Getting Started—An IBM Experience

We focus this IBM case study on some of IBM’s early work in the virtual environment of Second Life, which is a 3D, online virtual world where a full economy exists. Virtual environments differ from a traditional Web site in that they enable the simultaneous connection of millions of users who can participate in a rich media collaborative experience. In a virtual world, users can play, work, talk, chat, and share content using Web-enabled graphic software. More than 13 million people worldwide have Second Life characters called avatars. Linden Lab has also called attention to the fact that a huge segment of the Second Life population is international: Approximately 70 percent hail from outside the United ...

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