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The time is 12:32:06 and the date is 20 September 2008
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The time is 12:32:07 and the date is 20 September 2008
History of Second Life
Although many people have assumed that the inspiration for Second Life originated from Philip Rosedale's exposure to Neal Stephenson's novel Snow Crash , he has suggested that his vision of virtual worlds predates that book and that he conducted some early virtual world experiments during his college years at the University of California San Diego, where he studied physics.
Rosedale formed Linden Lab in 1999. His initial focus was on the development of hardware that would enable computer users to be fully immersed in a 360 degree virtual world experience. In its earliest form, the company struggled to produce a commercial version of "The Rig," which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. That vision soon morphed into the software-based application Linden World, where computer users could participate in task-based games and socialization in a 3D online environment. That effort would eventually transform into the better-known, user-centered Second Life.
During a 2001 meeting with investors, Rosedale noticed that the participants were particularly responsive to the collaborative, creative potential of Second Life. As a result, the initial objective-driven, gaming focus of Second Life was shifted to a more user-created, community-driven experience.
At the beginning of September, 2008, just over 15 million accounts were registered, although there are no reliable figures for actual long term consistent usage. In January 2008, residents spent 28,274,505 hours "inworld", so on average about 38,000 residents were logged on at any particular moment. Despite its prominence, Second Life has notable competitors, including Entropia Universe, IMVU, There, Active Worlds, Kaneva, and the erotic-oriented Red Light Center.
Recent Developments
Cory Ondrejka, who helped program Second Life, resigned as chief technology officer on December 11, 2007. On March 14, 2008, Philip Rosedale announced plans to step down from his position as Linden Lab CEO. He became chairman of Linden Lab board of directors. Rosedale announced Mark Kingdon as the new CEO effective May 15, 2008.
On July 8, 2008, Mitch Kapor, the chairman of the board of Linden Labs, sparked controversy with his keynote speech at the Second Life in-world 5th birthday celebration by apparently disparaging the current user base of Second Life:
So the first is, in the earliest wave of pioneers in any new disruptive platform, the marginal and the dispossessed are over represented, not the sole constituents by any means but people who feel they don't fit, who have nothing left to lose or who were impelled by some kind of dream, who may be outsiders to whatever mainstream they are coming from, all come and arrive early in disproportionate numbers.
– Mitch Kapor, Second Life 5th Birthday Closing Keynote
Residents and Avatars
Residents are the users of Second Life , and their appearance is their avatar (often abbreviated to av , avi or ava ). The basic avatar is human in appearance, but may be of either gender, have a wide range of physical attributes, and may be clothed or otherwise customized to produce a wide variety of humanoid and other forms.
Avatars may be creative or can be made to resemble the person whom they represent. A single Resident account may have only one avatar at a time, although the appearance of this avatar can change between as many different forms as the Resident wishes. A single person may also have multiple accounts, and thus appear to be multiple Residents (a person's multiple accounts are referred to as alts ).
A player's identity is generally less anonymous in Second Life than in other virtual worlds. Any avatar and any object in the world can establish whether or not real payment info is on file for his or her avatar, although they cannot access any personal details from this payment information; this was implemented to provide age verification and also to enable users to distinguish between established paid-for accounts and free alts which can be thrown away at any moment. Some in-world services also require the resident to disclose his or her real name or other personal data to different source, although this is voluntary and hence the resident can choose not to use the services which require such disclosures.
A resident's creations are likewise far less anonymous in this virtual world. The Linden servers register your avatar as the uploader or creator of the object. While this is not an official notice, it can be used to help establish who introduced an item to the system first.
Communication
Within Second Life , there are two main methods of text-based communication: local chat, and global "instant messaging" (known as IM). Chatting is used for public localized conversations between two or more avatars; the range of avatars reached is determined by location in the world. Objects can also use the chat channels. Chatting usually takes place on the "open chat channel" (channel 0) although there are billions of other channels available. A scripted listening device is needed to hear traffic on the other channels.
IM is used for private conversations, either between two avatars, or among the members of a group, or even between objects and avatars. Unlike chatting, IM communication does not depend on the participants being within a certain distance of each other. As of version 1.18.1.2, voice chat, both local and IM, is also available on the main grid and teen grid using technology licensed by Vivox, a provider of similar services to other MMO worlds. Only avatars can use voice chat.
Avatars and objects can send and receive email as well, although this functionality is rather limited and not widely used. Instant Messages roll over to an avatar's "real life" email when he or she is logged off (if the avatar has opted into this service and has provided a valid email address.)
There are some external websites that allow Residents to locate each other from outside of the virtual world, and SLurl.com allows external links through the Second Life World Map to locations in-world.
The World
The flat, Earth-like world of Second Life is simulated on a large array of Debian servers, referred to as the Grid. The world is divided into 256x256 m areas of land, called Regions or Sims (short for "Simulators"). Each Region is simulated by a single named server instance, and is given a unique name and content rating (either PG or Mature). Multiple server instances can be run on a single physical server, but generally each instance is given a dedicated CPU core of its own. Modern servers with two dual-core processors usually support four separate server instances.
The most basic method of moving around is by foot (also running and jumping). To travel more rapidly, avatars can also fly unaided.
Avatars can also ride in vehicles; many vehicles are available—there is a basic go-kart contained in the object library and there are many Resident-made vehicles available freely and for purchase including helicopters, submarines and hot-air balloons.
There is now a large and growing market for vehicles in Second Life ; particularly for cars. Most are developed as transport or for status, but there is also a small group of residents who build their cars to race. This has led to the creation of tracks like the Mooz Speedway and MyControl Speedway.
For instantaneous travel, avatars can teleport (commonly abbreviated to "TP") directly to a specific location. An avatar can create a personal landmark (often called an LM) at their current location, and then teleport back to that location at any time, or give a copy of the landmark to another avatar. There's also a map window that allows direct teleportation anywhere.
The Second Life world runs on Linden Time, which is identical to the Pacific Time Zone. The virtual world follows the North American Daylight Saving Time convention. Hence it runs 7 hours behind UTC most of the year, and 8 hours behind when Standard Time is in effect during the winter. The servers' log files actually record events in UTC, however.
Content within the world
User-generated content comprises a large portion of the activity within Second Life. Second Life may be considered part of the web 2.0 phenomenon in that the Residents, not Linden Lab, create most of the content of the world. Built into the client is a 3D modeling tool that allows any Resident to build virtual objects. Residents can also create gestures and animations using software such as Blender, Poser. Second Life also includes a scripting language called Linden Scripting Language, or LSL, which can be used to add autonomous behavior to objects and create dynamic systems. User generated content can run the gamut from simple furniture and apparel to complex systems such as the artificial life experiment of Svarga, where a complete ecology runs autonomously.
Second Life allows users to give, or sell, objects that have been created to other residents. The Second Life Terms of Service ensure that users retain copyright to any content they create. Within the server and client is a permissions and digital rights management system which prevents Residents from casually disregarding a creator's copyright. The creator of an in-world object decide whether or not any recipient of them can modify, copy, or transfer the creation. These limits are respected both by the client a
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