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dc.contributor.authorPetry, Małgorzatapl
dc.date.accessioned2023-07-25T10:51:39Z
dc.date.available2023-07-25T10:51:39Z
dc.date.issued2010
dc.identifier.citationAnnales Universitatis Paedagogicae Cracoviensis. 83, Studia de Arte et Educatione 5 (2010), s. [89]-101pl
dc.identifier.urihttp://hdl.handle.net/11716/12311
dc.description.abstractThe 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.en
dc.language.isoplpl
dc.subjectSecond Lifeen
dc.titleO iluzji czasu, sklonowanym życiu, wirtualnym raju, sztuce i edukacji w Second Lifepl
dc.title.alternativeAbout illusion of time, cloned life, virtual paradise, art and education in „second life”en
dc.typeArticlepl


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