digital city and virtual worlds


Premiers pas dans le navigateur Web de Second Life.

Ce matin, j'ai effectué un rapide tour de Second Life depuis le Web Browser disponible en beta ici :

Je ne vais pas décrire en détails les possibilités (ce billet est rédigé entre deux cafés) qu'ouvre cette alternative à l'application que l'on doit installer sur son ordinateur, tant elles sont nombreuses. Alors, quelques photos pour décrire et rendre compte de mes premiers pas dans ce navigateur Web (propulsé par GAIKAI : dont on se souvient la vidéo de Crysis sur IPAD).

1 : Premiers pas dans le navigateur et personnalisation de l'avatar. Les options sont bien évidemment moins nombreuses que dans le l'application. On trouve néanmoins une vingtaine de skins.

2 : Les options de la caméra sont les mêmes. On peut zoomer et orienter la caméra directement avec le clavier et  la souris (ou depuis l'interface). Sur la seconde image, où je suis à Paris, la distance d'affichage des prims acceptable, bien est relativement basse dès que l'on s'éloigne un peu. Ça reste impressionnant...

3 : Je suis finalement allé sur l'île de New-York où se déroulait un concert. Encore une fois, le navigateur supporte très bien un nombre d'avatars élevé. Je me suis alors connecté depuis Second Life (en plus du navigateur), et j'ai pu interagir, du moins discuter, entre mes deux avatars...


Virtual Justice: The New Laws of Online Worlds (Free Book)


"As the virtual goods economy explodes, Lastowka''s well-reasoned and well-written arguments will acquire ever more importance. Courts and governments have much to decide, and — if they are wise — they will look here for much guidance."—Edward Castronova, author of Synthetic Worlds: The Business and Culture of Online Games

''Virtual Justice is the definitive book on the law of virtual worlds. Illuminating as well as entertaining, from castles of bits and hijacked avatars to stolen virtual swords it is what every digital native ought to read."—Viktor Mayer-Schönberger, Associate Professor and Director, Information + Innovation Policy Research Centre, Lee Kuan Yew School of Public Policy, National University of Singapore

"Virtual Justice provides a great overview and discussion of some of the trickiest issues facing virtual worlds. It’s an important and timely contribution to the field – well worth a read by academics, designers, and users alike."—T.L. Taylor, author of Play Between Worlds

"For anyone interested in virtual worlds or massively multiplayer online games, this book will be fascinating on so many levels. Appealing, beautifully-written and chock-full of insight, Virtual Justice sets out the laws for brand new territories, creating the maps that we need to navigate these remarkable places. Of value to everyone—lawyers, laypeople, regulators, thinkers—Lastowka gives us the definitive account of the laws of the virtual worlds."—Dan Hunter, Professor of Law & Director, Institute for Information Law & Policy, New York Law School and Co-founder of Terra Nova blog:

Product Description

Tens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars lose virtual property to wrongdoers. Increasingly, they turn to legal systems for solutions. But when your avatar has been robbed, what law is there to assist you?

In Virtual Justice, Greg Lastowka illustrates the real legal dilemmas posed by virtual worlds. Presenting the most recent lawsuits and controversies, he explains how governments are responding to the chaos on the cyberspace frontier. After an engaging overview of the history and business models of today's virtual worlds, he explores how laws of property, jurisdiction, crime, and copyright are being adapted to pave the path of virtual law.

Virtual worlds are becoming more important to society with each passing year. This pioneering study will be an invaluable guide to scholars of online communities for years to come.

PDF file:
More about the book:

Product Details

* Hardcover: 240 pages
* Publisher: Yale University Press (October 26, 2010)
* Language: English
* ISBN-10: 0300141203
* ISBN-13: 978-0300141207

 Source : & Yale University Press


Launch of a quantitative and qualitative study in Second Life

Today, we launch a scientific study on behaviours of avatars in Second Life. We want to analyze trajectories of avatars to highlight differents styles of spatial experiences. This survey is purely scientific and has no direct commercial purpose.

Participation at this analysis is voluntary and unpaid. To participate, you have to click on a distributor, accept and wear the tracker. An information sheet is also distributed (with Instructions & Privacy Policy).

1 :  Click on the distributor and accept the two objects (an information sheet + a tracker)

SLURL of this distributor :

2 :  In your inventory, double click on the objet "Tracker (wear me)", or right-click on it and click on "wear". The tracker is like a ring.

The object gets data about avatars who are wearing it, and only them. In a private database, we get, every five seconds about each tracker, the following informations:

  • Name (Data processing will be done anonymously)
  • coordinates (x, y, z)
  • region (name of the island)
  • hour
  • date

We have a sample of 20 islands. The tracker only gets data on islands where the script's execution is allowed for everybody. Yet, we have made the choice to don't reveal name of the partners islands because we don't want to encourage people to go on islands where they never go usually.

Following this study, interviews will be conducted with avatars who participated at this experiment. We collect the name of the avatar in our database with the simple aim of contacting you for this step.

You can rejoin The "DigitalCity Research Group" in SL to obtain more informations, or to contact me at : or Gehan Kamachi in SL.

Thanks to Ange Zanetti, Ayiki Takakura, Coulaut Menges, Hugobiwan Zolnir, Naastik Rau, Betty Renoir & Mariaka Nishi for theirs advices and assistances in developing the traker and for the beta tests.