This paper presents research that engages with virtual worlds for education users to understand design of these applications for their needs. An in-depth multi-method investigatio...
—Mass adoption of virtual world platforms for education and training implies efficient management of computational resources. In Second Life Grid and OpenSimulator, commonly used...
Andreas Vilela, Marcio Cardoso, Daniel Martins, Ar...
In this paper we present a Mixed Reality (MR) teleconferencing application based on Second Life (SL) and the OpenSim virtual world. Augmented Reality (AR) techniques are used for ...
In this work we present a measurement study of user mobility in Second Life. We first discuss different techniques to collect user traces and then focus on results obtained using ...
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...
The paper investigates human agent interactions in virtual environments like Second Life. As interactions in such environments are inherently social, the agent should be able to p...
Christian Pallay, Matthias Rehm, Ekaterina Kurdyuk...
Second Life is an online 3D virtual environment that offers interesting potential for use in education due to its widespread availability, flexibility, and its use of standard pla...
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 ...
3D information systems for education must be investigated and adopted for a more involving form of learning. It is in this context that we propose the use of Second Life as an env...
Abstract: Social virtual worlds such as Second Life are digital representations of the real world where human-controlled avatars evolve and interact through social activities. Unde...