This paper describes "Second Life" as a novel type of testbed and simulation environment for sensor-based applications. Second Life is a popular virtual online world tha...
Boris Brandherm, Sebastian Ullrich, Helmut Prendin...
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...
Virtual worlds may be enabling technologies for the next generation of business models, practices and innovations in service. We situate our research within the field of service s...
Potential applications of online virtual worlds are attracting the interest of many researchers around the world. One and perhaps the most famous example of such systems is Linden ...
Maurizio de Pascale, Sara Mulatto, Domenico Pratti...
In recent years, integrated spatialized voice services have become an appealing application for networked virtual environments (NVE), e.g., Second Life. With a spatialized voice s...
Online virtual worlds such as Second Life provide a rich medium for unstructured human interaction in a shared simulated 3D environment. However, many human interactions take place...
—Over two decades, a great expectation on digital museums has been addressed but most of them have been implemented based on web technologies. Emerging Second Life, which support...
: Applications such as Second Life require massive deployment of servers worldwide to support a large number of users. We investigate experimentally how Peer-to-Peer (P2P) communic...
Second Life is an online virtual world that is gaining popularity in academic institutions as an alternative means for collaborative and distance education. However, the number of...
This paper investigates the ethics of the appearance and behavior of avatars in massively multi-user online communities, in particular, avatars created for virtual business intera...