The Experts below are selected from a list of 6 Experts worldwide ranked by ideXlab platform
Stephen Akpan - One of the best experts on this subject based on the ideXlab platform.
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Linden Labs second life understanding the business model and sources of commercial and social success or decline of second life
Computer and Information Science, 2011Co-Authors: Edem E Williams, Bassey Eyo, Stephen AkpanAbstract:The online virtual world, Second Life, has been described by its developers, Linden Lab, as a ‘free’ online Virtual reality application with which residents (users) can imagine and create their respective virtual worlds. The degree of ‘freedom’ of use of Second Life by residents as described by the developers comes into question as it would rather imply that it is a charity-based online application; therefore, creating a lacuna as to how its existence is being sustained. This paper discusses the business model of Second Life as it affects its potential sources of commercial and social success and decline, and we have skewed our discourse more to the potential sources of decline than that of success, with some solutions offered along the lines.
Edem E Williams - One of the best experts on this subject based on the ideXlab platform.
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Linden Labs second life understanding the business model and sources of commercial and social success or decline of second life
Computer and Information Science, 2011Co-Authors: Edem E Williams, Bassey Eyo, Stephen AkpanAbstract:The online virtual world, Second Life, has been described by its developers, Linden Lab, as a ‘free’ online Virtual reality application with which residents (users) can imagine and create their respective virtual worlds. The degree of ‘freedom’ of use of Second Life by residents as described by the developers comes into question as it would rather imply that it is a charity-based online application; therefore, creating a lacuna as to how its existence is being sustained. This paper discusses the business model of Second Life as it affects its potential sources of commercial and social success and decline, and we have skewed our discourse more to the potential sources of decline than that of success, with some solutions offered along the lines.
Bassey Eyo - One of the best experts on this subject based on the ideXlab platform.
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Linden Labs second life understanding the business model and sources of commercial and social success or decline of second life
Computer and Information Science, 2011Co-Authors: Edem E Williams, Bassey Eyo, Stephen AkpanAbstract:The online virtual world, Second Life, has been described by its developers, Linden Lab, as a ‘free’ online Virtual reality application with which residents (users) can imagine and create their respective virtual worlds. The degree of ‘freedom’ of use of Second Life by residents as described by the developers comes into question as it would rather imply that it is a charity-based online application; therefore, creating a lacuna as to how its existence is being sustained. This paper discusses the business model of Second Life as it affects its potential sources of commercial and social success and decline, and we have skewed our discourse more to the potential sources of decline than that of success, with some solutions offered along the lines.
Johnson Adam - One of the best experts on this subject based on the ideXlab platform.
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An Experiment in Using Virtual Worlds for Scientific Visualization of Self-Gravitating Systems
2009Co-Authors: Farr, Will M., Hut Piet, Ames Jeff, Johnson AdamAbstract:In virtual worlds, objects fall straight down. By replacing a few lines of code to include Newton's gravity, virtual world software can become an N-body simulation code with visualization included where objects move under their mutual gravitational attraction as stars in a cluster. We report on our recent experience of adding a gravitational N-body simulator to the OpenSim virtual world physics engine. OpenSim is an open-source, virtual world server that provides a 3D immersive experience to users who connect using the popular "Second Life" client software from Linden Labs. With the addition of the N-body simulation engine, which we are calling NEO, short for N-Body Experiments in OpenSim, multiple users can collaboratively create point-mass gravitating objects in the virtual world and then observe the subsequent gravitational evolution of their "stellar" system. We view this work as an experiment examining the suitability of virtual worlds for scientific visualization, and we report on future work to enhance and expand the prototype we have built. We also discuss some standardization and technology issues raised by our unusual use of virtual worlds.Comment: 10 pages, 4 figures. As accepted by Journal of Virtual Worlds Researc
Farr, Will M. - One of the best experts on this subject based on the ideXlab platform.
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An Experiment in Using Virtual Worlds for Scientific Visualization of Self-Gravitating Systems
2009Co-Authors: Farr, Will M., Hut Piet, Ames Jeff, Johnson AdamAbstract:In virtual worlds, objects fall straight down. By replacing a few lines of code to include Newton's gravity, virtual world software can become an N-body simulation code with visualization included where objects move under their mutual gravitational attraction as stars in a cluster. We report on our recent experience of adding a gravitational N-body simulator to the OpenSim virtual world physics engine. OpenSim is an open-source, virtual world server that provides a 3D immersive experience to users who connect using the popular "Second Life" client software from Linden Labs. With the addition of the N-body simulation engine, which we are calling NEO, short for N-Body Experiments in OpenSim, multiple users can collaboratively create point-mass gravitating objects in the virtual world and then observe the subsequent gravitational evolution of their "stellar" system. We view this work as an experiment examining the suitability of virtual worlds for scientific visualization, and we report on future work to enhance and expand the prototype we have built. We also discuss some standardization and technology issues raised by our unusual use of virtual worlds.Comment: 10 pages, 4 figures. As accepted by Journal of Virtual Worlds Researc