the-virtual-whirl

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  • The Virtual Whirl: Why virtual environments?

    by 
    Tateru Nino
    Tateru Nino
    03.13.2010

    This week, in The Virtual Whirl, we're asking "Why virtual environments?" – Not why are they anything specifically, but just why. Depending on your definition of virtual environments, people have been building them and using them for decades now, since before the Web; since before the advent of the personal computer. To make a virtual space from a real space, or to fabricate an entirely original virtual space from whole cloth – what's driving that and where is that going?

  • The Virtual Whirl: Questions from the virtual mailbag

    by 
    Tateru Nino
    Tateru Nino
    03.06.2010

    This week, in The Virtual Whirl, we're going to take a selection of reader questions that we've received in comments and in the virtual mailbag and do our best to offer up some useful answers. Join us as we whirl through the mail. Not surprisingly, the two most frequently asked questions involve the demise of virtual environment, There.com.

  • The Virtual Whirl: Virtual worlds must accommodate, adapt and evolve, or die

    by 
    Tateru Nino
    Tateru Nino
    02.27.2010

    This week, in The Virtual Whirl, we're looking at virtual environments (and their subset of virtual worlds) as products and platforms. As their developers and operators seek to grow and mature their markets, they carry the risk of rendering themselves irrelevant to the very customers that they court.

  • The Virtual Whirl: Of villains and crusaders

    by 
    Tateru Nino
    Tateru Nino
    02.13.2010

    This week, in The Virtual Whirl, we're taking a look at the vigilante side of intellectual property rights. For many, it seems like a good idea to mass-report or name-and-shame intellectual property rights violators whenever and wherever you see them ... but is it really?

  • The Virtual Whirl: The meaning of life

    by 
    Tateru Nino
    Tateru Nino
    01.30.2010

    "Get a life", "Get a first life", and so on, and so forth. If you're involved in virtual environments, you've probably heard this phrase a lot. Wagner James Au of New World Notes suggests that people who use those phrases are among the least likely to 'have a life' themselves. Well, we'd say he's half right. It's more that the people you hear it from don't really have much of an idea of what life is all about and how it works. It's not an uncommon theme. Botgirl Questi points out that in order to see something more clearly, sometimes you have to look at it from a very different perspective. This week, in The Virtual Whirl, we're going to take a couple perspectives for a spin, and talk about the meaning of life actually is, insofar as the phrase "get a life" is concerned.

  • The Virtual Whirl: Community guide to Virtual Worlds

    by 
    Tateru Nino
    Tateru Nino
    01.24.2010

    Welcome to The Virtual Whirl, a new weekly Massively column covering virtual environments generally. The term 'virtual world' is slowly seeing less use, being supplanted by the more general 'virtual environment', but the world term still has a fair bit of life left in it. Virtual environments covers a whole lot of ground. From William Crowther's original efforts in 1976 that based a game in a virtual version of the Mammoth Cave in Kentucky, virtual environments have been a part of gaming, artificial intelligence and behavioral research, modeling, telemetry and process control and more. Nowadays we're seeing Second Life, Blue Mars, There.com, IMVU and others trying to find places in non-game contexts, like content-development and prototyping, publishing and performance, entertainment and social, education and business; efforts that are met with varying amounts of success.