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Second Life An introduction and beyond

Second Life




Second Life, An Introduction and beyond
Realidades Virtuais, Goethe-Institut Lisboa, 26.05.2010
Second Life An introduction and beyond



What is Second Life?
  Second LIfe is a persistant virtual world, a
   completly user generated 3D Environment
  Through 3D Animations and the use of
   avatars as virtual characters Second Life
   delivers a real feeling of space and dimension
  Second Life is not a Game in the traditional
   sense, it has no roleplay, no quests and no
   goals to achive.
  Second Life gives Companies and
   Organisations a new communication channel
   to their target groups outside the traditional
   media.




                                              << < > >>
Second Life An introduction and beyond



                      The Basics
The Avatar
your representation in the virtual world




                                                               << < > >>
Second Life An introduction and beyond



                      The Basics
The Avatar
your representation in the virtual world




                                                               << < > >>
Second Life An introduction and beyond



                      The Basics
The Avatar
your representation in the virtual world




                                                               << < > >>
Second Life An introduction and beyond



                      The Basics
The Avatar
your representation in the virtual world




                                                               << < > >>
Second Life An introduction and beyond



                      The Basics
The Avatar
your representation in the virtual world




                                                               << < > >>
Second Life An introduction and beyond



                  The Basics
Walk, Fly, Teleport
some things work better than in Real Life




                                                           << < > >>
Second Life An introduction and beyond



                  The Basics
Walk, Fly, Teleport
some things work better than in Real Life




                                                           << < > >>
Second Life An introduction and beyond



                  The Basics
Walk, Fly, Teleport
some things work better than in Real Life




                                                           << < > >>
Second Life An introduction and beyond



                  The Basics
Walk, Fly, Teleport
some things work better than in Real Life




                                                           << < > >>
Second Life An introduction and beyond



                  The Basics
Walk, Fly, Teleport
some things work better than in Real Life




                                                           << < > >>
Second Life An introduction and beyond



                  The Basics
Walk, Fly, Teleport
some things work better than in Real Life




                                                           << < > >>
Second Life An introduction and beyond



                      The Basics
The region or SIM
space you can buy or rent to build or life on




                                                               << < > >>
Second Life An introduction and beyond



                    The Basics
The Grid
all SIMs together are know as the Grid.
Currently 28,461 SIMs equals 2,073 Square Kilometers




                                                             << < > >>
Second Life An introduction and beyond



                   The Basics
User Generated Content
All content in Second Life is generated by ist
residents




                                                            << < > >>
Second Life An introduction and beyond



                  The Economy




Total User-to-User Transactions Q1 2010 US$160M
                                                           << < > >>
Second Life An introduction and beyond



Critical sucess factors
  Use is for free
  No limitations through given roleplay
  Client software is easy to install and
   comfortable to use.
  Lots of interesting content also for non
   Comnputer Gamers
  The Ability to build and create attracts a DIY
   affine target group
  The currency Linden$ is convertable. New
   inGame Business models are possible
  It‘s open for new concepts


                                               << < > >>
Second Life An introduction and beyond



The Dark Side
It‘s the world as we know it, and not
much better than that.
  Fraud

  Adult Contend
  Gambling

  Closed System > no Democracy
  It‘s a bit like Apple without devices




                                           << < > >>
Second Life An introduction and beyond



Who is using it
And what are they doing there ?
  Ordinary people, so called
   residents, people like you and
   me
  Artists
  Politicians
  Companies
  Educators




                                         << < > >>
Second Life An introduction and beyond



 Who is using it




Residents


                                          << < > >>
Second Life An introduction and beyond



                Residents
When you explore the World of Second Life you
may meet her




                                                         << < > >>
Second Life An introduction and beyond



                Residents
When you explore the World of Second Life you
may meet her or him




                                                         << < > >>
Second Life An introduction and beyond



                Residents
When you explore the World of Second Life you
may meet her or him or her




                                                         << < > >>
Second Life An introduction and beyond



                Residents
When you explore the World of Second Life you
may meet her or him or her or even him




                                                         << < > >>
Second Life An introduction and beyond



                Residents
When you explore the World of Second Life you
may meet her or him or her or even him or him




                                                         << < > >>
Second Life An introduction and beyond



                Residents
When you explore the World of Second Life you
may meet her or him or her or even him or him or
it




                                                         << < > >>
Second Life An introduction and beyond



                Residents
When you explore the World of Second Life you
may meet her or him or her or even him or him or
it or her




                                                         << < > >>
Second Life An introduction and beyond



                Residents
When you explore the World of Second Life you
may meet her or him or her or even him or him or
it or her or them




                                                         << < > >>
Second Life An introduction and beyond



                Residents
When you explore the World of Second Life you
may meet her or him or her or even him or him or
it or her or them ... So, don‘t be afrait.




