Second Life - ReadWriteWeb http://www.readwriteweb.com/feeds/tag/Second Life en Copyright 2009 Richard MacManus readwriteweb@gmail.com Tue, 24 Nov 2009 09:04:58 -0800 http://www.sixapart.com/movabletype/?v=4.23-en http://blogs.law.harvard.edu/tech/rss Shouldn't Schools Have Embraced Second Life By Now? secondlife_learning_sept09.jpgWhen it first launched, the tech and business worlds were transfixed on Linden Labs' Second Life as a new marketplace. Science fiction fans flocked to the site for its Snow Crash and Matrix-like neo-apocalyptic feel. And finally, educators arrived to build inexpensive and immersive learning environments. While the hype has certainly dissipated with Second Life, the librarian and educator community remains. Today Linden announced the first statewide roll out of a virtual learning environment. Funded by a grant from the University of Texas State's Transforming Undergraduate Education Program the company will provide a huge space for faculty, students and researchers to explore a virtual undergrad degree program.

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]]> This latest launch will include the design of 9 academic campuses and 6 health and science campuses. The combined sites will occupy over 50 Second Life regions and will be available to students 24 hours of the day. All teaching processes and design processes will be documented for future use by similar educational institutions.

secondlife_learning_sept09a.jpgReadWriteWeb has already written about data visualization capabilities in sites like Second Life. Due to a fledgling economy, many suggested that these institutionally-branded education initiatives may also become popular. Nevertheless, apart from this recent endorsement by the University of Texas, mainstream educators still don't have the green light to teach in virtual worlds. Many argue that video teleconferencing and instant messaging have replaced the need for virtual world interaction. However, neither of these offer the same immersive experience.

While we know that face-to-face learning is currently the most successful teaching method, if you had to choose an online learning environment, would you consider a virtual world? Let us know in the comments below.

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http://www.readwriteweb.com/archives/shouldnt_schools_have_embraced_second_life_by_now.php http://www.readwriteweb.com/archives/shouldnt_schools_have_embraced_second_life_by_now.php e-learning Wed, 16 Sep 2009 21:00:00 -0800 Dana Oshiro
Finally, A Practical Use for Second Life When you think of virtual worlds, the first one that probably pops into your head is Second Life, but in reality, there are a number of different virtual worlds out there. There are worlds for socializing, worlds for gaming, even worlds for e-learning. But one thing that most virtual worlds have in common is that they are places for play, not practicality. (Yes, even the e-learning worlds are designed with elements of "fun" in mind). Outside of some reports that virtual worlds will replace web conferencing in the enterprise, we haven't seen a lot of innovation in this space which would make businesses sit up and take notice. However, that may be about to change thanks to new software that lets you perform data visualization and manipulation techniques within the virtual world environment.

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]]> About Glasshouse

The software, Glasshouse by Green Phosphor, lets you take data from either a spreadsheet or database query and place a 3D representation of it into a virtual world environment where it can then be explored interactively. Users are inserted into the virtual world as an avatar which can then manipulate the visualization of the data by drilling down into it, re-sorting it, or even just spinning it around to see it from all angles.

The benefits to working with data in this way don't really need to be touted too much - many businesses already perform data visualization, often using expensive software and powerful computers to do so. What makes what Green Phosphor does so interesting is not that they've come up with a way to visualize data - it's that they've come up with a way to leverage the platforms of virtual worlds to do so.

How it Works: CICP (Think HTTP for Virtual Worlds)

Some of the company's solutions involve using a proprietary virtual world, "Glasshouse," for data visualization, but for Second Life, Sun's Wonderland, and other virtual world users, they've developed adapters that project graphs from Glasshouse into whichever virtual world you're using. The only requirement is that the virtual world be CICP-enabled.

CICP, or Content Injection and Control Protocol, was developed in-house by Green Phosphor CEO Ben Linquist and released to the public domain. The standard, cross-platform protocol essentially serves as HTTP for virtual worlds where it works as a communication mechanism that the Glasshouse gateway can use to generate temporary artifacts in the worlds. Already it has been added to Sun Wonderland and released under the GPL license there. It has also been implemented in Second Life with the help of a Java servlet and released under a BSD license. The company is currently working to add it to other virtual worlds, too.

