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  • 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: 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.