jyosim writes: Ten years ago Second Life was HUGE, and many colleges erected virtual campuses. Now some of those sit empty, but a group of die-hard fans continue to use it for teaching. Some are already saying that new VR headsets like Oculus will usher in the next generation of online education — that students and profs will soon be entering virtual worlds for new a new kind of classroom experience. But how can this new attempt at VR education succeed where previously efforts failed?
P2P watcher writes: Ashwin Navin, president of BitTorrent, weighs in on the ban on P2P at Ohio U... "By instituting this ban, Ohio University has demonstrated a serious lack of understanding of P2P technology's value and role on the Internet. Furthermore, the school has closed its doors to innovation and shirked its responsibilities as an educational institution."
PetManimal writes: "Computerworld has published a list of the top eight corporate sites in Second Life. A lot of the article talks about kewl corporate marketing efforts there, but at least one of the companies mentioned — Sun — is cautious about some of the limitations of the virtual world:
The company has no plans to sell products directly thought Second Life, however, noting that the platform is not reliable or scalable. Game servers can only hold about 70 people at once, according to Linden Labs. And, there's no file encryption. In fact, to run a Second Life server, companies have to open multiple ports in their corporate firewall — which tells hackers exactly how to break into company resources.
Problems with SL's infrastructure have actually prompted an open letter to Linden Lab, demanding that the company put off new feature enhancements until stability and performance issues are worked out. Phillip Rosedale and other Linden executives say they are addressing concerns about the architecture, but also say they are pushing ahead with features that will make the world more business-friendly — such as as adding 3D audio."