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Kaneva
Kaneva, LLC is a privately owned American video game company based in Atlanta, Georgia and founded in 2004 by Christopher Klaus and Greg Frame. Kaneva was a 3D Virtual World that supported 2D web browsing, social networking and shared media. In 2004 Kaneva worked with Georgia's Department of Economic Development to draft a new law that would promote video game development in Georgia. It passed in 2004. On 14 November 2016, Kaneva's online world was shut down, with its "2d" social networking site closely following. Background Kaneva was founded to develop a massively multi-player online game (MMOG). In late 2004, Kaneva released the first version of the Kaneva Game Platform. Kaneva later decided to use its own technology to develop a virtual world that combined video sharing, social networking and 3D environments. In 2005, Kaneva started development on the ''Virtual World of Kaneva'', the company's flagship product. The Virtual World of Kaneva was released into beta in mid-2006 ...
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Kaneva Game Platform
Kaneva, LLC is a privately owned American video game company based in Atlanta, Georgia and founded in 2004 by Christopher Klaus and Greg Frame. Kaneva was a 3D Virtual World that supported 2D web browsing, social networking and shared media. In 2004 Kaneva worked with Georgia Georgia most commonly refers to: * Georgia (country), a country in the Caucasus region of Eurasia * Georgia (U.S. state), a state in the Southeast United States Georgia may also refer to: Places Historical states and entities * Related to the ...'s Department of Economic Development to draft a new law that would promote video game development in Georgia. It passed in 2004. On 14 November 2016, Kaneva's online world was shut down, with its "2d" social networking site closely following. Background Kaneva was founded to develop a massively multi-player online game (MMOG). In late 2004, Kaneva released the first version of the Kaneva Game Platform. Kaneva later decided to use its own technology to devel ...
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Christopher Klaus
Christopher W. Klaus (born 1973 in Sarasota, Florida) is an American technology entrepreneur. He was founder and CTO of Internet Security Systems (ISS), a company which he started in the early 1990s, and then sold to IBM in 2006 for $1.3B. As of 2016, he is the CEO of Kaneva, a game company which he founded in 2004, and also the main financier for multiple business accelerators in the Atlanta area; including being a part of the Atlanta Technology Angels. History Klaus formed ISS in the early 1990s as a student at the Georgia Institute of Technology, eventually dropping out to focus on the growing company. In 2004 he stepped down from his role of Chief Technology Officer of ISS to pursue other interests, although he remained a significant shareholder and retained his role as the company's Chief Security Advisor. In 2006 ISS was sold to IBM for $1.3B. Around 2007 Klaus became one of Georgia Tech's most visible contributors, giving a $15M naming gift to build the College of C ...
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Twinity
''Twinity'' is a 3D online virtual world. Initially developed by Metaversum GmbH, it is currently held by ExitReality. The game offers its population, called Twinizens, to navigate around virtual (historical) versions of real-world cities, also called a mirror world or a Metaverse. A public beta began in September 2008 with the release of the first virtual city, Berlin, which later was followed by Singapore, London, Miami and New York. ''Twinity'' is built on BigWorld Technology and its economy is based on a free-to-play model. ''Twinity'' is the first 3D online virtual world to incorporate true-to-scale replicas of large cities from all over the world. However, the company has recently begun to shift the focus away from a mirror world towards a more fantasy-oriented environment with locations like the Isle of Palmadora. In this respect, ''Twinity'' seems to be moving towards a Second Life-like world with more innovative features that they set up within the game, since much of ...
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Corporation
A corporation is an organization—usually a group of people or a company—authorized by the state to act as a single entity (a legal entity recognized by private and public law "born out of statute"; a legal person in legal context) and recognized as such in law for certain purposes. Early incorporated entities were established by charter (i.e. by an ''ad hoc'' act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered based on two aspects: by whether they can issue stock, or by whether they are formed to make a profit. Depending on the number of owners, a corporation can be classified as ''aggregate'' (the subject of this article) or '' sole'' (a legal entity consisting of a single incorporated office occupied by a single natural person). One of the most at ...
