Second Life was developed by Linden Lab in San Francisco starting in 1999. Linden Lab's stated goal is to create a world like the "metaverse" described in the novel Snow Crash: A user-determined parallel world of general utility in which people can interact, play, trade and otherwise communicate. The first presentation of Second Life took place in the summer of 2002, a beta testing phase began in the fall of that year, and Second Life has been online since June 24, 2003.
The Second Life "world" exists in a large server farm operated by Linden Lab and commonly referred to as the Grid. The world is presented by the client software as a continuous 3D animation, which is intended to give a sense of space and into which additional audio and video streams can be integrated.
The client software provides its users, called residents, with tools to design their avatar, create objects, navigate the Second Life world, view the world through advanced camera controls, and communicate with others. Navigation is facilitated by an internal search engine and the ability to set landmarks that can be used to teleport through the world. In addition, Linden Lab offers a web-based map of Second Life to allow landmarks to be displayed outside of Second Life.
People and/or companies can get in touch with each other in this way and/or offer each other virtual goods or services. Communication takes place via public or private chat, whereby there are numerous display options for the chat progress. Optionally, communication can also take place verbally via the internal Second Talk.
Second Life also functions as a platform for interactions in social groupings. Like-minded people can form groups and communicate simultaneously with all members of the group via the integrated instant messenger. The program has already been used for training courses and virtual university lectures, and live concerts can also be held virtually. The graphic similarity to computer games also allows participants to use and understand Second Life as an online game. Participants can expand the 3D world to include new items such as clothing, accessories and homes.
By incorporating a virtual currency (L$, Linden Dollars) that can be transferred into a real currency (US-$), Second Life is also integrated into the real economic cycle. All self-created and most other objects within Second Life can be traded at will. Numerous real companies are therefore already present in the grid. As can be observed on the Internet in general, sexual offers are very present here. Since July 25, 2007, Linden Lab no longer officially tolerates gambling with bets, which has been very common up to now. However, gambling continues to take place on a small scale.
In October 2006, Second Life had one million members. Just eight weeks later, the number had doubled to two million; in January 2011, the number of residents had reached approximately 21.8 million, and in 2014, a good 36 million, although many users have registered several - often very many - accounts (so-called alts). The number of active residents is far lower and, despite the ever-increasing number of accounts since 2007, has been declining: 1.7 million accounts April 2007; 1.3 million accounts January 2011 - both online within 60 days. Due to the global time difference, there are usually 35,000 to 60,000 people online in Second Life at any one time, regardless of the local time of day.
Currently, Second Life is considered to be the most member-rich platform of its kind in the Western world. Second Life's competitors in the Western hemisphere include Active Worlds, considered by some to be the founding company of the 3D Internet concept in 1997, Entropia Universe, There, and newcomers such as Dotsoul Cyberpark.
Since January 8, 2007 the source code of the SL client is freely available under GPL. Based on this, a large number of alternative SL clients have been developed.
With the introduction of client version 3.0.0 (238864) on August 18, 2011, the system now supports meshing technology for modeling objects. However, mesh objects cannot be created using the provided second-life technology. Meshes must be pre-made using external 3D graphics software such as Blender and then uploaded to the world of Second Life as a Collada file for a fee. With the introduction of client version 3.7.0 (286015), more bones were added to the mesh in February 2014 and Fitted Mesh was introduced. The clothes created in Fitted Mesh fit the avatar even more precisely and go with the avatar shape when editing.
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Landscape panorama in Second Life