Data Viz for Anyone: From Spreadsheets to Biotech

Depending on company size, there are three different levels of service available. First, a spreadsheet world lets you upload Excel spreadsheets that can then be visualized in a web interface. Next, there's a workgroup appliance that delivers data visualization and virtual conferencing needs to small or medium-sized businesses. And finally, enterprise solutions designed especially for virtual markets like bio-technology have also been developed as more customized solutions.

As Linquist explains in this YouTube video, the technology is even advanced enough to produce a virtual laboratory where researchers can perform model-based drug development.

If you have Java installed, you can test their web-based virtual world demo by clicking here (launches Java window). For more information about their solutions, visit GreenPhosphor.com.

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http://www.readwriteweb.com/archives/finally_a_practical_use_for_second_life.php http://www.readwriteweb.com/archives/finally_a_practical_use_for_second_life.php Products Thu, 19 Mar 2009 10:42:33 -0800 Sarah Perez
Second Life Finds Gaining Residents as Simple as Redesigning Home Page sllogo.jpgSometimes, no matter how compelling your service, it all comes down to the basics. When the buzz begins to die down, you have to resort to compelling content to sell your site and services. This goes for every site. Even Second Life, who recently discovered that their existing home page design wasn't doing the site justice. Now, after testing a new design for their landing page, they're going live with a new design and the Lindens are hoping that it will continue to motivate more residents to join the Second Life community.

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]]> This year was a rocky one for virtual worlds. They continued to move out of the spotlight as media darlings and found, instead, more taciturn media and struggling communities. Second Life dealt with stagnant numbers and Google decided to pull the plug on Lively.

Now, the shot in the arm for Second Life seems to be as simple as a redesign that emphasizes the benefits of the community to would-be users and encourages them to register to try the service for themselves. Plus, they've thrown some Cooliris-like panning interactivity in there for good measure.

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After testing the new design for one week, Linden Lab is convinced the new design is doing a better job than its current home page:

"Over the past week we've been comparing the core metrics (traffic, registrations, logins, economic and inworld activity) of the new page with our existing new user home page. The data is encouraging: the new design performed better in almost all aspects, so we are moving full steam ahead with launching the redesigned page."

And so it seems that finding new life - or a Second Life - could be as simple as communicating more effectively. It will be interesting to see if this return to basics makes 2009 a better year for Linden Lab and the residents of its community.

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http://www.readwriteweb.com/archives/second_life_redesigns_home_page.php http://www.readwriteweb.com/archives/second_life_redesigns_home_page.php Social Networks Tue, 23 Dec 2008 22:27:18 -0800 Rick Turoczy
The 3D Web in 2008 What's going on with the 3D web? At one point, it was being heralded as the next big thing. Is that still the case? Take for example, the virtual world Second Life. Once a booming place where every business had set up their online presence, the formerly happening hotspot is now gloomy and dead. As one-time Second Life reporter Eric Krangel said, hanging out in Second Life is "about as fun as watching paint dry."

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]]> But Second Life isn't the end-all be-all of the 3D web and its slowdown does not necessarily mean that the 3D web itself is dead. Second Life is gasping for air - at least in terms of reputation, if not actual userbase - no matter what Chief Executive Mark Kingdom would have you believe. (Hey Mark, want to count this as one of your press mentions to show how much buzz the network is still getting?) Other attempts at virtual worlds, like Google's Lively, have just given up and are shuttering their doors for good. Who's in and who's out is still a mixed bag, though. Disney closed shop earlier this year, but Sony just launched their new PS3-based virtual world only days ago.

Still, let's face it, playing what are essentially online computer games where the "fun" is in interacting with random strangers may have been an interesting experiment, but now that the hype has died down, we can see that they only attract a niche crowd. These worlds will not deliver the promise of the 3D web that we had once imagined they would.