                                                         << < > >>
Second Life An introduction and beyond



                    Residents




81,156 in Q1 2010
                                                             << < > >>
Second Life An introduction and beyond



                  Residents




User Hours Reached 116 Million in Q1 2010
                                                           << < > >>
Second Life An introduction and beyond



Sociodemographics
Gender:
Male: 59,32%
Female: 40,68%

Age Groups:
 13-17:                                  1%
 18-24:                                  24%
 25-34:                                  38%
 35-44:                                  23%
 45+                                     15%

 Since 2008 figures not longer published by
 Linden Lab, but haven‘t changed much
                                           << < > >>
Second Life An introduction and beyond



Sociodemographics
Geographic spread:
 USA                                     42,7%
 Germany                                 10,4%
 UK                                      7,2%
 France                                  5,8%
 Japan                                     6%
 Canada                                    4%
 Brazil                                    4%
 Spain                                   3,2%
 Australia                               2,2%
 Portugal                                  1%
 Since 2008 figures not longer published by
 Linden Lab, but haven‘t changed much
                                             << < > >>
Second Life An introduction and beyond



What are they doing?
  Comunicate: Through Chat, Instand
   Message and Voice Chat
  Explore: The Second Life world is hugh. You
   have never seen it all. To explore unknown
   islands and try out new things is exiting and
   time consuming
  Consume: You can buy almost all sorts of
   things. Thanks to the SL currency Linden$
   there is a vibrant inWorld economy.




                                            << < > >>
Second Life An introduction and beyond



What are they doing?
  Build: Every user can create its own content.
   Possibilities are almost unlimited
  Have fun: There are lots of opportunities to
   entertain yourself. Bars, Clubs, etc. are
   available in hugh quantities.
  Cultural Activities: Also lots to do for the
   more settled down. Pubs, Theaters, Cinemas
   and even Poetry Slams.
  Education: Learn new Languages, listen to
   inspiring talks, get in contact with experts
   you‘d never have the chance to meet in real
   Life




                                             << < > >>
Second Life An introduction and beyond



             Machinima Time



It's a wonderful Second Life: Breathe 2
   http://www.youtube.com/watch?v=-
              ISYjzwGOZw




                                                      << < > >>
Second Life An introduction and beyond



Who is using it




Artists


                                         << < > >>
Second Life An introduction and beyond



Artists
  All sorts of arts are present inWorld
  Visual Arts
   e.g. Cao Fei, Vennice Biennale,
   Guggenheim
  Music
   Thousands of Musicians
   streaming, but also things like
   Avatar Orchestra Metaverse




                                           << < > >>
Second Life An introduction and beyond




The Goethe-Institut in Second Life
Second Life An introduction and beyond




The Goethe-Institut in Second Life
Second Life An introduction and beyond



Artists
  All sorts of arts are present inWorld
  Visual Arts
   e.g. Cao Fei, Vennice Biennale,
   Guggenheim
  Music
   Thousands of Musicians
   streaming, but also things like
   Avatar Orchestra Metaverse
  Performing Arts
   e.g Theater groups
  Machinima
   The inWorld form of film



                                           << < > >>
Second Life An introduction and beyond



          Machinima Time




I'm Too Busy To Date Your Avatar!
  http://www.youtube.com/watch?
          v=3S6gMw0X4gg



                                                   << < > >>
Second Life An introduction and beyond



 Who is using it




Politicians


                                          << < > >>
Second Life An introduction and beyond



Politicians
  Second Life was present in all major
   election campains in the last years
  Politicians that can manage Web 2.0 can
   also manage Second Life
  Politicians who can‘t also fail inWorld
  Residents want to participate and
   communicate (1 to many communication
   don‘t work inWorld)
  Good example: Obama goes Ghana




                                             << < > >>
Second Life An introduction and beyond



 Who is using it




Companies


                                          << < > >>
Second Life An introduction and beyond



Companies




                                         << < > >>
Second Life An introduction and beyond



Brands inWorld




                                         << < > >>
Second Life An introduction and beyond



What are they doing?
    Advertising/Public Relations
    Internal Communication
    Collaboration
    Education and Training
    After-Sales-Service
    Market Research
    Sponsoring/ Eventmarketing
    Distribution
    Incentives
    Human Ressources



                                         << < > >>
Second Life An introduction and beyond



What are they doing?




