journal article·2009-12

Getting real about our virtual future

Tim Jones

Nature Materials· Volume 8· Issue 12
Publisher page

Abstract

Virtual worlds such as Second Life have been perceived as a social meeting point for a small following of devotees. A number of serious emerging mainstream applications may fundamentally alter this perception.
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Source: openaire · Quality: needs review · Source record ↗
Source flags: short_text

Research context

OpenAlex topics: Media, Religion, Digital Communication · Digital Games and Media · Virtual Reality Applications and Impacts

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References (17)

Show source-provided references
1. http://secondlife.com/
2. http://lindenlab.com/pressroom/releases/22_09_09
3. http://tinyurl.com/nbx4x9
4. www.scienceonlinelondon.org/
5. www.nature.com/secondnature/
6. http://riversrunred.com/
7. http://slurl.com/secondlife/NASA%20eEducation/124/153/43
8. www.scilands.org/
9. www.mica-vw.org/wiki/index.php/Meta_Institute_for_Computational_Astrophysics
10. http://science-center-group.wikispaces.com/Science-Related+Places
11. http://secondlifegrid.net/casestudies
12. www.greenphosphor.com/
13. http://nanoisland.wordpress.com/
14. www.esrl.noaa.gov/
15. http://secondhealth.wordpress.com/
16. http://slurl.com/secondlife/Second%20Earth%201/124/128/29
17. http://slurl.com/secondlife/Haddath/79/99/69/?title=Zoonomian://