Where 3D is Useful: Mapping

When 3D technology is implemented for more practical purposes, though, it can be incredibly useful. Some of the most innovative developments in 3D technology involve advances made in mapping. The newly redesigned Google Maps' Street View is a great example of this. Their recent update lets you drag a figure (the "Pegman") over any street to get a preview of Street View for that location. When the Pegman lands, the whole map turns into a Street View viewer. Google Maps with Street View has also been delivered to our mobile devices where it helps us navigate unknown areas of our world when we're away from our computers.

Meanwhile, Microsoft has also integrated 3D into their mapping platform, only in a different way. They launched their Live Labs project Photosynth in August, which lets you stitch together photos to create detailed 3D environments. Last month, they integrated Photosynth with Live Maps, letting you explore various landmarks and cities in 3D as well as share your own "synthed" photo collections with the other users of Live Maps.

Where 3D is Cool: Browsing

Also this year, we've seen some developments in the use of 3D to deliver better visual browsing experiences. Amazon launched their 3D Winodwshop site which lets you virtually browse through the company's top products.

We've also seen other web applications integrate this 3D visual browsing technology including ManagedQ's semantic Google-based search, Photo Stream's visual newsroom as well as newer search engines like Viewzi and SearchMe. Although none of those have hit the mainstream, they all are interesting experiments.

However, one of our favorite 3D browsing tools is the technology from Cooliris, a browser plugin that lets you transform the web into an immersive 3D experience. With Cooliris, you can surf a "wall of content" from sources like Google, Flickr, Yahoo, SmugMug, and DeviantArt. In October, the company also launched an iPhone application that does the same.

Similar to Cooliris's iPhone app, Microsoft took Seadragon, the technology that supports Photosynth, and released it as an iPhone application callled Seadragon Mobile. With this mobile app, you can browse several image collections including the Library of Congress maps from the TED demo, NASA images, a two-billion by two-billion pixel map of the world, and you can also load custom content via an RSS feed.

3D's Future: Shopping?

As The Guardian reports today, there are many people who think that online shopping is the next frontier for the 3D web. In particular, they make mention of a company called ExitReality, who is developing a 3D plugin that can transform any 2D web site into 3D. Visitors using ExitReality's plugin can change into avatars to wander through web sites and chat with other users. Says ExitReality founder Danny Stefanic, who has been working with virtual reality since 1994, "it's not a replacement for viewing the 2D page - that is still the best way to consume that content - but it gives everyone a 3D space that they can utilize if they want to. And what we have found is that instead of the two- or three-minute session times of 2D websites, when we are in 3D and exploring and chatting to people with similar interests, we spend 20 to 30 minutes there." He notes that sites implementing 3D could offer online sales agents that could chat to visitors or demonstrate products.

In other words, 3D for marketing and sales. Sigh.

Is There Nothing Else?

Last year, we had once wondered if 3D interfaces were useful or just a novelty. We think the jury is still out on that. Besides mapping of course (which extends to new developments in Google Earth, too), the majority of the 3D launches we've seen over the year are fun...even cool...but not incredibly life-changing. In fact, the newest uses of 3D are even more kitschy and even less useful than those that we saw earlier this year. The most recent 3D sites actually backtrack to 3D's beginnings and require you to break out your nerdy red-and-blue glasses to view them. For example, a site called Snowdin.com, is a new holiday Flash production by Colle+McVoy that's entirely in 3D.

For even more mindless fun, we just discovered that you can create your own red-and-blue doodles at the new Neave Anaglyph site.

Sure, we may have rushed out to the car to retrieve our glasses left over from the weekend showing of "Bolt 3D" to view these sites, but we don't imagine that 3D glasses will ever become the new must-have accessory for internet surfing. So where does that leave 3D technology for consumers browsing the web? Fun, games, and virtual worlds? Yes, that seems about right. Although some businesses will find 3D technology useful as we noted before, we did not see this technology become the most ground-breaking innovation of 2008...unless you count the pinching and zooming that took place on our iPhones.

