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Top 36 Blogs under Metaverse - NetworkedBlogs.com
Wow I'm in the Top 5 of worldwide blogs on the topic "metaverse"
Handsfree 3D - Controlling Second Life without a mouse or keyboard
Old video where Mitch Capor shows what they are working on. Their last blog entry is from October 2008 - does anbody know the current status on his exciting development?
Virtual Worlds Management Report: 200+ Youth-Oriented Worlds Live or Developing
Virtual Worlds Management today released its updated Youth Worlds Analysis. Based on comprehensive research available through Virtual Worlds News, we've found that there are now over 200 youth-oriented virtual worlds live, planned, or in active development.
Dusan Writer’s Metaverse » Online Therapy Institute opens in Second Life
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“Technology has created a new social fabric,” she said. “Mixed reality is common for many young people who move with ease between face-to-face relationships and online encounters. Social expression and business connections are shared in virtual and actual lifeworlds. People expect to engage in many life events utilizing social media. The ability to seek out mental health services in different ways is but one example.”
vSide Start
your place to party online. Mac and Windows client. cartoon-like characters, themes are music and sit-coms
Virtual Worlds News: Meetsee Simplifies Collaboration for Small Businesses
"2.5D virtual world aimed at enabling small businesses to collaborate across distances. The interface is scaled back from other business-oriented platforms like Forterra or Qwaq and the isometric environment is less immersive" - The free version is too simple to replace WebEx or GoToMeeting, but Meetsee Plus looks promising and there's a Premium version, too
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The basic free virtual office lets users invite colleagues or friends in to interact via a URL, but upgraded options enable whole companies to collaborate, conference over video, and stay in touch.
A dashboard gives managers an overview of what's going on, feeds pump in statuses, files, and other media for sharing and updates, and social network-style updates keep you in the loop. For premium accounts, charging will begin after the public beta, users can view the distributed office as one building, with different rooms representing home offices or conference spaces that can show when
someone is active or available or simply serve as a repository for notices or files.
Ridemakerz Builds a Virtual World For Boys Filled With Its Toy Cars
Larry Andreini thinks he can take on Pixar. The founder and CEO of Ridemakerz, a rapidly growing chain of stores where boys can custom-build their own toy cars, is building a virtual world for his 6-to-12-year-old customers and their cars.
MyCyberTwin Enterprise - Make software clones of your staff
"CyberTwins are slave labour. They can talk to thousands of clients a second, 24 hours a day. They perform better than humans, for a much lower cost. They can live on your website in a chat environment, or talk out loud."
Gamasutra - Pew Study: Games Have Positive Social, Political Effect On Teens
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Said senior research specialist Amanda Lenhart, "The stereotype that gaming is a solitary, violent, anti-social activity just doesn't hold up. The average teen plays all different kinds of games and generally plays them with friends and family both online and offline."
According to the study, about half of gamers have played games that cause them to think about moral and ethical issues, while about 40 percent play games involving decisions about how to run a community or political entity, and similar numbers report learning about social issues. Pew claims that teens who are exposed to such virtual activities and considerations are more likely to become invested in politics or current events in the real world.
Gamine Expedition: Kids Gaming for Good
List of games involving kids in social causes
The Yale Law Journal - Reputation as Property in Virtual Economies
About the reputational economy exemplified by MySpace, Facebook, and gossip blogs. The importance of success in this reputational market can for some people be just as important as financial wealth-many people's "lives virtually revolve around social-networking sites and blogs." Indeed, by now it is old news that millions of people spend more time thinking about their Facebook profiles than their investment profiles.
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There is, however, a third type of online economy that is in many ways just as important as the first two, and which also involves the acquisition, trade, and protection of “property.” This is the reputational economy exemplified by MySpace, Facebook, and gossip blogs. Status fortunes can be made in this economy, but they can also be easily and quite dramatically lost. The importance of success in this reputational market can for some people be just as important as financial wealth—many people’s “lives virtually revolve around social-networking sites and blogs.” Indeed, by now it is old news that millions of people spend more time thinking about their Facebook profiles than their investment profiles.
ARGNet: PICNIC '08, part five: Virtual things in a virtual world are so passé!
it's rather all about the metaverse including AR - Augmented Reality
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In the 90s, the job was to connect computers. We are now connecting mobile phones, but tomorrow is about connecting everything else -- clothes, shoes, and everything else you can think of. An interesting notion.
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The posed problem of such a project is that they start with technology, rather than an actual understanding of human desire. Would you want to have an RFID tag on your soda can so the trash dispenser knows how to recycle it? How does it feel to live in a networked city?
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