We collected packet traces from Second Life client sessions and analyzed the packet contents. We observed that textures constitute a majority of the network traffic. We further c...
Second Life, a participant-created multi-user virtual environment (MUVE), gained sudden media acclaim in 2006. Prior to that, the world was developing many of the characteristics ...
This work presents a collaborative educational game, Time2Play, developed in Second Life, which allows the creation of stories in a collaborative fashion, offering a new form of ex...
In this paper, we describe lexical rule-based approach to affect sensing from text, and application of the developed Affect Analysis Model in 3D virtual world Second Life. To enric...
Alena Neviarouskaya, Helmut Prendinger, Mitsuru Is...