Image credit: 3D images above courtesy of Adverlab; main image: ny3d

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http://www.readwriteweb.com/archives/the_3d_web_in_2008.php http://www.readwriteweb.com/archives/the_3d_web_in_2008.php Trends Thu, 18 Dec 2008 08:08:18 -0800 Sarah Perez
Relay For Life of Second Life Raises Over $150k in First Hour! Relay for Life of Second Life is a charity event that celebrates the victories and remembers those that have been lost in the fight against cancer. Th 4th annual RFLofSL relay takes place today in the popular virtual network Second Life. Reports have been coming through the pipelines to let us know that the event has already amassed a ton money and it's only just begun!

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RFLofSL was a huge success last year, raking in over $100,000 dollars and attracting more than 1,700 participates in the virtual walkathon event. This year RFLofSL is looking to top themselves with their relay today. This year, the fundraising goal is $125,000. RFLofSL is also expecting to attract more than 2,000 participants.

Exceeding Expectations

So far, the event has raised over L$43,408,587 in Linden™ dollar donations, which is the currency used in Second Life. In American dollars, that's over $180,000! They've also raised over $4500 in donations outside of Second Life in the first few hours of starting. There's still more than 20 hours left on the clock and it looks like this event will exceed all expectations.

Get Involved

In the web relay,

The main difference is location. SL residents set up and decorate campsites, and sell small items to help raise Relay money just like at your local relay. However, since this is a virtual environment you may see some teams offering blimp rides, or holding sailboat races inside the park.

Show your support for the Virtual Relay and find out more information on how to get involved at the official Relay for Life in Second Life site.

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http://www.readwriteweb.com/archives/relay_for_life_of_second_life_raises_over_150k_in_first_hour.php http://www.readwriteweb.com/archives/relay_for_life_of_second_life_raises_over_150k_in_first_hour.php Events Sat, 19 Jul 2008 13:42:49 -0800 Corvida
Lively: Google Launches Virtual World lively-logo.pngWhile IBM and Linden Labs are cozying up to each other, Google has just released its own virtual world: Lively. Lively is available through a browser plugin for Firefox and Internet Explorer. It is Windows only for now. Lively does not feature one coherent world like Second Life but splits worlds up into different rooms. Lively was originally developed as a 20% project by Niniane Wang.

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]]> Lively runs completely in the browser and you use your Google account to log in and create your own avatars. Within the world, you can interact with other users, very much like you would do in Second Life. You can also watch YouTube clips on virtual TVs and share your own photos.

Users can choose from a number of preset animations for their characters, ranging from shaking hands with others, to applauding, crying, etc. By double clicking on certain items in the virtual world, users can also often activate some preset animations such as sitting down on a chair or jumping off a dive board.

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Setting the plugin up and creating an avatar is a very simple process. Creating rooms, too, seems quite easy, as you can quickly import a number of templates to get started. Currently, all virtual items for Lively are for free, but chances are that Google will start charging for premium items in the future.

For now, the content in Lively is being created only by Google, though over time, they are planning to allow users to start creating their own content as well.

Rooms can be easily embedded into any webpage and worlds often launch with a basic skeleton of the room within just a few seconds.

glive-sshot.png

Graphically, Lively runs very smooth on our test machine here and the visuals, while not comparable to a modern game, are not too bad either. Interestingly, there is no first-person view available, instead, the world is always seen from a camera perspective the user can control.

One area where Lively could definitely needs some improvement is in how users move their avatars around the rooms. To move an avatar, users basically have to drag them through the room, while most people we have met in Lively have commented that they expected to see a more game-like approach where users use the keyboard to move avatars through the rooms.

Second Life users might find the Lively rooms and the amount of customization they can do to them rather restricted - however, Google's idea seems to be less to create one large virtual world, but to give publishers an opportunity to create their own small virtual world for their readers and visitors.

It's interesting to see Google moving into this space. There have always been rumors that Google might be working on a similar product for Google Earth. As of now, the rooms in Lively are compartmentalized and there is no way to move or communicate from one room to another, but given that this is only a first release, this might (hopefully) change over time.

