Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
071019 Doctrain
1. Managing Information Assets
in a Virtual World
AJ KELTON
Director, Technology Services Unit
College of Humanities and Social Sciences
at Montclair State University, NJ
2. What do you already know about
Second Life?
Why talk about Second Life?
3. What is Second Life?
“Second Life is a 3-D virtual world entirely built and owned
by its residents.”
Second life is NOT a game - there are no rules or a fixed
goal-oriented purpose.
15-20K sign ups daily - over 10 million total
25 - 50K residents on at one time (or 25-50% of the
population of Lowell, MA - daily!)
over $1 million spent daily (real US dollars)
4. What is Behind Second Life
a scaleable co-located grid of servers running Linux - “infinite”
growth just by adding a server
Everything resides on the grid - one download/persistent desktop
access
Cross-platform portability
Infinite avatar customization - no two avatars alike
Uploadable textures, audio, and Quicktime video can play in-world.
International Language Support - chat and communicate in local
languages, including Asian character sets. European keyboards
supported.
5.
6. A Universe of Virtual Worlds
Sims Online
Second Life SL Teen Grid
Virtual Earth
Active World Whyville
Home
There Toontown
Coke Studios Sora City TowerChat
Protosphere Dreamville Traveler
Muse Dubit Habbo Hotel
Worlds.com
The Manor Virtual Ibiza
Moove
Mokitown Voodoo Chat
The Palace
Cybertown Playdo
7. A Universe of Virtual Worlds
• 22 virtual world platforms listing over 11.8 million users, and that
only includes numbers from 7 of the 22
• 18 virtual worlds for Teens and Tweens listing over 52.3 million
users from 12 of the 18
• 15 virtual worlds for kids listing over 16.7 million users from 9 of
the 15
Do the math: 55 virtual platforms w/ 80.8 million users
8. Show me the money
“We don't see any slowing in the market adoption of virtual worlds technologies
and expect investment in the space to continue. In fact the market is growing
significantly, with the rate of adoption of virtual worlds increasing as the technology
matures and has more to offer both consumers and enterprise customers.”
Christopher Sherman
Executive Director of Virtual Worlds Management