                                         << < > >>
Second Life An introduction and beyond



Types of Collaboration
In Order of Level of Involvement
  Telefonkonference
  Webkonference

  Videokonference
  Virtual World Meeting

  Face-to-Face Meeting




                                         << < > >>
Second Life An introduction and beyond
Second Life An introduction and beyond



Engagement




                                         << < > >>
Second Life An introduction and beyond



Advantages of virtual Meetings

Virtual Worlds vs. Traditional Tools
++ Immersion
++ supports all 4 types of learners

+ Equal Opportunities
+ Higher Level of Awareness

+ Less Multitasking
-- high technology hurdles

- Longer adoption phase


                                         << < > >>
Second Life An introduction and beyond



Advantages of virtual Meetings

Virtual Worlds vs. Face-to-Face
++ cost
++ time

+ CO2
-- Informelle aspects

- Networking
- Emotions




                                         << < > >>
Second Life An introduction and beyond



Advantages of virtual Meetings




                                         << < > >>
Second Life An introduction and beyond



Cost cutting, an example
Cost per employee attending a
converence at Microsoft Corp.:
Real Life: $40 - $45

Virtual World: $0.35
Source: ThinkBalm




                                         << < > >>
Second Life An introduction and beyond



 Who is using it




Educators


                                          << < > >>
Second Life An introduction and beyond



Educators
Currently about 400 professional Education
Organizations inWorld
  Universities (e.g. Harvard, MTH Köln)
  Community colleges (e.g. VHS Goslar)
  Inworld Edu Companies
  Non-Profit-Organizations

  Libraries/ Museums (e.g. Bavarian State
   Library, Gemäldegalerie Dresden)
  Real–World Edu Companies (LanguageLab,
   Accor etc. some use it only for internal
   training, no access for externals)


                                             << < > >>
Second Life An introduction and beyond



Case Studies
These topics are already covered successfully
inWorld

•    Law
•    Languages
•    Information Technology
•    Media
•    Architekture
•    Science
•    Healthcare




                                            << < > >>
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond



            Machinima Time



Harvard Law School: Law in the Court
         ouf Public Opinion
   http://www.youtube.com/watch?
           v=ZUNAhzwZkdU


                                                     << < > >>
Second Life An introduction and beyond



Tools
You can use in Second Life to support Education
  Chat (1:1 and group chat)
  Audio (Voicechat and Audiostreams)

  Videostreams
  Boards for slides and presentations
  Whiteboards

  All sorts of webbased collaboration tools like
   google docs due to Media on Prim in Viewer 2
  Connectors to 2D webbased eLearning
   Systems
   (Sloodle/Moodle, Immersive Workspace)


                                             << < > >>
Second Life An introduction and beyond



Spaces
You can build in Second Life to support
Education
  Virtual Classrooms
  Conference Rooms
  Lecture Theaters
  Learn paths

  Scenarios for Roleplay

  The whole Grid could be your classroom




                                            << < > >>
Second Life An introduction and beyond




The Goethe-Institut in Second Life
Second Life An introduction and beyond



          Machinima Time




The Goethe-Institut in Second Life
   http://www.youtube.com/user/
goetheinstitut#p/u/159/4pKBf7kue1M



                                                   << < > >>
Second Life An introduction and beyond


The Goethe-Institut in Second Life

Highlights of the Goethe-Institut SIM:
  Exibitions:
   e.g. Die Tropen, Deutsche Modefotografie




                                              << < > >>
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond


The Goethe-Institut in Second Life

Highlights of the Goethe-Institut SIM:
  Exibitions:
   e.g. Die Tropen, Deutsche Modefotografie
  Videos:
   e.g. short movie contest: Die Macht der Sprache




                                                << < > >>
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond


The Goethe-Institut in Second Life

Highlights of the Goethe-Institut SIM:
  Exibitions:
   e.g. Die Tropen, Deutsche Modefotografie
  Videos:
   e.g. short movie contest: Die Macht der Sprache
  Events:
   e.g. Bernd Begemann Concert, Realidades Virtuais
   Conference




