Virtual Reality

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Virtual Reality

A computer simulation that takes data inputs and uses a stated methodology to create outputs. Virtual reality is used in gaming. Likewise, it is important in science and business to predict future trends.
References in periodicals archive ?
Second Life (http://www.secondlife.com) is a virtual world developed by Linden Lab and is accessible via the Internet.
The sample gives us two virtual worlds, one by Sony (EQII) and one not (Second Life), and one where users make most of the content (Second Life) and one not (EQII).
Many librarians entered Second Life in late 2006 when Lori Bell, Kitty Pope and Rhonda Trueman began widely speaking on and writing about their work with the Alliance Library System's Alliance Virtual Library (AVL) project (Bell & Trueman, 2008).
Second Life has more than 18 million accounts registered and averages around 800,000 repeat logins per month.
But we've been told by Rugute director Edita Abrukauskiene that they only got 2,000 euro from Second Life last year.
The user demographics for Second Life reveal that 26% are between the ages of 18 to 24 years and 38% are between the ages of 25 to 34.
Second Life is an interactive 3D online community where users, called "residents," create an alternative life as avatars.
Teenage fans of the Twilight saga, some dressed up as vampires, were said to have queued at bookshops around the UK to get their copies of The Short Second Life of Bree Tanner and copies of the strictly-embargoed title were reportedly delivered in a coffin to Waterstone's Piccadilly branch.
Vector 76 chief executive Shaun Allan will then help build up lesson modules with help from the school's AS-level ICT students, allowing them to get involved in lessons and projects in Second Life. He said: "It's more than just eye candy.
Second Life offers a glimpse of how such a brand-new society might work out in reality.
The "virtual world" called Second Life (1) offers such an opportunity.
Writing in the Harvard Business Review, Reeves, Malone, and O'Driscoll (2008) differentiated Second Life from MMOGs in the following manner: "unlike online games, virtual social worlds lack structured, mission-oriented narratives; defined character roles; and explicit goals" (p.