second life official guide|B Batstone-Cunningham 047009608X

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Jaar (oorspr.)2007
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Beschrijving

||boek: second life the official guide||Wiley

||door: Ben Batstone-Cunningham, Catherine Winters, Cory Ondrejka, Mark Wallace, Michael Rymaszewski, Wagner James Au

||taal: en
||jaar: 2007
||druk: ?
||pag.: 342p
||opm.: softcover|like new|without CD

||isbn: 0-470-09608-X
||code: 2:000007

--- Over het boek (foto 1): second life the official guide ---

Met een voorwoord door Philip Rosedale, oprichter van Second Life

Deze exclusieve gids, vol met kleuren illustraties, biedt een rijkdom aan tips, analyses en informatie over het leven in Second Life, de virtuele 3D wereld bevolkt door 3,5 miljoen inwoners. U leert hoe Second Life is begonnen, waar het heen gaat, de waarheid omtrent het verdienen van een echt inkomen en wat nodig is om te genieten van de deugden en de ondeugden in deze digitale wereld.

In Second Life creëert u uw eigen persoon, met wie u deze eindeloze virtuele wereld kunt gaan ontdekken. Een wereld die helemaal wordt gemaakt en onderhouden door de bewoners zelf. Het is een bruisend universum vol mensen, miljoenen creaties, tienduizenden bedrijven, steden en gebouwen.

Geschreven door experts in Second Life met vele bijdragen van Linden Lab medewerkers, de oprichter van Second Life en vele Second Life bewoners van over de hele wereld. Deze officiële gids is de perfecte gebruiksaanwijzing voor iedereen die zijn of haar eigen realiteit wil scheppen in Second Life.

Dit boek bevat oa:

- Avatar adviezen: pas met gemak uw uiterlijk aan
- Plaatsen om te gaan: neem een tour door interessante locaties in Second Life
- Dingen om te doen: bekijk speciale evenementen, ga winkelen, naar een concert ed.
- Mensen ontmoeten: ontdek de mensen en sociale plekken
- Bouw informatie: leer hoe u van alles kunt bouwen in Second Life, van sandalen tot gebouwen en ruimteschepen
- Script informatie: Leert u projecten bewegen, praten, roteren en veel meer
- leer het script van Second Life van de makers van het script zelf
- Economische informatie: leer hoe u uw droombaan krijgt en verander virtueel geld in echte euro's

Second Life, de officiële gids is perfect om u verder te helpen en te genieten van geografie, economie en geschiedenis in deze wereld. Ook leert u de sociale etiquette en de eindeloze variaties van gedrag en interactie.

Op de CD staan textures, avatar voorbeelden en templates, animatie software, meer dan 100 voorbeelden van video's, animaties en vele bronnen voor Second Life om ontwerpers, bouwers en schrijvers te helpen.

Specificaties

ISBN13: 9780470096086
Trefwoorden: internet
Taal: Engels
Bindwijze: paperback
Aantal pagina's: 342
Uitgever: John Wiley & Sons
Druk: 1
Hoofdrubriek: Internet en social media

Inhoudsopgave

Foreword.
Dedication and Acknowledgments.
About the Authors.
Introduction.

Part 1: Getting a Second Life.
1: What Is Second Life.
2: Getting Started.
3: The Grand Tour.

Part 2: Living a Second Life.
4: Changing Your Appearance.
5: Using Your Library.
6: Managing Your Inventory.
7: Building.
8: Using the Linden Scripting Language.

Part 3: Success in Second Life.
9: Who Are You?
10: Making Money.
11: Real Residents.
12: A Cultural Timeline.
13: The Future and Impact of Second Life.

Appendices.
Appendix A: Real-Life Education in Second Life.
Appendix B: Glossary.
Appendix C: Additional Resources.
Appendix D: Menu Commands and Functions.

[bron: https--www.managementboek.nl/boek/9780470096086/second-life-the-official-guide-michael-rymaszewski]

Second Life: The Official Guide
by: Michael Rymaszewski, Philip Rosedale, Wagner James Au, Mark Wallace, Catherine Winters, Cory Ondrejka, Benjamin Batstone-Cunningham

Second Life: The Official Guide is the perfect book for anyone interested in Linden Lab's fascinating Second Life metaverse. This book explores in detail every aspect of Second Life's rich and multilayered virtual world, explains how it works, and offers a wealth of information and practical advice for all Second Life residents.'

The first part of the book, "Getting a Second Life" acquaints potential and new players with the Second Life world. It describes the metaverse's geography as well as its society, explaining the written and unwritten rules.

