We have designed and implemented an application running inside Second Life that supports user annotation of graphical objects and graphical visualization of concept ontologies, thus providing a formal, machine-accessible description of objects. As a result, we offer a platform that combines the graphical knowledge representation that is expected from a MUVE artifact with the semantic structure given by the Resource Framework Description (RDF) representation of information.
Specific to the SL virtual environment is the work by @cite_7 : their approach allows users to tag their own virtual objects; it is also possible to associate a piece of software, a so-called to a virtual object so to allow other users to tag it.
@cite_7
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Nowadays, more Virtual Environments (VEs) are becoming available on the Web. This means that VEs are becoming accessible to a larger and more diverse audience. It also means that it is more likely that the use of these VEs (i.e. how to interact with the virtual environment and the meanings of the associated virtual objects) may be different for different groups of persons. In order for a VE to be a success on the Web, end-users should easily get familiar with the VE and understand the meanings of its virtual objects. Otherwise, the end-user may be tempted to quit the VE. Therefore, annotations and the creation of navigation paths for virtual tour guides become important to ease the use of VEs. Most of the time, this is done by VR-experts and the annotations are very poor and often only text based. This paper describes an approach and associated tool that allows a layman to add or update annotations to existing VEs. In addition, annotations are not limited to text but may also be multimedia elements, i.e. images, videos, sounds. Furthermore, the approach (and the tool) also allows easy creation of navigation paths and tour guides, which can be used to adapt a VE to the needs of a user. The paper illustrates the results by means of a real case, which is a reconstruction of a coalmine site for a museum. We describe initial work on building a virtual gallery, within Second Life, which can automatically tailor itself to an individual visitor, responding to their abilities, interests, preferences or history of interaction. The description of an object in the virtual world can be personalised to suit the beginner or the expert, varying how it is said—via the choice of language (such as English or Greek), the words, or the complexity of sentences—as well as what is said—by taking into account what else has been seen or described already. The guide delivering the descriptions can remain disembodied, or be embodied as a robotic avatar. Traveling through immersive virtual environments (IVEs) by means of real walking is an important activity to increase naturalness of VR-based interaction. However, the size of the virtual world often exceeds the size of the tracked space so that a straightforward implementation of omni-directional and unlimited walking is not possible. Redirected walking is one concept to solve this problem of walking in IVEs by inconspicuously guiding the user on a physical path that may differ from the path the user visually perceives. When the user approaches a virtual object she can be redirected to a real proxy object that is registered to the virtual counterpart and provides passive haptic feedback. In such passive haptic environments, any number of virtual objects can be mapped to proxy objects having similar haptic properties, e.g., size, shape and texture. The user can sense a virtual object by touching its real world counterpart. Redirecting a user to a registered proxy object makes it necessary to predict the user's intended position in the IVE. Based on this target position we determine a path through the physical space such that the user is guided to the registered proxy object. We present a taxonomy of possible redirection techniques that enable user guidance such that inconsistencies between visual and proprioceptive stimuli are imperceptible. We describe how a user's target in the virtual world can be predicted reliably and how a corresponding real-world path to the registered proxy object can be derived. This paper examines social structures underlying economic activity in Second Life (SL), a massively multiplayer virtual world that allows users to create and trade virtual objects and commodities. We find that users conduct many of their transactions both within their social networks and within groups. Using frequency of chat as a proxy of tie strength, we observe that free items are more likely to be exchanged as the strength of the tie increases. Social ties particularly play a significant role in paid transactions for sellers with a moderately sized customer base. We further find that sellers enjoying repeat business are likely to be selling to niche markets, because their customers tend to be contained in a smaller number of groups. But while social structure and interaction can help explain a seller's revenues and repeat business, they provide little information in the forecasting a seller's future performance. Our quantitative analysis is complemented by a novel method of visualizing the transaction activity of a seller, including revenue, customer base growth, and repeat business.