologies in less than nine months, once their project(s) launched.
  • The top motivations for investment in immersive technology in 2008 /1Q 2009 were enabling people in disparate locations to spend time together, increased innovation, and cost savings or avoidance.
  • Early implementers are choosing the simplest use cases first. The most common were learning and training (80%, or 53 of 66 respondents focused on this use case) and meetings (76%, or 50 of 66 respondents). Some intend to take on more complex use cases in 2010 or 2011.
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  • Immersive technology won out over a variety of alternatives primarily due to low cost and the increased engagement it delivers. The leading alternatives were Web conferencing and in-person meetings, followed by phone calls.
  • Work-related use of the Immersive Internet is in the early adopter phase. Before it can pass into the early majority phase, practitioners and the technology vendors who serve them must “cross the chasm.” The most common barriers to adoption are target users having inadequate hardware, corporate security restrictions, and getting users interested in the technology.
Kerry J

lg3d-wonderland: Project Wonderland - 0 views

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    Project Wonderland is a 100% Java and open source toolkit for creating collaborative 3D virtual worlds. Within those worlds, users can communicate with high-fidelity, immersive audio, share live desktop applications and documents and conduct real business. Wonderland is completely extensible; developers and graphic artists can extend its functionality to create entire new worlds and new features in existing worlds.
sally pearson

Renewing My Remote Computer Help Subscription - 3 views

My friend recommended ComputerHelpFastOnline - an emerging team of computer savvy tech support professionals - to provide computer help for my business. Thank God I heeded his words because since I...

computer help

started by sally pearson on 06 Jun 11 no follow-up yet
hansel molly

Easy Access to Computer Support Professionals - 1 views

I have an online business and I use my computer all the time to monitor my sales and do my accounting, of course. Lately, I have been experiencing computer trouble and I cannot just let anyone fix ...

computer support

started by hansel molly on 08 Jul 11 no follow-up yet
Nergiz Kern

11 Virtual Worlds Technologies That Will Change the Way we Work | Clever Zebra - 0 views

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    11 Virtual Worlds Technologies That Will Change the Way we Work
James OReilly

Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments... - 0 views

shared by James OReilly on 13 Dec 08 - Cached
  • Virtual 3-D Healthcare Learning Environments
  • The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine.
  • Roger’s Diffusion of Innovations Theory
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  • Siemens’ Connectivism Theory
  • accelerating momentum
  • there are some fundamental questions which remain unanswered.
  • it is beneficial to address while the race to adopt and implement highly engaging Web 3-D virtual worlds is watched in healthcare professional education
  • Therefore, Roger’s Diffusion of Innovations Theory [5] and Siemens’ Connectivism Theory [6] for today’s learners will serve as theoretical frameworks for this paper.
  • A 3-D virtual world, also known as a Massively Multiplayer Virtual World (MMVW), is an example of a Web 2.0/Web 3-D dynamic computer-based application.
  • applications that enable social publishing, such as blogs and wikis
  • the most popular virtual world used by the general public is Linden Lab’s Second Life (SL)
  • health information island
  • US agencies, such as the Centers for Disease Control and the National Institutes of Health conduct meetings in SL to discuss the educational potential of SL
  • virtual medical universities exist all over the world
  • The term “avatar” is an old Sanskrit word portraying a deity which takes on a human shape
  • Trauma Center
  • Virtual worlds are currently being used as educational spaces [1] and continue to grow in popularity on campuses and businesses worldwide. Furthermore, access to versions of virtual worlds on the Web, such as “Croquet,” “Uni-Verse,” and “Multiverse” are predicted within two to three years to be mainstream in education
  • there are reported advantages to having students engage in these emerging technologies
  • By allowing students time to interact with other avatars (eg, patients, staff members, and other healthcare professionals) in a safe, simulated environment, a decrease in student anxiety, an increase in competency in learning a new skill, and encouragement to cooperate and collaborate, as well as resolve conflicts, is possible.
  • High quality 3-D entertainment that is freely accessible via Web browsing facilitates engagement opportunities with individuals or groups of people in an authentic manner that illustrates collective intelligence
  • Advanced Learning and Immersive Virtual Environment (ALIVE) at the University of Southern Queensland
  • Who would imagine attending medical school in a virtual world?
  • Problem-based learning groups enrolled in a clinical management course at Coventry University meet in SL and are employed to build learning facilities for the next semester of SL students. This management course teaches students to manage healthcare facilities and is reported to be the first healthcare-related class to use SL as a learning environment.
  • Another example of a medical school using SL is St. George’s Medical School in London.
  • Stanford University medical school
  • Another virtual world project developed by staff at the Imperial College in London, in collaboration with the National Physical Lab in the United Kingdom, is the Second Health Project
  • Mesko [35] presents the top 10 virtual medical sites in SL.
  • The development and use of 3-D virtual worlds in nursing education is increasing.
  • Some educators may balk at adopting this technology because there is a learning curve associated with the use of 3-D virtual worlds.
  • Let’s have fun, explore these fascinating worlds and games, and network with others while respecting diverse ways of life-long learning and current researchers’ findings.
  • there is an underlying push in higher education to adopt these collaborative tools and shift the paradigm from a traditional Socratic method of education to one possessing a more active and interactive nature
  • One may view online virtual worlds and serious gaming as a threat to the adoption and purchase of high-fidelity computerized patient-simulation mannequins that are currently purchased for healthcare-profession training. For example, nurses may login into SL and learn Advanced Cardiac Life Support at their convenience, and it costs virtually nothing for the nurse and perhaps a nominal fee for the developer.
  • The educational opportunity in SL may not be a replacement for the doctor- or nurse-patient interaction or relationship, but SL may serve as an adjunct or pre- or post-learning tool.
  • one recalls when critics questioned the validity and reliability of the stethoscope invented by Laennec in 1816 and how today it is second nature to use this assessment tool.
  • 2006 health fair
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