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http://www.readwriteweb.com/archives/lively_google_launches_virtual.php http://www.readwriteweb.com/archives/lively_google_launches_virtual.php News Tue, 08 Jul 2008 14:47:15 -0800 Frederic Lardinois
Linden Labs and IBM Break the Metaverse Barrier, Teleport Across Virtual Worlds Staff of Linden Labs, the creators of virtual world Second Life, and IBM announced last night that they have achieved the first recorded teleport of their avatars from one virtual world into another. Researchers from the two companies teleported avatars from the Second Life Preview Grid to an OpenSim virtual world.

While unaffiliated parties have created versions of this process before, Linden says theirs is the first effort to achieve trans-world teleportation without logging out of one world and logging in to the other. No virtual goods were transported across the barrier, a major concern for Second Lifers concerned with virtual property theft and rapid depreciation of their assets' value.

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]]> We wrote about initial interoperability discussions when they began in October. Author Nick Carr brought up then, only partly tongue in cheek, the concern that World of Warcraft avatars could attack and conquer parts of Second Life if they were allowed to pass from world to world.

All concerns aside for the moment, the possibilities are very exciting. Below is a corny but appropriate video produced about the event. (Removed until autoplay issue resolved, but available in the original announcement.)

Linden faces widespread user dissatisfaction about its platform's stability, intellectual property protection and other concerns. A lively discussion in comments on the announcement is a good place to get a look at the public mood.

Interoperability across virtual worlds could be an important step in maintaining the viability of Second Life. As an increasing number of virtual worlds proliferate, user and digital asset data portability is as likely to be essential for Second Life as it will be for other platforms online. Walled gardens will face increasing competition from the open world at large, so taking a leadership role in enabling that openness is a good way to thrive in the coming era of openness and portability.

You can laugh at Second Life and you can complain about it if you want, but we are excited about this news. Cynicism may have its place, but we'd argue that today isn't the time for it.

We congratulate Linden and IBM for their achievement and are excited to see what will come of this big step. Watch for news about the general availability of this functionality - once policy concerns are dealt with or once outside parties figure out how to achieve the same thing.

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http://www.readwriteweb.com/archives/virtual_world_interoperability.php http://www.readwriteweb.com/archives/virtual_world_interoperability.php News Tue, 08 Jul 2008 08:44:22 -0800 Marshall Kirkpatrick
Could Struggling Economy Help Second Life? Forget taking a class in social media, how about taking a class in social media? Specifically, virtual worlds. No, not taking a class about virtual worlds, but actually donning an avatar and going to see your professor (who very well could be dressed as a unicorn) inside Second Life. That's a reality for some students of San Jose State University, which has a 16 "acre" virtual campus for their Library Sciences department. In tough economic times, universities and companies are starting to return to the virtual world as a cost-cutting measure.

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]]> "When I teach with Second Life, I think of it as an experience generator," SJSU professor Jeremy Kemp told the AFP. Kemp is using his Second Life course to help his students overcome the "terror of public speaking."

A couple of years ago, when Second Life-hype was at its peak, businesses flocked to the virtual world. But last year, the LA Times reported that as quickly as they had set up shop, many of them were leaving Second Life due to lack of interest. We reported a couple of months ago that Second Life's user numbers had plateaued, saying that the much-hyped virtual world "may have already proven itself too inhospitable to scale."

But could that trend be reversing? The same Los Angeles Times is now reporting that companies are taking a second look at Second Life in order to cut costs. Companies "are creating employee-only islands and office buildings, then encouraging their staff to meet there," says the paper. "Compared with plane tickets and hotel bills, it's not that expensive: A 16-acre private island in Second Life costs $1,000 plus a $295 monthly maintenance fee."

"Virtual worlds are relatively inexpensive, don't require a great deal of start-up technology infrastructure, and provide a naturalistic, immersive approach to simulating space, people and objects," according to Forrester Research analysts Erica Driver and Paul Jackson in a report entitled "Getting Real Work Done in Virtual Worlds."

Intel, Sun, and IBM are just some of the big name companies trying out work environments in Second Life.

