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Second Life Life

Second Life is a web-based 3-D virtual world. Users create animated representations of themselves called "avatars," and use them to interact with people in all sorts of ways. Regular people are using SL to buy and sell goods, develop real estate, and socialize. Companies are using it to market their goods, meet with clients, and collaborate as a way to supplement audio/video conferencing. Dr. Irving Wladawsky-Berger, formerly head of research for IBM and a leader in the adoption of virtual worlds for collaboration, is now a visiting professor at MIT Engineering Systems Division and is helping us move our collaboration ideas forward. He and his IBM colleagues argue that collaboration in SL, either in the corporate or academic arenas, offers participants a broader range of "sociable" connections than a simple videoconference. When a videoconference starts, someone begins the agenda and at the end it's over. In SL, when people gather in one place for a meeting, there is more of an opportunity to chat, form community, and arrange further discussions.

Why use SL for the MITP students? Some ideas are: facilitate group projects, such as those required in EDAM (product development) and Bio Engineering (iTeams); serve as a platform for programs, such as leadership development; allow wider participation in a guest lecture than videocon would permit; gatherings with Portuguese researchers all over the world.

See below for some links to MIT sites on SL and other resources. To visit SL go to http://secondlife.com/whatis/&nbspImage Added;

Ideas for content and programs 

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