I have zero experence with the video game second life. Can someone please answer
ID: 3747036 • Letter: I
Question
I have zero experence with the video game second life. Can someone please answer the following questions to help me understand it?
How is entry to and participation in the virtual environment achieved (e.g., software, account registration)?
What are the basic controls for movement and visualization?
What are the tools, methods, and conventions of communication?
What are the techniques and capabilities for avatar modification?
What opportunities exist for advanced participation (e.g. commerce, competitive interaction, design, and building)?
What are the ethical issues relating to each of the following:
Age representation/verification and the control of access to age-inappropriate material...are existing controls adequate?
Intellectual property/copyright – are intellectual properties (music, copyrights, images, characters, etc.) being improperly used?
Online commerce. . . .Linden currency can be purchased and exchanged for real money. . .should economic activity in virtual worlds be taxed?
Other?
Explanation / Answer
Q1) How is entry to and participation in the virtual environment achieved (e.g., software, account registration)?
Answer)
A virtual environment in gaming is a Web-based platform for the digital aspects it usually allows participants to be organized into cohorts, groups and roles present resources, activities and interactions within a group makes it more interesting and attractive. Before joining any team or group in the game one need to register with few of the credentials like username , email , password etc and after that the gamer can join any league to play with the team or against any team.
Q.2) What are the basic controls for movement and visualization?
Answer)
Now a days apart from mouse and keyboard control there are so many innovative techniques have been developed like gamepad , gestureworks Virtual game pad only works on windowed games or fake fullscreen but about me it's easier to config and install. And it works with emulators whereas
Gestureworks works on fullscreen games but sometimes it's a pain to make it work (like with steam games). And it don't work with emulators.We also use contollers like paddle , joystick , trackball etc . But playing on workstations is one of the most enthusiastic part for a gamer.
Q.3) What are the tools, methods, and conventions of communication?
Answer)
Face-to-face, video, audio and text-based are all different modes of communication. These are the basic umbrella forms of communication, but they can be broken down into more specific styles.
Face-to-face communication is the most common. This includes casual conversation between two or more people and business meetings. Face-to-face is a very easy communication style that everyone has experienced. It requires no extra materials, making this the cheapest option for communication. It is also instant, and you get the benefit of visual cues from the person or people to whom you are communicating.
Video communication is achieved by using Web cameras to connect two or more parties. This is the next-best communication option after face-to-face, as you get most of the same benefits. However, there is always the possibility of bad connections or other technical issues that hinder the communication.
Audio is a voice-only form of communication, such as a conversation on a telephone. This is a good instant communication tool if you catch the person instead of getting an answering machine or voice mail, but it does not have the benefit of allowing you to see the other person. It is also more difficult to include more than two parties.
Text communication includes Internet communication, such as email, instant messaging and forums, text messaging and printed papers. Text communication does not have the benefits of audio and video, but it is much easier to distribute information to a large group of people and save records of the communication.
Q.4) What are the techniques and capabilities for avatar modification?
Answer)
The techniques disclosed herein integrate a social aspect into avatar modification. Multiple users may access a virtual environment that allows users to modify the user's avatar. The users in the application may be any combination of remote and local players. The users' avatars may be associated with the same application or different applications. The users may interact in the same virtual environment while modifying their respective avatars. Any user in the virtual environment may view modifications that are made to other users' avatars and interact with other users while modifications are made. Thus, the techniques disclosed allow avatar modification to be a multi-player experience.
Q.5) What opportunities exist for advanced participation (e.g. commerce, competitive interaction, design, and building)?
Answer)
There is no limit of time and space, there are more opportunities to reach out to customers around the world, and to cut down unnecessary intermediate links, However, e-commerce lacks human interaction for customers, Those channels may also be supported conversational commerce.
Designing and competitive interaction of the interfaces are getting 3D and 4D with very high resolution and great effects which makes a great feeling and control over the mind for a person playing it. Day by day programmers have build so many attractive nad mind shaking games with high technology and data to interact the customers.There are at least three major forces fueling e-commerce: economic forces, marketing and customer interaction forces, and technology, particularly multimedia convergence.
Q.6) Age representation/verification and the control of access to age-inappropriate material...are existing controls adequate?
Answer)
Nowadays few virtual platforms provide age restrictions it can be either 12 years or 18 years ar any othe ages based on their content and its impact on that particular age group, Hence while registration it is verified that whether the user is satisfying the given criteria or not. As an identity and age verification provider IDology continually monitors the market to stay up to date on the issues surrounding online identity and age verification. Today I thought I would share with you what we have recently compiled for age verification. This (very long) post presents age verification by industry and country and gives some background on what is going on in the market.
Q.7) Intellectual property/copyright – are intellectual properties (music, copyrights, images, characters, etc.) being improperly used?
Answer)
Every company have their own product rights which are withheld by them and those who overrule it they might get punishment for that.Copyright protects artistic and literary expression. While this meant just books, maps and charts at the beginning of the United States, today it covers a broad variety of creative expression from email, to websites, to video games. Please see our Citizen’s Legal Guide to American Copyright Law for copyright law basics.Generally speaking, the underlying code is protected as a literary work, and the artwork and sound are protected as an audiovisual work. While you don’t need to have the work (ie your video game) registered to covered by copyright law, there are advantages to registration .
Q.8) Online commerce. . . .Linden currency can be purchased and exchanged for real money. . .should economic activity in virtual worlds be taxed?
Answer)
The virtual world Second Life has its own economy and a currency referred to as Linden Dollars (L$). In the SL economy, users (called residents) buy from and sell to one another directly, using the Linden, which is exchangeable for US dollars or other currencies on market-based currency exchanges. A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual persistent world, usually exchanging virtual goods in the context of an Internet game. People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be "fun" (for instance, players in a virtual economy often do not need to buy food in order to survive.A resident with a surplus of Linden Dollars earned via a Second Life business or experiential play can request to refund their Linden Dollar surplus to PayPal. This economy is independent of the price of the game, which users pay to Linden Lab, not to each other. Hence it consist of a good part of the countries GDP so they are taxed as some countries support virtual money they might have a fascinating world of Linden currency.