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  2. Second Life - Wikipedia

    en.wikipedia.org/wiki/Second_Life

    Second Life is an online multimedia computing platform that allows people to create an avatar for themselves and then interact with other users and user-created content within a multi-user online virtual world. Developed and owned by the San Francisco –based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and ...

  3. Linden Lab - Wikipedia

    en.wikipedia.org/wiki/Linden_Lab

    Linden Research, Inc., doing business as Linden Lab, is an American technology company that is best known as the developer of Second Life. The company's head office is in San Francisco, California, with additional offices in Boston, Massachusetts; Seattle, Washington; Davis, California; and Virginia.

  4. Anshe Chung - Wikipedia

    en.wikipedia.org/wiki/Anshe_Chung

    Anshe Chung is an avatar (online personality) of Ailin Graef in the online game Second Life. Referred to as the "Rockefeller of Second Life" by CNN, [1] Graef has built an online business that engages in development, brokerage, and arbitrage of virtual land, items, and currencies. Her work has been discussed in Business Week, [2] Fortune [3 ...

  5. and Experience in Second Life Worlds: Relation Between Real Life and Experience in Second Life (SNA) in OnlineCourses . Scott P. Anstadt, Shannon Bradley, Ashley Burnette, and Lesley L. Medley . Florida Gulf Coast University, USA . Abstract . Due to the unique applications of virtual reality in many modern contexts, Second Life

  6. SECOND LIFE - ed

    files.eric.ed.gov/fulltext/EJ1124808.pdf

    CHALLENGES WITH USING SECOND LIFE AND YOUNG PEOPLE Linden Labs, the creator of Second Life, recommends that users be at least 18 years old. Sexual and violent content does exist in Second Life and in the past, Linden Labs created a special “Second Life Teen” area just for young people. This area was removed in 2010 to allow everyone access

  7. Second Life in Education: The Case of Commercial Online ...

    files.eric.ed.gov/fulltext/EJ1131407.pdf

    general public. However, Second Life’s popularity is a double-edged sword; it makes access to the virtual world potentially difficult at peak times, and many corporations find it difficult to reconcile their institutional firewalls with the commercial software (Gronstedt, 2007). Second Life may also pose problems with distraction and age po-

  8. Virtual world - Wikipedia

    en.wikipedia.org/wiki/Virtual_world

    Users exploring the world with their avatars in Second Life. A virtual world (also called a virtual space) is a computer-simulated environment [1] which may be populated by many simultaneous users who can create a personal avatar [2] and independently explore the virtual world, participate in its activities, and communicate with others.

  9. 2025 Audi Q7 & 2024 Q8 First Drive Review: Audi's midsize ...

    www.autoblog.com/2024/08/07/2025-audi-q7-sq7-q8...

    The Q7 is in its second generation, which started way back in 2016 with the SQ7 joining the lineup for 2020. The Q8/SQ8 might be in its first generation, but even that started in 2019. This mid ...