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Introducing Second Life, a 3D virtual world, to students and educators.

. T4E, page 206-208. IEEE Computer Society, (2010)

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Multi-channel consumer behavior: online and offline travel preparations., , and . CHI Extended Abstracts, page 1457-1462. ACM, (2006)Conducting Empirical Research in 3D Virtual Worlds: Experiences from two projects in Second Life, , and . Journal of Virtual Worlds Research, (2010)The city at play: Second Life and the virtual urban planning studio, , , , , , , , , and 8 other author(s). Learning, Media and Technology, 35 (2): 227 - 242 (2010)Revisiting Web Design Guidelines by Exploring Users' Expectations, Preferences and Visual Search Behaviour., , , and . BCS HCI, page 421-438. Springer, (2005)Immersed in Learning: supporting creative practice in virtual worlds, , , , , , , , , and 6 other author(s). Learning, Media and Technology, 35 (2): 99 - 110 (2010)Scenario-based Analysis of Non-Functional Requirements., and . REFSQ, page 219-233. Presses Universitaires de Namur, (1998)On fast evaluation of bivariate polynomials at equispaced arguments., and . IEEE Trans. Signal Process., 40 (7): 1813-1816 (1992)Linking Business Modelling to Socio-technical System Design., and . CAiSE, volume 1626 of Lecture Notes in Computer Science, page 73-87. Springer, (1999)The Customer's Perspective Sociological Accounts of E-Commerce Encounters., , , and . ICWI, page 69-76. IADIS, (2003)Investigating affordances of virtual worlds for real world B2C e-commerce., , , , and . BCS HCI, page 520-525. ACM, (2011)