                                                << < > >>
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond


The Goethe-Institut in Second Life

Highlights of the Goethe-Institut SIM:
  Exibitions:
   e.g. Die Tropen, Deutsche Modefotografie
  Videos:
   e.g. short movie contest: Die Macht der Sprache
  Events:
   e.g. Bernd Begemann Concert, Realidades Virtuais
   Conference

  Art:
   e.g. Artist in Residence: 0100101110101101.ORG




                                                << < > >>
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond


The Goethe-Institut in Second Life

Highlights of the Goethe-Institut SIM:
  Exibitions:
   e.g. Die Tropen, Deutsche Modefotografie
  Videos:
   e.g. short movie contest: Die Macht der Sprache
  Events:
   e.g. Bernd Begemann Concert, Realidades Virtuais
   Conference

  Art:
   e.g. Artist in Residence: 0100101110101101.ORG
  German Language Get Together:
   daily Voice chat with Tutor




                                                << < > >>
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond


The Goethe-Institut in Second Life

Highlights of the Goethe-Institut SIM:
  Exibitions:
   e.g. Die Tropen, Deutsche Modefotografie
  Videos:
   e.g. short movie contest: Die Macht der Sprache
  Events:
   e.g. Bernd Begemann Concert, Realidades Virtuais
   Conference

  Art:
   e.g. Artist in Residence: 0100101110101101.ORG
  German Language Get Together:
   daily Voice chat with Tutor
  Free German Course:
   weekly german language class A2 using sloodle,
   scenarios etc.
                                                << < > >>
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond
Second Life An introduction and beyond



A look ahead
•  Viewer 2.0
   already there, brought us Web on a
   Prim and completly new options of
   collaboration
  Real Names
   Marissa Bergbahn will become
   Markus Bokowsky
  Mesh
   Collada Import from 3dStuidioMax,
   Maya etc.
  Mobile
   almost there, but we expekt more to
   come
                                         << < > >>
Second Life An introduction and beyond



Thank You
Bokowsky + Laymann GmbH
Marketing in Computer-Mediated Environments

Friedrichstraße 1
D-80801 München
Tel.: ++49/89-3300869-0
Fax: ++49/89-3300869-9
http://www.bokowsky.de

Real World:
markus@bokowsky.de
@MarkusBokowsky

Second Life:
Bokowsky Island
secondlife.bokowsky.net
IM: Marissa Bergbahn
Also on Facebook, twitter, YouTube, slideshare, Flickr
etc.

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Second life an introduction and beyond

