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Libraries In Second Life
Libraries in virtual worlds are part of an immersive 3D environment that can be used for entertainment and educational purposes. Due to increasing interest in digital services, some libraries and librarians have established virtual services in ''Second Life'' and other virtual worlds. ''Second Life'' libraries ''Second Life'' libraries are examples of immersive learning environments. Users can interact with the services in practical ways, such as walking around a virtual space. Libraries in ''Second Life'' often put on digital exhibitions as part of their services, for example an exhibit displaying virtual representations of Van Gogh paintings, including ''Starry Night''. The aim of virtual library services is to attract new users to traditional libraries, to establish links with librarians from all over the world, and to support teaching and learning in virtual environments. Most of these services are run by volunteers. There have been numerous initiatives to create educational ...
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Second Life
''Second Life'' is a multiplayer virtual world that allows people to create an Avatar (computing), avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for personal computers by the San Francisco-based firm Linden Lab, it launched on June 23, 2003 and saw rapid growth for some years; in 2013 it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017, the active user count had fallen to "between 800,000 and 900,000". In many ways, ''Second Life'' is similar to massively multiplayer online role-playing game, massively multiplayer online role-playing video 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 (computing), client software or via alternative third-party viewers. ''Second Life'' users, also called 'r ...
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Virtual Learning Environment
Virtual may refer to: * Virtual image, an apparent image of an object (as opposed to a real object), in the study of optics * 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 person ...
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Vincent Van Gogh
Vincent Willem van Gogh (; 30 March 185329 July 1890) was a Dutch Post-Impressionist painter who is among the most famous and influential figures in the history of Western art. In just over a decade, he created approximately 2,100 artworks, including around 860 oil paintings, most of them in the last two years of his life. His oeuvre includes Trees and Undergrowth (Van Gogh series), landscapes, Still life paintings by Vincent van Gogh (Paris), still lifes, Portraits by Vincent van Gogh, portraits, and Portraits of Vincent van Gogh, self-portraits, most of which are characterised by bold colours and dramatic Paintwork, brushwork that contributed to the rise of expressionism in modern art. Van Gogh's work was only beginning to gain critical attention before he died from a self-inflicted gunshot at age 37. During his lifetime, only one of Van Gogh's paintings, ''The Red Vineyard'', was sold. Born into an upper-middle-class family, Van Gogh drew as a child and was serious, qui ...
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Library
A library is a collection of Book, books, and possibly other Document, materials and Media (communication), media, that is accessible for use by its members and members of allied institutions. Libraries provide physical (hard copies) or electronic media, digital (soft copies) materials, and may be a physical location, a virtual space, or both. A library's collection normally includes printed materials which may be borrowed, and usually also includes a reference section of publications which may only be utilized inside the premises. Resources such as commercial releases of films, television programmes, other video recordings, radio, music and audio recordings may be available in many formats. These include DVDs, Blu-rays, CDs, Cassette tape, cassettes, or other applicable formats such as microform. They may also provide access to information, music or other content held on bibliographic databases. In addition, some libraries offer Library makerspace, creation stations for wiktionar ...
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Consumer Behaviour
Consumer behaviour is the study of individuals, groups, or organisations and all activities associated with the Purchasing, purchase, Utility, use and disposal of goods and services. It encompasses how the consumer's emotions, Attitude (psychology), attitudes, and Preference (economics), preferences affect Buyer decision process, buying behaviour, and how external cues—such as visual prompts, auditory signals, or tactile (haptic) feedback—can shape those responses. Consumer behaviour emerged in the 1940–1950s as a distinct sub-discipline of marketing, but has become an Interdisciplinarity, interdisciplinary social science that blends elements from psychology, sociology, Social Anthropology, social anthropology, anthropology, ethnography, ethnology, marketing, and economics (especially behavioural economics). The study of consumer behaviour formally investigates individual qualities such as demographics, personality lifestyles, and behavioural variables (like usage rate ...
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Virtual World
A virtual world (also called a virtual space or spaces) is a Computer simulation, computer-simulated environment which may be populated by many simultaneous users who can create a personal Avatar (computing), avatar and independently explore the virtual world, participate in its activities, and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds. In a virtual world, the User (computing), user accesses a computer-simulated world which presents Perception, perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of Immersion (virtual reality)#Presence, presence. Such modeled worlds and their rules may draw from reality or fantasy worlds. Example rules are gravity, topography, animal locomotion, locomotion, real-time computer graphics, real-time actions, and communication. Communicati ...