The second part, "Living a Second Life," deals with the practical and economic aspects of Second Life: creating and customizing an avatar, building objects, scripting, and making money.

The third part of the book, "Success in Second Life," discusses ways to enjoy Second Life more. This section includes profiles of successful Second Life residents, discusses fascinating in-world events, and examines how some are using Second Life for business, training, and other purposes.

The book closes with a glossary as well as quick-reference and additional-resources appendices.

The accompanying CD-ROM features special animations, character templates, and textures created by Linden Lab exclusively for this book. The disc also guides new users through installation and includes a code that grants a special object their first time entering the metaverse.

[source: https--www.goodreads.com]

Second Life: The Official Guide is the perfect book for anyone interested in Linden Lab's fascinating Second Life metaverse. This book explores in detail every aspect of Second Life's rich and multilayered virtual world, explains how it works, and offers a wealth of information and practical advice for all Second Life residents. The first part of the book, Getting a Second Life, acquaints potential and new players with the Second Life world. It describes the metaverse's geography as well as its society, explaining the written and unwritten rules. The second part, Living a Second Life, deals with the practical and economic aspects of Second Life: creating and customizing an avatar, building objects, scripting, and making money. The third part of the book, Success in Second Life, discusses ways to enjoy Second Life more. This section includes profiles of successful Second Life residents, discusses fascinating in-world events, and examines how some are using Second Life for business, training, and other purposes. The book closes with a glossary as well as quick-reference and additional-resources appendices. The accompanying CD-ROM features special animations, character templates, and textures created by Linden Lab exclusively for this book. The disc also guides new users through installation and includes a code that grants a special object their first time entering the metaverse.

[source: https--www.bol.com]

Uitstekend boek, geen dummy-boek nodig! [2007-10-17]

Alhoewel alles helder wordt uitgelegd in het Engels, vond ik uiteindelijk toch de Nederlandse vertaling van de de stapgewijze uitleg van de Amerikaanse begrippen van dit boek duidelijker.

User [source: https--www.bol.com]

--- Over (foto 2): Ben Batstone-Cunningham ---

Ben Batstone-Cunningham is a Linden Lab programmer and scripting expert. On a brisk morning in February 2002, while cutting a Quantum Physics class, Ben read in the paper about a virtual world where anything was possible. He signed up for the alpha test of what was then called LindenWorld and quickly became addicted. Several months later, having become profi cient with the tools, he was invited to work for Linden Lab in creating the freshly renamed Second Life. Several years later, he is still happily addicted, and still creating scripts for Linden Lab-including example content for residents to learn from. Ben coauthored Chapter 8.

[source: https--books.google.be]

--- Over (foto 3): Catherine Winters ---

Catherine Winters is one of the longest-tenured residents still active within the Second Life community. In 2003, she cofounded the LSL Wiki, the collaborative Second Life programming site that has grown to become the defi nitive reference manual for LSL scripting. A prolifi c scripter and content creator within Second Life, Catherine is one of the few SL residents to have made Second Life her primary source of real-world income. In her fi rst life, Catherine lives in Vancouver, British Columbia. She enjoys cycling and downhill skiing, as well as curling up with a good book. Her personal web log can be found at www.CatherineOmega.com. Catherine authored Chapter 7.

[source: https--books.google.be]

Geek Speak: Catherine Winters, aka Catherine Omega in Second Life [2009-07-31]

Catherine Winters says she is "almost certainly" the oldest resident of Second Life from Vancouver. The 27-year-old Web developer and blogger joined the virtual world as a beta tester in 2003, and co-authored the first edition of Second Life: The Official Guide, which was published in 2006. She's known as Catherine Omega in Second Life.

In 2007, Social Signal, a Vancouver-based social-media agency, hired Winters as its manager of virtual worlds. The Mount Pleasant resident went on to do Web development for the Masters of Digital Media Program at the Centre for Digital Media on the Great Northern Way Campus. After that, she worked for Agentic Communications, a local Web-development agency. Now, Winters is taking some time off before she enters the fine-art program at Langara College this fall.

Winters started her blog, Omega Point, in 2006. On July 25, she participated in Blogathon 2009, a 24-hour blogging marathon for charity.

The Georgia Straight reached Winters on her cellphone at a café on Commercial Drive.

Who is Catherine Omega?

Second Life assigns usernames by giving you a first name and a last name. In Second Life, you can choose anything you like at all for your first name. But you can only select your last name from a list. At the time, when I joined, there were only about a dozen names to choose from, and Omega was the most cool one. But it's ironic that Catherine Omega has become more famous than Catherine Winters.

