Virtual reality is finally starting to hit the prime time, with the Oculus Rift taking Best of Show at the Consumer Electronics Show and Sony unveiling its own headset, Project Morpheus, at the Game Developers Conference this week. This isn’t the same virtual reality that flopped big in the 90s.
A researcher at the University of California in San Diego is seeking participants for a large-scale study of avatar movement in Second Life and OpenSim. The study involves both online questionnaires and in-world movement tracking. The researcher, Jean-François Lucas, is a graduate student at the Department of Anthropology and Sociology
On Thursday, I experienced a wonderful example of effective training in Second Life. During the weekly Train For Success meetup, Mark Jankowski of Virtual Training Partners conducted a portion of his negotiations training course and gave a tour of his training grounds. It was impressive not due to fascinatingly complex
According to a new report by analyst firm ThinkBalm, immersiveness is not an all-or-nothing proposition but a continuum. On the low-immersion extreme are virtual worlds with cartoony graphics, static camera angles, no spacial voice, and limited gestures. High-immersive worlds, by comparison, have realistic graphics, customizable avatars, spacial audio and a