  • 1. Second Life An introduction and beyond Second Life Second Life, An Introduction and beyond Realidades Virtuais, Goethe-Institut Lisboa, 26.05.2010
  • 2. Second Life An introduction and beyond What is Second Life?   Second LIfe is a persistant virtual world, a completly user generated 3D Environment   Through 3D Animations and the use of avatars as virtual characters Second Life delivers a real feeling of space and dimension   Second Life is not a Game in the traditional sense, it has no roleplay, no quests and no goals to achive.   Second Life gives Companies and Organisations a new communication channel to their target groups outside the traditional media. << < > >>
  • 3. Second Life An introduction and beyond The Basics The Avatar your representation in the virtual world << < > >>
  • 4. Second Life An introduction and beyond The Basics The Avatar your representation in the virtual world << < > >>
  • 5. Second Life An introduction and beyond The Basics The Avatar your representation in the virtual world << < > >>
  • 6. Second Life An introduction and beyond The Basics The Avatar your representation in the virtual world << < > >>
  • 7. Second Life An introduction and beyond The Basics The Avatar your representation in the virtual world << < > >>
  • 8. Second Life An introduction and beyond The Basics Walk, Fly, Teleport some things work better than in Real Life << < > >>
  • 9. Second Life An introduction and beyond The Basics Walk, Fly, Teleport some things work better than in Real Life << < > >>
  • 10. Second Life An introduction and beyond The Basics Walk, Fly, Teleport some things work better than in Real Life << < > >>
  • 11. Second Life An introduction and beyond The Basics Walk, Fly, Teleport some things work better than in Real Life << < > >>
  • 12. Second Life An introduction and beyond The Basics Walk, Fly, Teleport some things work better than in Real Life << < > >>
  • 13. Second Life An introduction and beyond The Basics Walk, Fly, Teleport some things work better than in Real Life << < > >>
  • 14. Second Life An introduction and beyond The Basics The region or SIM space you can buy or rent to build or life on << < > >>
  • 15. Second Life An introduction and beyond The Basics The Grid all SIMs together are know as the Grid. Currently 28,461 SIMs equals 2,073 Square Kilometers << < > >>
  • 16. Second Life An introduction and beyond The Basics User Generated Content All content in Second Life is generated by ist residents << < > >>
  • 17. Second Life An introduction and beyond The Economy Total User-to-User Transactions Q1 2010 US$160M << < > >>
  • 18. Second Life An introduction and beyond Critical sucess factors   Use is for free   No limitations through given roleplay   Client software is easy to install and comfortable to use.   Lots of interesting content also for non Comnputer Gamers   The Ability to build and create attracts a DIY affine target group   The currency Linden$ is convertable. New inGame Business models are possible   It‘s open for new concepts << < > >>
  • 19. Second Life An introduction and beyond The Dark Side It‘s the world as we know it, and not much better than that.   Fraud   Adult Contend   Gambling   Closed System > no Democracy   It‘s a bit like Apple without devices << < > >>
  • 20. Second Life An introduction and beyond Who is using it And what are they doing there ?   Ordinary people, so called residents, people like you and me   Artists   Politicians   Companies   Educators << < > >>
  • 21. Second Life An introduction and beyond Who is using it Residents << < > >>
  • 22. Second Life An introduction and beyond Residents When you explore the World of Second Life you may meet her << < > >>
  • 23. Second Life An introduction and beyond Residents When you explore the World of Second Life you may meet her or him << < > >>
  • 24. Second Life An introduction and beyond Residents When you explore the World of Second Life you may meet her or him or her << < > >>
  • 25. Second Life An introduction and beyond Residents When you explore the World of Second Life you may meet her or him or her or even him << < > >>
  • 26. Second Life An introduction and beyond Residents When you explore the World of Second Life you may meet her or him or her or even him or him << < > >>
  • 27. Second Life An introduction and beyond Residents When you explore the World of Second Life you may meet her or him or her or even him or him or it << < > >>
  • 28. Second Life An introduction and beyond Residents When you explore the World of Second Life you may meet her or him or her or even him or him or it or her << < > >>
  • 29. Second Life An introduction and beyond Residents When you explore the World of Second Life you may meet her or him or her or even him or him or it or her or them << < > >>
  • 30. Second Life An introduction and beyond Residents When you explore the World of Second Life you may meet her or him or her or even him or him or it or her or them ... So, don‘t be afrait. << < > >>
  • 31. Second Life An introduction and beyond Residents 81,156 in Q1 2010 << < > >>
