Creative Work in Virtual Worlds

With just one month to go before heading back home, I’m working hard on the public talks I’m scheduled to give in a couple of weeks. The talks are billed as a presentation and demonstration of creating work in virtual worlds. The outline for the talks is roughly this:

overall intro to virtual worlds, with . . . → Read More: Creative Work in Virtual Worlds

Virtual and Real Body Consciousness

A recent study at George Washington University School of Public Health suggests that watching avatars engaged in healthy behaviors may influence the tendency to engage in similar real life behaviors. [1.] In the small pilot study, researchers tracked 8 women who had all tried some kind of diet for weight control over the past year. . . . → Read More: Virtual and Real Body Consciousness

Ubiquity as Silent Revolution

I came across an interesting article titled “What happens when computers stop shrinking?,” by popular and articulate physicist Michio Kaku about the apparent impending demise of Moore’s Law. One tangential statement in the article got me thinking:

“The destiny of computers — like other mass technologies like electricity, paper, and running water — is to . . . → Read More: Ubiquity as Silent Revolution


Machinima is the art of movie making in virtual worlds. An immersive environment like Second Life allows users to create extravagant sets and characters and to move the camera and actors with fairly simple scripts. This is a fairly interesting new artform that is just beginning to get serious attention. The National Endowment for the . . . → Read More: Machinima

Review: A Consumer Guide to Virtual Worlds

I just purchased a PDF download from the Association of Virtual Worlds (an organization that provides networking and other resources primarily to business and education enterprises), called A Consumer Guide to Virtual Worlds. It’s basically a list (over 375 listings total) of grids, but also includes social networking sites like Facebook and MySpace, as well . . . → Read More: Review: A Consumer Guide to Virtual Worlds

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