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Posted by Yuping Liu on Mar 12th, 2008
Second Life is where our real life takes backstage, and a new and vibrant life of us takes over. But apparently, it is not as easy to escape reality as it seems to be. A recent controversy over child pornography on Wonderland (a Second Life region) shows how second life may not be too different from first life. The key question to that controversy is whether what is considered wrong/inappropriate should be allowed to exist in fantasy (a part of what second life is based on). No matter the answer to this question is yes or no, this debate shows that, as long as there are real human beings behind the avatars, we are subject to the same moral standards and ethical constraints in second life as we are in real life.
Tags: ethics,
second life,
virtual world
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Posted by Yuping Liu on Mar 6th, 2008
USA Today ran a short story on the integration of brain signals into video games. The featured company, Emotiv Systems, is about to start selling a neuro-headset that will be able to sense and transmit your brain signals into computerized video games. Video games will then integrate those signals into the play. While I don’t have the luxury of time to play much video game, I am fascinated by what this technology could mean to our virtual experiences. Take the example of a virtual world like Second Life (SL). While its 3D environment offers users a much more realistic experience, the ability of users to express, experience, and exchange emotions are still limited. If we were to add a neuro-headset, however, the opportunity for emotional exchange would become much greater. Musicians giving live in-world concerts will be able to feel the vibe of the crowd, and SL couples will be able to feel each other’s rush when they “kiss”. Does that mean a second life will be more addictive because it will be so real? Or does it mean that it will be less possible to separate a real self from a second-life avatar?
Tags: emotion,
second life,
virtual reality,
virtual world
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