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Entropia Universe
''Entropia Universe'' is a massively multiplayer online (MMORPG) virtual universe designed by the Swedish software company MindArk, based in Gothenburg. ''Entropia'' uses a micropayment business model, in which players may buy in-game currency (PED - Project Entropia Dollars) with real money that can be redeemed back into U.S. dollars at a fixed exchange rate of 10:1. This means that virtual items acquired within ''Entropia Universe'' have a real cash value, and a participant may, at any time, initiate a withdrawal of their accumulated PED back into U.S. dollars according to the fixed exchange rate, minus transaction fees. The Entropia Universe is a direct continuation of Project Entropia. ''Entropia Universe'' entered the Guinness World Records Book in both 2004 and 2008 for the most expensive virtual world objects ever sold. In 2009, a virtual space station, a popular destination, sold for . This was then eclipsed in November 2010 when Jon Jacobs sold a club named "Club Ne ...
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Virtual World Communities
Virtual may refer to: * Virtual (horse), a thoroughbred racehorse * Virtual channel, a channel designation which differs from that of the actual radio channel (or range of frequencies) on which the signal travels * Virtual function, a programming function or method whose behaviour can be overridden within an inheriting class by a function with the same signature * Virtual machine, the virtualization of a computer system * Virtual meeting, or web conferencing * Virtual memory, a memory management technique that abstracts the memory address space in a computer * Virtual particle, a type of short-lived particle of indeterminate mass * Virtual reality (virtuality), computer programs with an interface that gives the user the impression that they are physically inside a simulated space * Virtual world, a computer-based simulated environment populated by many users who can create a personal avatar, and simultaneously and independently explore the world, participate in its activities and co ...
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Video Game Companies Of The United States
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first practical v ...
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American Companies Established In 2004
American(s) may refer to: * American, something of, from, or related to the United States of America, commonly known as the "United States" or "America" ** Americans, citizens and nationals of the United States of America ** American ancestry, people who self-identify their ancestry as "American" ** American English, the set of varieties of the English language native to the United States ** Native Americans in the United States, indigenous peoples of the United States * American, something of, from, or related to the Americas, also known as "America" ** Indigenous peoples of the Americas * American (word), for analysis and history of the meanings in various contexts Organizations * American Airlines, U.S.-based airline headquartered in Fort Worth, Texas * American Athletic Conference, an American college athletic conference * American Recordings (record label), a record label previously known as Def American * American University, in Washington, D.C. Sports teams Soccer * ...
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Second Life
''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Francisco-based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and in 2013 it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017 the active user count had declined to "between 800,000 and 900,000". In many ways, ''Second Life'' is similar to massively multiplayer online role-playing games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective". The virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers. ''Second Life'' users, also called ' residents', create virtual representations of themselves, called ''avatars'', and are able to in ...
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VSide
''vSide'' was an Internet-based 3D virtual world that was launched on May 15, 2006. The game is in its public beta phase. However, the game appears to have been discontinued as of 2021. Initially developed by American studio Doppelganger, Inc., a studio founded in 2004, the game was acquired in June 2009 by ExitReality, which is the owner and developer. Inside the game's universe, users are called ' and can interact with each other through social networking, celebrity entertainment, virtual boutique shopping and self-expression. Membership is free. ExitReality provides "next generation social entertainment" with ''vSide'', where in-world activities and engagement focus on music, entertainment and fashion. ''vSide'' is designed to be an online social environment where teenagers can hang out in real-time with their friends in public and personal spaces. It is based both on professional and user-generated content or design. A major part of its concept is users hosting their own e ...
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Active Worlds
Active Worlds is an online virtual world, developed by ActiveWorlds Inc., a company based in Newburyport, Massachusetts, and launched on June 28, 1995. Users assign themselves a name, log into the Active Worlds universe, and explore 3D virtual worlds and environments that others have built. ActiveWorlds allows users to own worlds and universes, and develop custom 3D content. The browser has web browsing capabilities, voice chat, and basic instant messaging. History In the summer of 1994, Ron Britvich created ''WebWorld'', the first 2.5D world where tens of thousands could chat, build and travel. WebWorld operated on the Peregrine Systems Inc. servers as an after-hours project until Britvich left the company to join Knowledge Adventure Worlds (KAW) in the fall of that year. In February 1995, KAW spun off their 3D Web division to form the company Worlds Inc. Britvich was eventually joined by several other developers, and the renamed AlphaWorld continued to develop as a skunkwo ...
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IMVU
IMVU (, stylized as imvu) is an online virtual world and social networking site. IMVU was founded in 2004 and was originally backed by venture investors Menlo Ventures, AllegisCyber Capital, Bridgescale Partners, and Best Buy Capital."About: IMVU"
, IMVU website
IMVU members use 3D avatars to meet new people, chat, create, and play games. In 2014, IMVU had approximately six million active players, and had the largest catalog of more than 6 million items as of 2011. The business was previously located in