How has Second Life changed in the six years you've been there?

I guess the most significant thing is that it's become much larger. People also no longer use Second Life to talk about Second Life.

I have this theory in the back of my head that it's impossible for any communications medium or media to be used for anything except talking about that media for the first period of existence. I mean, radio, publishing-you had lorem ipsum. With Twitter, until the past year or so, it was just, "Hey, how to get more followers on Twitter?" In the early days of the Web, it was all about, "Wow, how do we make a Web site?"

But now people are using Second Life for things that are more social, are more storytelling, are more business. The makers of Second Life, Linden Lab, actually use it for conducting business meetings. They use it instead of telecommuting.

How have you turned your interest in Second Life into work?

Well, when I got started, there weren't a lot of users. Everybody was kind of in the same boat. As one of the first people in there, I managed to learn a lot of the tricks and a lot of the programming-and making things-really early.

I was able to leverage my teaching of other people, because I had so much free time at the time, into gaining a reputation that allowed me later to-well, I was invited to co-author the first book on Second Life. Later, one of co-authors on that project recommended me for a job at Social Signal.

How much do you use Second Life?

Today, I actually don't go on Second Life very much as Catherine Omega. When I do, I tend to get a lot of messages, and it really makes it very difficult to do anything. I mean, it's sort of like that quote from Bill Gates recently that he can't use Facebook because he gets all these friend requests. It's a really first world kind of complaint. But, when I use Second Life now, I go in under one of my other accounts.

I mean, it's not a broadcast medium. It's like hanging out at a coffee shop or being at a party. If everybody there wants to talk to you about stuff, it's not as much fun.

It's actually kind of funny that it was my visibility and prominence within the Second Life community that helped me rise out of poverty, but now that I'm out the same thing makes it really difficult to go back in.

Are there any other virtual worlds that you've tried that you like?

Not really. I used Active Worlds, which from about 1995 to 2000 was the equivalent of Second Life-nowhere near as popular, nowhere near as advanced. But, no, I think Second Life continues to be the dominant player for a good reason.

What kind of a future do you think Second Life has?

That's a really interesting question, because for a long time I think that people had predicted that, as soon as Google decided to do a virtual world, that would be it. But then they did-they did Google Lively-and it turned out that that wasn't in any way what people wanted.

I think that the future of Second Life is actually fairly bright. If you'd asked me several years ago what I had thought, I would have said, "No, it's probably going to be around for a while, and they're going to run out of money." But they're profitable, they're expanding still, and their user base is still growing.

There aren't as many stories in the media any longer-the whole "New York Times has a presence in Second Life" or "Wow, American Apparel has a store in Second Life." But it's just the same way that you read in the paper, the past year or so, "Wow, Ashton Kutcher's on Twitter."

It's just buzz, and it doesn't actually correlate to any growth or anything else. Eventually, the media gets tired of those kinds of stories but brings up the important ones.

What do you like to blog about?

I mostly tell people that I blog about things that I hate-that my blog's a soapbox for me to complain. But, honestly, it's just a platform for me to talk about little anecdotes that happen in my life. It's pretty cathartic that way, and, you know, I try to make it entertaining.

How did you manage to survive doing Blogathon-blogging for 24 hours?

As it turns out, I can't actually stay up for 24 hours. That was significantly harder than I thought it was going to be. I mean, I know that even staying up that late is pretty difficult, but when you're hammering out that much text-I'm not actually sure how much I wrote-it's a lot of work.

Fortunately, we did get a lot of donations for the Canadian Cancer Society. I'm not actually sure how much money I helped raise. But my contact there indicated that the amount donated was definitely greater than the $150 that people actually told me they donated.

I know that many bloggers raised $1,000 or more, and I didn't come close to that. But I thought it was fun, had a good time, and we were able to help raise some money.

Every Friday, Geek Speak catches up with someone in Vancouver's technology sector, video-game industry, or social-media scene. Who should we interview next? Tell Stephen Hui on Twitter at twitter.com/stephenhui.

Stephen Hui [source: https--www.straight.com/article-245060/geek-speak-catherine-winters-aka-catherine-omega-second-life]

--- Over (foto 4): Cory Ondrejka ---

Cory Ondrejka is chief technical officer at Linden Lab. He leads the Second Life development team in creating and leveraging such technologies as distributed physical simulation, 3D streaming, and real-time, in-world editors. He also spearheaded the decision to allow users to retain IP rights to their creations, helped craft Linden''s virtual real-estate policy, and created the Linden Scripting Language. Cory coauthored Chapter 8.

