O iluzji czasu, sklonowanym życiu, wirtualnym raju, sztuce i edukacji w Second Life
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Petry, Małgorzata
Źródło: Annales Universitatis Paedagogicae Cracoviensis. 83, Studia de Arte et Educatione 5 (2010), s. [89]-101
Język: pl
Słowa kluczowe:
Second LifeData: 2010
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The author uses the term virtual world to describe Second Life (SL), the product of the US company Linden Lab
from San Francisco launched in 2003. Using avatars, its users move in a three-dimensional space as in many other
multiplayer online games. The author points out differences between such games and Second life. She
discusses all most significant elements of the project, inter alia the genesis of the avatar figure as well as
its advantages and disadvantages. In particular, she focuses on the presence of culture and art in the virtual
space as presented in the equivalents of real cities, their monuments, schools and universities, museums and
private galleries as well as works of art themselves. Further, the author discusses issues related to ethical
values and various forms of spirituality generated within the framework of this project.