Many companies that left Second Life the first go around did so due to vandalism, however. Can you really create a good learning environment in a place where giant, flying penises could attack at any moment?

"This is an adolescent technology that's lurching and pushing in different directions and getting a sense of itself," Kemp told the AFP. Of course, even while schools and companies attempt to figure out how best use Second Life to promote good professional and learning environments, some schools have already figured out how to exploit the technology for educational gain. Researchers at Rensselaer Polytechnic Institute, for example, are using Second Life as a cheap way to test out artificial intelligence for robots.

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http://www.readwriteweb.com/archives/could_struggling_economy_help_second_life.php http://www.readwriteweb.com/archives/could_struggling_economy_help_second_life.php Trends Fri, 30 May 2008 08:52:29 -0800 Josh Catone
Virtual Worlds Poised to Become Valuable Work Tools Forrester has released a new report into the use of virtual worlds in the workplace. The report makes the big claim that "within five years, the 3-D Internet will be as important for work as the Web is today". But before we get too carried away, the report also notes that right now virtual worlds are not user friendly to the enterprise crowd - "you’ve practically got to be a gamer to use most of these tools", Forrester notes.

The report, entitled 'Getting Real Work Done In Virtual Worlds', states that Virtual worlds like Second Life, There.com, and "more business-focused offerings" are on the verge of becoming valuable work tools.

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]]> Forrester cites investments in this area by big organizations like BP, IBM, Intel, and the US Army. The use cases include:

"Information and knowledge management professionals should begin to investigate and experiment with virtual worlds. Use them to try to replicate the experience of working physically alongside others; allow people to work with and share digital 3-D models of physical or theoretical objects; and make remote training and counseling more realistic by incorporating nonverbal communication into same-time, different-place interactions."

The report goes into great depth on this trend, but the best way to illustrate it is to see what some forward-looking organizations are doing. There's some great stories of the 3-D Web being used for healthcare, training and simulation. But here's one about using Virtual Worlds in a corporate context, specifically Sun, Vivox and Intel:

"On any given day, 50% of Sun Microsystems’ workforce works remotely from home, the road, or a customer site. The company is constructing a virtual campus building called MPK20 using Sun’s Darkstar game server infrastructure and Project Wonderland 3-D tool for building virtual worlds. While the project is still underway — only the small team at Sun that is building the system is using it for meetings right now — Sun plans to create a virtual world where all employees can gather, meet, and collaborate. In other examples, Vivox, a technology company that provides integrated voice and communication services for virtual worlds, including Second Life, tells us that its employees meet in Second Life at some point during every business day. Early adopters at Intel use Qwaq Forums to improve their teamwork. And, understandably, most of Linden Lab’s internal meetings also take place in Second Life."

Hmmm, perhaps the ReadWriteWeb team could do this too! We're far flung all over the globe (well I am anyway).

It's clear though that there's much work to be done before the mainstream enters the 3-D Web. Forrester points out that many people, especially "those in their 30s or older", view virtual worlds as "frivolous games or places where deviant personalities exhibit their alter egos." I don't know about the deviant bit, but certainly most people over 30 aren't comfortable using virtual worlds. Forrester also states that set-up and actually using Virtual World software is difficult. So there are a lot of hurdles yet to clear: attitudes of users towards virtual worlds, the technology (e.g. integration with other workplace software), bandwidth, ease of use, and more.

Forrester encourages organizations to experiment with virtual worlds, but using guidelines and policies to control this -- which is much the same advice that Forrester gives for any 'web 2.0' tool. But also Forrester notes that you don't have to go full-bore and use Second Life and 3-D avatars. A "more modest or targeted application", such as Qwaq’s virtual world technology or Unisfair’s virtual conference technology, may be a better introduction to "getting real work done in virtual worlds."

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http://www.readwriteweb.com/archives/virtual_worlds_work_tools.php http://www.readwriteweb.com/archives/virtual_worlds_work_tools.php Trends Wed, 09 Jan 2008 21:57:51 -0800 Richard MacManus