[source: https--books.google.be]

In Conversation with Cory Ondrejka, CTO, Linden Lab (makers of SecondLife) [2007-04-06]

During the Nexus 2007 event organized by The Digital Movement, we caught up with one of the panelists - Cory Ondrejka, Chief Technology Officer of San Francisco-based Linden Lab, creators of the popular virtual reality world, Second Life. Here, he shares with us some of his take on his company's (ever-growing) baby.

SGE: First, thank you for accepting this interview. Please sell Second Life in one line.

Cory: Second Life is a user-created virtual world where you create, play, connect, and make money.

SGE: What do you think is the appeal of Second Life?

Cory: Despite the emergence of web 2.0, the web is still fundamentally a solo and sequential medium. You post text alone. You surf alone. Even "social" sites are really about passing the megaphone and engaging in sequential monologues more than true dialog. With Second Life, people are able to collaboratively create just about anything they can imagine while building communities and relationships far more like those we create in the real world.

SGE: Do you have psychologists on your team?

Cory: No, although lots of psychologists and social scientists have been using Second Life as a place to learn and to teach.

SGE: Building a community in Second Life is an important feature of virtual worlds. How does Second Life keep in touch with different communities and work with them on their needs and requests?

Cory: We run the SL Views program, which you can read about here. In addition, all the Linden employees attempt to make time to be in world regularly, to interact with residents, and to stay in touch with different parts of the world.

SGE: If I am a young entrepreneur and have created an application for virtual worlds, what is your advice for me in engaging Linden Labs for strategic partnership and collaboration?

Cory: Show us! With the Second Life client open sourced, millions of dollars in Second Life-related contracts floating around, and the ability to connect to the web via the scripting language, you will never have a greater opportunity to take your idea and run with it. Linden Lab generally doesn't engage in business partnerships, but we are always on the lookout for great projects and teams.

SGE: What do you think will be the next steps in technology to take off in a big way after virtual reality worlds like Second Life?

Cory: Predicting the future is fraught with peril, of course, however it seems pretty clear that as Second Life enables never-before seen levels of creativity and collaboration, it will be generating so much digital content that could also be used in the real world. Over the next few years, fabrication technology is going to reach the point where it is able to help transfer the digital into the real.

SGE: Considering how much such virtual reality worlds like Second Life have spilt over into "real life", is the term "virtual reality" still a valid concept?

Cory: That is an excellent question! I think that what is happening is that we are redefining virtual reality to just be an extension of the real world. Second Life is communications technology, like the telephone only the medium is interactive experience rather than voice.

SGE: Cory, thank you for spending time to share your thoughts with us.

[source: https--www.techinasia.com/in-conversation-with-cory-ondrejka-cto-linden-lab-makers-of-secondlife]

--- Over (foto 5): Mark Wallace ---

Mark Wallace is the editor of 3pointD.com, a widely read blog covering virtual worlds and other 3D online technologies. His writing on virtual worlds, video games, and other topics has appeared in The New York Times, Financial Times, Wired, GQ, and many other publications. He has written regularly on online games for The Escapist (www.escapistmagazine.com), and since January 2005 has run the Second Life Herald (www.secondlifeherald.com), a popular online newspaper covering virtual worlds. With Herald founder Peter Ludlow, he is coauthor of the forthcoming Only a Game: A Cyberspace Murder on the Bleeding Edge between Real and Online Worlds. He played his fi rst video game, the text-based game Adventure, in 1978 on aPDP-11. He lives in Brooklyn. Mark wrote Chapters 3 and 13.

[source: https--books.google.be]

