mardi 24 mars 2015

second Life



second life

 
second life
second Life

 






 Second Life is a game of virtual world (imaginary) launched a three-dimensional on the Internet in 2003 as the life of a second parallel human life that we live on the planet, the inhabitants of this world are preparing today millions from all over the world, living and buy and sell. They can buy land and build houses and islands and search for entertainment and happiness. The idea was launched by Linden Lab in San Francisco, California, United States, which is run. The Washington Post reported that the fashion designer Veronica Brown was able to earn thousands of dollars from the design of virtual fashion worn had married this virtual world. A group of international companies large open branches there notably Aabaam, and Toyota, Dell, and Sun Microsystems as well as the state of Sweden, which opened its embassy in Second Life and has inaugurated by Foreign Minister Carl Bildt and Reuters and the BBC offices there! There in the second program of Life a lot of private and public universities about seconde life, some of which is linked to the university actually in real seconde life or for  life and others is voluntary work by some of the people, and in Second Life was created the first Arab and Islamic University, King Saud king University saud university by default and provides a lot of educational lessons in different disciplines and supervised by experts and academics specializing in several areas, and King Saud University, characterized for seconde life  by unique design and scientific innovator unprecedented, designed more than 1,000 took (thousand) hours of work, and there are a lot of universities in the Arab world as a university, King Khalid in the Kingdom Saudi Arabia and the University of Taif,
Created virtual environments, which is one of the secretions of the era of knowledge and technology and communication a lot of changes in all walks of life. Educational systems were not, in general, immune to these changes, but hardly Njzm it turned into a theater to receive knowledge, and growth, and analysis, and the link between them and the various applications represented in the virtual learning space headed by Second Life second life, and that is no longer the preserve of user types, It is not just a technical or need saturation intriguing social networking addicts.
Put the company "Gartner" Five Rules for participation in the virtual world in the form of active and which adds value by its vision:
    Act I of second life: virtual worlds is not a game, but it does not represent a form of parallel universe yet.
    Second Law of second life: Behind every virtual character embodied (avatars) a real person.
    Act III: objective presence gives added value to the virtual world.
    The fourth law: the need to own a sufficient awareness of the nature of presence in the virtual world and the ability to contain downside.
    Default fifth law of seconde life: the world long-term commitments.
It seems clear that the virtual worlds in any form or context was used widely as tools of knowledge and social interaction to complement another part of the social technology used in education systems
Education in Second Life Learning in second life
Influenced social constructivist theory second life of education or Allwegotskih Vygotskian - proportion to Vygotsky Vygotsky leading this school - in the design of various educational situations, the real ones, social and private second life. And confirms the owners of the theory of building to provide a learning environment and realistic seconde life, students gain through which knowledge, and that this will be the environment suitable for learning objectives in second life, and the learning transition depends - dramatically - over the educational tasks deal with second life situations related to the topic of learning, and the development of the individual derived from social interactions that are part of the common cultural meanings of the team and eventually internalized by the individual of second life.
Taken virtual worlds, and 3D visual environments, in its beginnings as a form second life of online games, but they began to take the form of social networking since the mid-1990s. Participants in virtual worlds copying the image of themselves called avatars, living with this character are the Avatar of the process of innovation. This personal and that with time become a part of them, generate their convictions that they are personally moving in front of them on the screen. Personal identification with cloned beyond the border was up to reflect the reality of personal acts during dealings with others Clones in Second Life 

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