  • 32. Second Life An introduction and beyond Residents User Hours Reached 116 Million in Q1 2010 << < > >>
  • 33. Second Life An introduction and beyond Sociodemographics Gender: Male: 59,32% Female: 40,68% Age Groups: 13-17: 1% 18-24: 24% 25-34: 38% 35-44: 23% 45+ 15% Since 2008 figures not longer published by Linden Lab, but haven‘t changed much << < > >>
  • 34. Second Life An introduction and beyond Sociodemographics Geographic spread: USA 42,7% Germany 10,4% UK 7,2% France 5,8% Japan 6% Canada 4% Brazil 4% Spain 3,2% Australia 2,2% Portugal 1% Since 2008 figures not longer published by Linden Lab, but haven‘t changed much << < > >>
  • 35. Second Life An introduction and beyond What are they doing?   Comunicate: Through Chat, Instand Message and Voice Chat   Explore: The Second Life world is hugh. You have never seen it all. To explore unknown islands and try out new things is exiting and time consuming   Consume: You can buy almost all sorts of things. Thanks to the SL currency Linden$ there is a vibrant inWorld economy. << < > >>
  • 36. Second Life An introduction and beyond What are they doing?   Build: Every user can create its own content. Possibilities are almost unlimited   Have fun: There are lots of opportunities to entertain yourself. Bars, Clubs, etc. are available in hugh quantities.   Cultural Activities: Also lots to do for the more settled down. Pubs, Theaters, Cinemas and even Poetry Slams.   Education: Learn new Languages, listen to inspiring talks, get in contact with experts you‘d never have the chance to meet in real Life << < > >>
  • 37. Second Life An introduction and beyond Machinima Time It's a wonderful Second Life: Breathe 2 http://www.youtube.com/watch?v=- ISYjzwGOZw << < > >>
  • 38. Second Life An introduction and beyond Who is using it Artists << < > >>
  • 39. Second Life An introduction and beyond Artists   All sorts of arts are present inWorld   Visual Arts e.g. Cao Fei, Vennice Biennale, Guggenheim   Music Thousands of Musicians streaming, but also things like Avatar Orchestra Metaverse << < > >>
  • 40. Second Life An introduction and beyond The Goethe-Institut in Second Life
  • 41. Second Life An introduction and beyond The Goethe-Institut in Second Life
  • 42. Second Life An introduction and beyond Artists   All sorts of arts are present inWorld   Visual Arts e.g. Cao Fei, Vennice Biennale, Guggenheim   Music Thousands of Musicians streaming, but also things like Avatar Orchestra Metaverse   Performing Arts e.g Theater groups   Machinima The inWorld form of film << < > >>
  • 43. Second Life An introduction and beyond Machinima Time I'm Too Busy To Date Your Avatar! http://www.youtube.com/watch? v=3S6gMw0X4gg << < > >>
  • 44. Second Life An introduction and beyond Who is using it Politicians << < > >>
  • 45. Second Life An introduction and beyond Politicians   Second Life was present in all major election campains in the last years   Politicians that can manage Web 2.0 can also manage Second Life   Politicians who can‘t also fail inWorld   Residents want to participate and communicate (1 to many communication don‘t work inWorld)   Good example: Obama goes Ghana << < > >>
  • 46. Second Life An introduction and beyond Who is using it Companies << < > >>
  • 47. Second Life An introduction and beyond Companies << < > >>
  • 48. Second Life An introduction and beyond Brands inWorld << < > >>
  • 49. Second Life An introduction and beyond What are they doing?   Advertising/Public Relations   Internal Communication   Collaboration   Education and Training   After-Sales-Service   Market Research   Sponsoring/ Eventmarketing   Distribution   Incentives   Human Ressources << < > >>
  • 50. Second Life An introduction and beyond What are they doing? << < > >>
  • 51. Second Life An introduction and beyond Types of Collaboration In Order of Level of Involvement   Telefonkonference   Webkonference   Videokonference   Virtual World Meeting   Face-to-Face Meeting << < > >>
  • 52. Second Life An introduction and beyond
  • 53. Second Life An introduction and beyond Engagement << < > >>
  • 54. Second Life An introduction and beyond Advantages of virtual Meetings Virtual Worlds vs. Traditional Tools ++ Immersion ++ supports all 4 types of learners + Equal Opportunities + Higher Level of Awareness + Less Multitasking -- high technology hurdles - Longer adoption phase << < > >>
  • 55. Second Life An introduction and beyond Advantages of virtual Meetings Virtual Worlds vs. Face-to-Face ++ cost ++ time + CO2 -- Informelle aspects - Networking - Emotions << < > >>
  • 56. Second Life An introduction and beyond Advantages of virtual Meetings << < > >>
  • 57. Second Life An introduction and beyond Cost cutting, an example Cost per employee attending a converence at Microsoft Corp.: Real Life: $40 - $45 Virtual World: $0.35 Source: ThinkBalm << < > >>
  • 58. Second Life An introduction and beyond Who is using it Educators << < > >>