--- Over (foto 6): Michael Rymaszewski ---

Michael Rymaszewski is a veteran writer who has authored more than 20 strategy guides. His Age of Empires III: Sybex Offi cial Strategies and Secrets was named a Best Computer & Internet Book of 2005 by Amazon.com. Michael's other published work includes reviews, strategy articles, short fi ction, coffee table books, and video/TV movie scripts. He is also a video game writer and designer for City Interactive. Michael authored Chapters 1, 2, 4, 5, 6, 9, and 10. Wagner James Au writes New World Notes (http--nwn.blogs.com) and covers the culture and business of high technology and gaming for GigaOM.com, Kotaku.com, Salon.com, and Wired. He's also written for the Los Angeles Times, Lingua Franca, Smart Business, and Game Developer, among other publications and websites, primarily on game culture and the game industry, along with politics, fi lm, and pop culture. He's also a screenwriter (his script Future Tense was optioned by Canal Plus in 2001), and as a game developer, wrote for Electronics Arts' groundbreaking conspiracy thriller Majestic, and was a designer on America's Army: Soldiers. His work as the embedded journalist for Second Life has been featured in the BBC, the Washington Post, NPR's All Things Considered, CNN International, MSNBC, Wired magazine, News.com, New Scientist, Popular Science, and the San Jose Mercury News, among many other publications. He's also a consultant for businesses and nonprofi ts developing a presence in Second Life and is a part-time coordinator/promoter for Creative Commons' efforts in Second Life. He's developing his work in Second Life into an upcoming book of his own. You can contact him at wjamesau@well.com. James wrote Chapters 11 and 12. Mark Wallace is the editor of 3pointD.com, a widely read blog covering virtual worlds and other 3D online technologies. His writing on virtual worlds, video games, and other topics has appeared in The New York Times, Financial Times, Wired, GQ, and many other publications. He has written regularly on online games for The Escapist (www.escapistmagazine.com), and since January 2005 has run the Second Life Herald (www.secondlifeherald.com), a popular online newspaper covering virtual worlds. With Herald founder Peter Ludlow, he is coauthor of the forthcoming Only a Game: A Cyberspace Murder on the Bleeding Edge between Real and Online Worlds. He played his fi rst video game, the text-based game Adventure, in 1978 on aPDP-11. He lives in Brooklyn. Mark wrote Chapters 3 and 13. Catherine Winters is one of the longest-tenured residents still active within the Second Life community. In 2003, she cofounded the LSL Wiki, the collaborative Second Life programming site that has grown to become the defi nitive reference manual for LSL scripting. A prolifi c scripter and content creator within Second Life, Catherine is one of the few SL residents to have made Second Life her primary source of real-world income. In her fi rst life, Catherine lives in Vancouver, British Columbia. She enjoys cycling and downhill skiing, as well as curling up with a good book. Her personal web log can be found at www.CatherineOmega.com. Catherine authored Chapter 7. Cory Ondrejka: Cory Ondrejka is chief technical offi cer at Linden Lab. He leads the Second Life development team in creating and leveraging such technologies as distributed physical simulation, 3D streaming, and real-time, in-world editors. He also spearheaded the decision to allow users to retain IP rights to their creations, helped craft Linden's virtual real-estate policy, and created the Linden Scripting Language. Cory coauthored Chapter 8. Ben Batstone-Cunningham is a Linden Lab programmer and scripting expert. On a brisk morning in February 2002, while cutting a Quantum Physics class, Ben read in the paper about a virtual world where anything was possible. He signed up for the alpha test of what was then called LindenWorld and quickly became addicted. Several months later, having become profi cient with the tools, he was invited to work for Linden Lab in creating the freshly renamed Second Life. Several years later, he is still happily addicted, and still creating scripts for Linden Lab-including example content for residents to learn from. Ben coauthored Chapter 8.

[source: https--www.wob.com/en-gb/books/author/michael-rymaszewski]

Michael Rymaszewski is a veteran writer who has authored more than 20 strategy guides. His Age of Empires III: Sybex Offi cial Strategies and Secrets was named a Best Computer & Internet Book of 2005 by Amazon.com. Michael''s other published work includes reviews, strategy articles, short fi ction, coffee table books, and video/TV movie scripts. He is also a video game writer and designer for City Interactive. Michael authored Chapters 1, 2, 4, 5, 6, 9, and 10.

[source: https--books.google.be]

--- Over (foto 7): Wagner James Au ---

Wagner James Au writes New World Notes (http--nwn.blogs.com) and covers the culture and business of high technology and gaming for GigaOM.com, Kotaku.com, Salon.com, and Wired. He''s also written for the Los Angeles Times, Lingua Franca, Smart Business, and Game Developer, among other publications and websites, primarily on game culture and the game industry, along with politics, fi lm, and pop culture. He''s also a screenwriter (his script Future Tense was optioned by Canal Plus in 2001), and as a game developer, wrote for Electronics Arts'' groundbreaking conspiracy thriller Majestic, and was a designer on America''s Army: Soldiers. His work as the embedded journalist for Second Life has been featured in the BBC, the Washington Post, NPR''s All Things Considered, CNN International, MSNBC, Wired magazine, News.com, New Scientist, Popular Science, and the San Jose Mercury News, among many other publications. He''s also a consultant for businesses and nonprofi ts developing a presence in Second Life and is a part-time coordinator/promoter for Creative Commons'' efforts in Second Life. He''s developing his work in Second Life into an upcoming book of his own. You can contact him at wjamesau@well.com. James wrote Chapters 11 and 12.

[source: https--books.google.be]
Zoekertjesnummer: m1979920085