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News - College of Communication
Avatars can surreptitiously and negatively affect user in video games & virtual worlds. Interesting study on the affect of one's avatar on personal thoughts and team behavior
ARVEL SIG - Applied Research in Virtual Environments for Learning
virtual worlds: The Applied Research in Virtual Environments for Learning
Mellanium designs VR worlds archaeology heritage artefacts entertainment and education
MellaniuM designs and creates virtual "real worlds" for customers requiring immersive visual environments that enable interactive walkthroughs & simulations
Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"
Steinkuehler, C., and Williams, D. (2006). Where everybody knows your (screen) name: Online games as "third places." Journal of Computer-Mediated Communication, 11(4), article 1. http://jcmc.indiana.edu/vol11/issue4/steinkuehler.html
ScienceSim » start
The ScienceSim is part of the Supercomputing Conference effort - uses OpenSim
CVE - Centre for Virtual Environments-Home | University of Salford - A Greater Manchester University
Centre for Virtual Environments: study telepresence, 3D visualization, etc.
VHIL: Virtual Human Interaction Lab - Stanford University
Virtual Human Interaction Lab: led by Jeremy Bailensen, this group at Stanford investigates mediated relationships and meaning relevant to our work
Second Life Virtual World in Corporate Environment
Training and simulations in business in Second Life
Inside Virtual Goods - Tracking the US Virtual Goods Market 2009 - 2010
virtual goods opportunity in U.S. estimated at over a billion dollars
Inventory management tips - Second Life Wiki
Inventory Management in Second LIfe
Traveling Avatar :: Decluttering in Second Life
decluttering in second life
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Center for Learning in Virtual Environments
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