article thumbnail

My Presentation on Virtual World Building in Second Life (Delivered to a University Course on Virtual World Building and Design)

Ryan Schultz

As I mentioned, shortly after my sixtieth birthday, I gave a one-hour presentation on Second Life, in Second Life, to a graduate class in virtual world building and design, currently being taught at my university ( first blogpost ; second blogpost ). I am happy to report that my presentation was very well received by the students!

article thumbnail

Sinespace Aims to Become the Second Life of VR

VRScout

Multiple experiences are currently fighting for the position of top dog in the hopes of cementing itself as THE virtual world where users could meet and interact as entirely new people. Sinespace is compatible with a majority of 3D models and game design tools. Sinespace also includes several unique building tools as well.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

The 10 Best Examples Of The Metaverse Everyone Should Know About

Bernard Marr

Second Life was created by Linden Labs back in 2003, before Facebook (let alone Meta) even existed. One reason for this is that, as the name suggests, it’s built to allow users to engage in an alternative life as an alter-ego rather than to take their existing real-world life online. Second Life.

article thumbnail

New ‘Sansar’ Video Glimpses More Virtual Worlds Made on the Social VR Platform

Road to VR

Sansar is the next-gen virtual world platform from Linden Lab, the creator of Second Life (2003). Due to launch in Spring 2017, Sansar is a new take for the company on virtual worlds, this time built from the ground up with support for virtual reality. At least that’s the hope.

article thumbnail

Editorial: The Importance of Discoverability in the Metaverse

Ryan Schultz

People whose introduction to the concept of the metaverse started with VRChat, Horizon Worlds, and other social VR platforms may question why I choose to write so often and so fondly about Second Life, a virtual world which was launched in 2003, well before the advent of consumer-grade virtual reality headsets.

article thumbnail

Jeremy Bailenson talks about 1,000,000 Walmart employees training with VR, presence, and the VR “empathy machine”

The Ghost Howls

You’ve got these avatars and these virtual worlds and something just really grabbed me about a future in VR. I was lucky enough to get a job at UC Santa Barbara in a combination social psychology lab and computer science hub , where we were using VR to run experiments, to simulate the social world. This is 1999.

Training 532
article thumbnail

Gacha creators frustrated by lax Second Life oversight

Hypergrid Business

The company said in post last month that they are continually creating new tools and discovering new techniques to solve this problem and have put in place techniques and methods that are bearing fruits. Item ownership will remain on the items regardless of where the items are distributed in the virtual world.