A digital form of virtual world which provides a virtual environment for socializing, gaming and content creation
Second Life
3D avatars do the kind of thing real people do
Allows subscribers a platform that enables real time interaction within the virtual environment
Can be used to market and buy real-world products and participate as a developer or owner
Founder of Second Life
Philip Rosedale, who thought it good that people would interact as whatever form they would like in a completely digital world
Proxemics
The study of our perception and structuring of interpersonal and environmental space
In Second Life, people can interact with each other in a completely different way than they would in the real world
Second Life
Emphasizes on social connections, user freedom and creativity
Allows people to express themselves and build virtual spaces while engaging in various activities
Second Life is a profoundly social environment and it generates and contributes to the social capital of its residents
Socialising is a major motivation for participating in the Second Life environment and most of the frequent activities of the respondents relate to socializing with others
Metaverse
A virtual reality space in which users can interact with a computer generated environment and also other users
Metaverse
Brought about by American writer, Neal Stephenson in 1992
Metaverse
Takes virtual reality (VR) and augmented reality(AR) to new heights, offering a highly immersive experience
Allows users to interact with the virtual world in a realistic and engaging manner
The metaverse is used in various sectors and organisations where it is applicable
Different sectors use the metaverse applications differently according to the needs and use of the application
Second Life
Offers a rich environment for studying the ways in which individuals interact and form relationships in a virtual setting
Metaverse
Scalability ensures smooth user experiences even with large user bases
It is important to consider the evolving cost structures and data practices within the metaverse
Second Life
Remains a popular choice for those seeking a free and accessible virtual world, although it might not provide the same level of immersion and scalability as the metaverse
While both the metaverse and Second Life are virtual worlds, they differ in terms of immersion, interoperability, scalability, cost, and privacy
The metaverse offers a more immersive and advanced virtual experience through VR and AR technologies
Users can also script objects using LSL (Linden Scripting Language), which enables them to add functionality such as animations, physics interactions, and communication between objects.
The platform allows users to build structures using primitives (basic shapes) or upload pre-made objects from the marketplace.
Second Life is an online virtual world where users can create their own avatars, interact with others, and participate in various activities.
In addition to building and creating content, there are many other activities to do in Second Life, such as attending events, participating in roleplay communities, playing games, shopping at stores, and engaging in social activities like dancing and chatting.
The metaverse aims to be an open platform that allows users to move freely across various applications and services without any restrictions.
It was launched by Linden Lab in 2003 and has since attracted millions of registered users worldwide.
There are various tools available on the platform that allow users to create their own content, including sculpties (3D models with texture mapping).
Interoperability refers to the ability of different platforms and devices to communicate and share information seamlessly.
In Second Life, users have complete freedom to design and customize their avatar's appearance, including clothing, accessories, hair, skin tone, body shape, facial features, and voice.