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“And taller avatars bargain more aggressively than shorter avatars.” Peter Yellowlees, professor of psychiatry and director of academic information systems at the University of California, Davis, uses Second Life to simulate schizophrenic hallucinations.Although he began the project in a virtual 3-D cave, Yellowlees, an international expert on telemedicine and long distance health care, switched to Second Life because he wanted to make it more accessible to users and Second Life was “the best around.” Yellowlees interviewed three schizophrenic patients and recorded information about their specific hallucinations.To create a partnership, one person must send a proposal to another, and if the other party accepts both people are charged 10L$.After accepting a proposal each person's partner will appear in the "Partner" field in their respective profiles.Within the virtual world, residents can develop land, design clothes, and build amusement parks and then charge other residents who want to buy a house, shop for clothes or visit the amusement park. The exchange rate is currently around 250 Lindens to one U. With chat and instant messaging capabilities, Second Life avatars can communicate in several ways.Users can also control the movement of their avatar, from basic gestures like a handshake, to more complicated moves, like dancing.Sounds like an elusive fantasy, but the possibility is becoming a reality through Internet research in an online world called Second Life.Second Life is a massive multiplayer online role-playing game (MMORG), but that title doesn’t accurately convey the complexity of this Internet haven.
Over 5,700,000 people have signed up for membership, and usually 20,000 to 30,000 people are logged in at any given time.
Unlike many MMORGs, there is no specific objective or mission that denizens of Second Life must achieve. They go shopping, go out on dates and get married, attend concerts, have jobs.
In fact, many residents are making money in real life from the work they are doing in Second Life. dollars for Lindens, the currency of Second Life, via currency exchange websites. In April 2007, over 34,000 unique users had a positive monthly Linden flow from selling their Second Life wares.
Users describe Second Life as a world of endless possibilities, where if you can imagine it, it can happen.
Avatars, the digital representations of human gamers, can do everything that people can do and more; they eat, sleep, buy houses, form relationships, and also fly and teleport.
When he arrived at Stanford, he began doing his own research on avatar interaction in Second Life.