Video Streaming in Virtual Worlds (Second Life)
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Dupe, K. & Fraizer, L. (2007). Video Streaming in Virtual Worlds (Second Life). In R. Carlsen et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2007 (p. 2335). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/24940.
Conference Information

Society for Information Technology & Teacher Education International Conference (SITE) 2007
San Antonio, Texas, USA
March 26, 2007
ISBN 1-880094-51-4
Roger Carlsen, Karen McFerrin, Jerry Price, Roberta Weber & Dee Anna Willis
AACE
More Information on SITE
Table of Contents
Authors
Abstract
Second Life is a 3-D virtual world. It is entirely built and owned by its players known as residents. Since its inception in 2003, it has exploded in popularity and currently boasts upwards of one million residents. Video streaming in Second Life provides the ability to stream video to groups in a virtual setting. Video streaming and animations has proven to be an effective means for training and instruction. The critical dimension of literacy is the basis for ensuring individuals are not merely able to participate in some existing literacy and make meanings within it, but also that, in various ways, they are able to transform and actively produce it (Green, 1998; Gee et al 1996). This presentation explores the myriad uses of virtual world video streaming in a learning environment. It will also present findings from an exploratory study of the effectiveness of video streaming. We will present ideas as to the advantages and disadvantages of utilizing this delivery mechanism as well as the techniques needed for effective delivery.
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