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Radio-frequency Identification
Radio-frequency identification (RFID) uses electromagnetic fields to automatically Automatic identification system, identify and Tracking system, track tags attached to objects. An RFID system consists of a tiny radio transponder called a tag, a radio receiver, and a transmitter. When triggered by an electromagnetic interrogation pulse from a nearby RFID reader device, the tag transmits digital data, usually an Identifier, identifying inventory number, back to the reader. This number can be used to track inventory goods. Passive tags are powered by energy from the RFID reader's interrogating radio waves. Active tags are powered by a battery and thus can be read at a greater range from the RFID reader, up to hundreds of meters. Unlike a barcode, the tag does not need to be within the Line-of-sight propagation, line of sight of the reader, so it may be embedded in the tracked object. RFID is one method of automatic identification and data capture (AIDC). RFID tags are used in m ...
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Avatar (computing)
In computing, an avatar is a graphical representation of a user, the user's character, or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons (personal icons, or possibly "picture icons"). Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games, or an imaginary character with no graphical appearance, as in text-based games or worlds such as MUDs. The term ' () originates from Sanskrit, and was adopted by early computer games and science fiction novelists. Richard Garriott extended the term to an on-screen user representation in 1985, and the term gained wider adoption in Internet forums and MUDs. Nowadays, avatars are used in a variety of online settings including social media, virtual assistants, instant messaging platforms, and digital worlds such as ''World of Warcraft'' and ''Second Life''. Th ...
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Digital Library
A digital library (also called an online library, an internet library, a digital repository, a library without walls, or a digital collection) is an online database of digital resources that can include text, still images, audio, video, digital documents, or other digital media formats or a library accessible through the internet. Objects can consist of digitization, digitized content like Printing, print or photography, photographs, as well as born-digital, originally produced digital content like word processor files or social media posts. In addition to storing content, digital libraries provide means for organizing, searching, and information retrieval, retrieving the content contained in the collection. Digital libraries can vary immensely in size and scope, and can be maintained by individuals or organizations. The digital content may be stored locally, or accessed remotely via computer networks. These information retrieval systems are able to exchange information with each ...
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Immersion (virtual Reality)
In virtual reality (VR), immersion is the perception of being physically Presence (telepresence), present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other Stimulation, stimuli that provide an engrossing total environment. Etymology The name is a metaphoric use of the experience of wikt:submerge, submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (Maurice Benayoun) or "immersant" (Char Davies) has their awareness of their physical self transformed by being surrounded in an artificial environment. The term is used to describe partial or complete suspension of disbelief, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The greater the suspension of disbelief, the greater the degree of presence achieved. Types According to Ernest W. Adams, immersion can be separated into three main c ...
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Library 2
A library is a collection of books, and possibly other materials and media, that is accessible for use by its members and members of allied institutions. Libraries provide physical (hard copies) or digital (soft copies) materials, and may be a physical location, a virtual space, or both. A library's collection normally includes printed materials which may be borrowed, and usually also includes a reference section of publications which may only be utilized inside the premises. Resources such as commercial releases of films, television programmes, other video recordings, radio, music and audio recordings may be available in many formats. These include DVDs, Blu-rays, CDs, cassettes, or other applicable formats such as microform. They may also provide access to information, music or other content held on bibliographic databases. In addition, some libraries offer creation stations for makers which offer access to a 3D printing station with a 3D scanner. Libraries can vary widely ...
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UCD Library
The University College Dublin Library, composed of five separate bodies, holds varied ranges of digital and printed books on a wide range of topics, including architecture, arts and humanities, business studies, engineering, law, medicine, science, social sciences and veterinary medicine. In 2015 UCD Archives and the National Folklore Collection UCD came under the administrative umbrella of UCD Library. University College Dublin (UCD) is the Republic of Ireland's largest university. It is located in Dublin, Ireland. Buildings and locations There are 5 UCD libraries: the James Joyce Library at Belfield serves as the administrative centre of the library system: it accommodates the central services and 85% of the stock; the Health Sciences library (for medicine, nursing and physiotherapy) is located in the UCD Health Sciences Centre at Belfield; Architecture (for architecture, landscape and planning) is in the Richview precinct at Belfield; Veterinary Medicine, located in the Ve ...
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