A Second Life for Your Museum: 3D Multi-User Virtual Environments and Museums

The paper gives an overview of some of the museum-like activities currently being undertaken in Second Life. Current development is mostly in the hands of pioneers, often interested amateurs engaging in serious leisure to create spaces enabling them to share their interests with others. These efforts are explored in this paper through a systematic analysis of museum visits and a qualitative analysis of interviews with designers and developers of museums in Second Life. Findings identified include the impact of the current technology on what is created, and the importance of interaction-centric designs.

[1]  A. Strauss Basics Of Qualitative Research , 1992 .

[2]  Paolo Paolini,et al.  Reconstructing Leonardo's ideal city - from handwritten codexes to webtalk-II: a 3D collaborative virtual environment system , 2001, VAST '01.

[3]  Paolo Paolini,et al.  Co-Operation Metaphors for Virtual Museums. , 2001 .

[4]  N. D. Blas,et al.  3D for Cultural Heritage and Education: Evaluating the Impact , 2006 .

[5]  Steve Pettifer,et al.  The Kahun project: CVE technology development based on real world application and user needs , 1999, VRST '99.

[6]  Paolo Paolini,et al.  The SEE Experience: Edutainment in 3D Virtual Worlds. , 2003 .

[7]  Antonio Ramires Fernandes A Virtual Interactive Art Gallery , 1998 .

[8]  Constance Steinkuehler,et al.  Learning in Massively Multiplayer Online Games , 2004, ICLS.

[9]  Paolo Paolini,et al.  3D worlds and Cultural Heritage: Realism vs Virtual Presence. , 2005 .

[10]  Robert J. Moore,et al.  More than just 'XP': learning social skills in massively multiplayer online games , 2005, Interact. Technol. Smart Educ..

[11]  Nick Yee,et al.  The Labor of Fun , 2006, Games Cult..

[12]  Jody Clarke-Midura,et al.  Multi-user virtual environments for teaching and learning , 2007 .

[13]  Joe Ryan,et al.  Museums and galleries on the Internet , 1995, Internet Res..

[14]  John Taylor,et al.  Inuit3D: An Interactive Virtual 3D Web Exhibition. , 2002 .

[15]  Nick Yee,et al.  The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments , 2006, PRESENCE: Teleoperators and Virtual Environments.

[16]  Noreen Orr Museum Volunteering: Heritage as ‘Serious Leisure’ , 2006 .

[17]  Constance Steinkuehler,et al.  Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" , 2006, DiGRA Conference.

[18]  R. Stebbins Amateurs, Professionals, and Serious Leisure , 1992 .