  • 59. Second Life An introduction and beyond Educators Currently about 400 professional Education Organizations inWorld   Universities (e.g. Harvard, MTH Köln)   Community colleges (e.g. VHS Goslar)   Inworld Edu Companies   Non-Profit-Organizations   Libraries/ Museums (e.g. Bavarian State Library, Gemäldegalerie Dresden)   Real–World Edu Companies (LanguageLab, Accor etc. some use it only for internal training, no access for externals) << < > >>
  • 60. Second Life An introduction and beyond Case Studies These topics are already covered successfully inWorld •  Law •  Languages •  Information Technology •  Media •  Architekture •  Science •  Healthcare << < > >>
  • 61. Second Life An introduction and beyond
  • 62. Second Life An introduction and beyond
  • 63. Second Life An introduction and beyond
  • 64. Second Life An introduction and beyond
  • 65. Second Life An introduction and beyond Machinima Time Harvard Law School: Law in the Court ouf Public Opinion http://www.youtube.com/watch? v=ZUNAhzwZkdU << < > >>
  • 66. Second Life An introduction and beyond Tools You can use in Second Life to support Education   Chat (1:1 and group chat)   Audio (Voicechat and Audiostreams)   Videostreams   Boards for slides and presentations   Whiteboards   All sorts of webbased collaboration tools like google docs due to Media on Prim in Viewer 2   Connectors to 2D webbased eLearning Systems (Sloodle/Moodle, Immersive Workspace) << < > >>
  • 67. Second Life An introduction and beyond Spaces You can build in Second Life to support Education   Virtual Classrooms   Conference Rooms   Lecture Theaters   Learn paths   Scenarios for Roleplay   The whole Grid could be your classroom << < > >>
  • 68. Second Life An introduction and beyond The Goethe-Institut in Second Life
  • 69. Second Life An introduction and beyond Machinima Time The Goethe-Institut in Second Life http://www.youtube.com/user/ goetheinstitut#p/u/159/4pKBf7kue1M << < > >>
  • 70. Second Life An introduction and beyond The Goethe-Institut in Second Life Highlights of the Goethe-Institut SIM:   Exibitions: e.g. Die Tropen, Deutsche Modefotografie << < > >>
  • 71. Second Life An introduction and beyond
  • 72. Second Life An introduction and beyond
  • 73. Second Life An introduction and beyond The Goethe-Institut in Second Life Highlights of the Goethe-Institut SIM:   Exibitions: e.g. Die Tropen, Deutsche Modefotografie   Videos: e.g. short movie contest: Die Macht der Sprache << < > >>
  • 74. Second Life An introduction and beyond
  • 75. Second Life An introduction and beyond
  • 76. Second Life An introduction and beyond The Goethe-Institut in Second Life Highlights of the Goethe-Institut SIM:   Exibitions: e.g. Die Tropen, Deutsche Modefotografie   Videos: e.g. short movie contest: Die Macht der Sprache   Events: e.g. Bernd Begemann Concert, Realidades Virtuais Conference << < > >>
  • 77. Second Life An introduction and beyond
  • 78. Second Life An introduction and beyond
  • 79. Second Life An introduction and beyond The Goethe-Institut in Second Life Highlights of the Goethe-Institut SIM:   Exibitions: e.g. Die Tropen, Deutsche Modefotografie   Videos: e.g. short movie contest: Die Macht der Sprache   Events: e.g. Bernd Begemann Concert, Realidades Virtuais Conference   Art: e.g. Artist in Residence: 0100101110101101.ORG << < > >>
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  • 84. Second Life An introduction and beyond
  • 85. Second Life An introduction and beyond The Goethe-Institut in Second Life Highlights of the Goethe-Institut SIM:   Exibitions: e.g. Die Tropen, Deutsche Modefotografie   Videos: e.g. short movie contest: Die Macht der Sprache   Events: e.g. Bernd Begemann Concert, Realidades Virtuais Conference   Art: e.g. Artist in Residence: 0100101110101101.ORG   German Language Get Together: daily Voice chat with Tutor << < > >>
  • 86. Second Life An introduction and beyond
  • 87. Second Life An introduction and beyond
  • 88. Second Life An introduction and beyond The Goethe-Institut in Second Life Highlights of the Goethe-Institut SIM:   Exibitions: e.g. Die Tropen, Deutsche Modefotografie   Videos: e.g. short movie contest: Die Macht der Sprache   Events: e.g. Bernd Begemann Concert, Realidades Virtuais Conference   Art: e.g. Artist in Residence: 0100101110101101.ORG   German Language Get Together: daily Voice chat with Tutor   Free German Course: weekly german language class A2 using sloodle, scenarios etc. << < > >>
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  • 96. Second Life An introduction and beyond A look ahead •  Viewer 2.0 already there, brought us Web on a Prim and completly new options of collaboration   Real Names Marissa Bergbahn will become Markus Bokowsky   Mesh Collada Import from 3dStuidioMax, Maya etc.   Mobile almost there, but we expekt more to come << < > >>
  • 97. Second Life An introduction and beyond Thank You Bokowsky + Laymann GmbH Marketing in Computer-Mediated Environments Friedrichstraße 1 D-80801 München Tel.: ++49/89-3300869-0 Fax: ++49/89-3300869-9 http://www.bokowsky.de Real World: markus@bokowsky.de @MarkusBokowsky Second Life: Bokowsky Island secondlife.bokowsky.net IM: Marissa Bergbahn Also on Facebook, twitter, YouTube, slideshare, Flickr etc.