Second Life
Title | Second Life PDF eBook |
Author | Brian A. White |
Publisher | Que Publishing |
Pages | 982 |
Release | 2007-08-21 |
Genre | Computers |
ISBN | 0132714493 |
Live your Second Life to the fullest! Create Your Virtual Life in an Incredible Online World...Right Now! Imagine a virtual landscape where everything is created and owned entirely by residents like you. Imagine a place where you can enjoy sunsets, ride a jet ski, buy land, plant a garden, get a tattoo, go sky diving, spend an evening dancing the night away, or relax at home by the fire. Picture a world vividly developed, socially dynamic, and strikingly real where you can bring previously unimaginable things to life with friends from around the globe. This is Second Life®, the hottest Internet phenomenon in years…maybe ever! Now, there’s a totally real, totally independent guide to Second Life. This full-color book is as rich as Second Life itself! It’s packed with insider tips, easy step-by-step techniques, and interviews with dozens of SL residents telling you what they wished they knew when they started! Brian White pulls no punches: You’ll learn exactly what’s great and not so great about SL...how to thrive in its unique culture, and how to create your dreams! The more time you spend in Second Life, the more useful this book will become...teaching you more advanced skills; everything from vehicle construction, Linden Scripting Language, particle systems, to creating custom animations and the new sculpted prims! Visit the companion site in Second Life to find all the textures and objects from this book as well as the contributor’s gallery and other goodies: http://slurl.com/secondlife/humuli/222/123/29
The Entrepreneur's Guide to Second Life
Title | The Entrepreneur's Guide to Second Life PDF eBook |
Author | Daniel Terdiman |
Publisher | John Wiley & Sons |
Pages | 326 |
Release | 2007-10-29 |
Genre | Business & Economics |
ISBN | 0470179147 |
"You'll discover the unique challenges and opportunities of running an in-world business. You'll delve into the most popular Second Life business and get practical pointers from some of the metaverse's best-known entrepreneurs. And you'll get the nuts-and-bolts expertise you need to succeed, from developing a unique product or service to mounting an effective marketing campaign."--Jacket.
Teach Yourself Making Money in the Second Life World
Title | Teach Yourself Making Money in the Second Life World PDF eBook |
Author | Irie Tsure |
Publisher | McGraw-Hill Education |
Pages | 208 |
Release | 2009-01-29 |
Genre | Education |
ISBN | 9780071602587 |
Turn virtual money into real cash in Second Life Written by successful Second Life resort owner Irie Tsure, this comprehensive guide will accompany you on the tricky journey from "newbie'" to expert in the virtual world of Second Life. Teach Yourself Making Money from Second Life is intended to cover every skill required to enjoy and prosper within this virtual world but in particular focuses on those entrepreneurial activities, strategies, and skills which can help you get ahead in business in Second Life. This book is packed with advice for virtual entrepreneurs looking to develop independent businesses within SL, perfect for individuals or small companies interested in entering SL and succeeding there.
Coming of Age in Second Life
Title | Coming of Age in Second Life PDF eBook |
Author | Tom Boellstorff |
Publisher | Princeton University Press |
Pages | 348 |
Release | 2015-08-25 |
Genre | Social Science |
ISBN | 0691168342 |
Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.
Learning and Teaching in the Virtual World of Second Life
Title | Learning and Teaching in the Virtual World of Second Life PDF eBook |
Author | Judith Molka-Danielsen |
Publisher | Tapir Academic Press |
Pages | 220 |
Release | 2009 |
Genre | Computers |
ISBN | 9788251923538 |
Virtual worlds are increasingly incorporated into modern universities and teaching pedagogy. Over 190 higher education institutions worldwide have done teaching in the virtual world of Second Life (SL). This book is based on the first Scandinavian project to experiment with the design and testing of teaching platforms for life long learning in SL. In 2007, it created a virtual island or "sim" in SL called "Kamimo Education Island." The project generated a number of courses taught in SL, and instructed educators in the use of SL. This book disseminates the experiences and lessons learned from that project and from other educational projects in SL. The book identifies the gaps in traditional forms of education. It provides a roadmap on issues of instructional design, learner modeling, building simulations, exploring alternatives to design, and integrating tools in education with other learning systems.
Beginner's Guide to Second Life®
Title | Beginner's Guide to Second Life® PDF eBook |
Author | Gwyneth Llewelyn |
Publisher | Gwyneth Llewelyn |
Pages | 25 |
Release | 2014-09-15 |
Genre | |
ISBN |
If you have just arrived at the Second Life® virtual world and are absolutely clueless about how to proceed, or baffled by the technical slang used by fellow users when they try to explain things to you, this is the guide you need to finally make some sense of what to do and how to have fun in Second Life!
The First 20 Hours
Title | The First 20 Hours PDF eBook |
Author | Josh Kaufman |
Publisher | Penguin |
Pages | 290 |
Release | 2013-06-13 |
Genre | Self-Help |
ISBN | 1101623047 |
Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of practicing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct complex skills, maximize productive practice, and remove common learning barriers. By completing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the methods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard keyboard, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the simple techniques he teaches: Define your target performance level: Figure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcomponents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accurate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chainsaws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.