Second Life is a online 3D virtual world. Users assume an online identity - an "avatar" - to represent themselves within the Second Life community. The avatar can walk, run and fly in the virtual world, and can also communicate with other avatars using chat and instant messaging. The recent addition of high-quality audio offers clear benefits for the language learner. What differentiates Second Life from earlier virtual worlds is the lifelike rendering, which makes for a more richly immersive experience. The high-quality graphics, endlessly customizable avatars, together with real-life background noise (birds, wind, crashing waves) accentuate one's sense of telepresence.
A. Russo, und D. Peacock. Archives & Museum Informatics: Museums and the Web 2009, (2009)Under Creative Commons License: Attribution Non-Commercial No Derivatives.
A. Müller, und M. Leidl. Studieren neu erfinden – Hochschule neu denken, 12, Hamburg, 12. Europäische Jahrestagung Gesellschaft für Medien in der Wissenschaft (GMW07), Münster u.a.: Waxmann, (12.09.2007 2007)
A. Müller, und M. Leidl. Studieren neu erfinden – Hochschule neu denken, 12. Europäische Jahrestagung Gesellschaft für Medien in der Wissenschaft (GMW07), Münster, 12. Europäische Jahrestagung Gesellschaft für Medien in der Wissenschaft (GMW07), Waxmann, (2007)