Virtual Universe : The Need for Open Standards
2006 is the year when the idea of Virtual Universes went mainstream. Massively Multiuser Online Role Playing Games (MMORPG) like Everquest has been around for about three years and three dimensional virtual reality, whether with physical devices or with technology like VRML, has been around even longer, but it had always been a niche market -- at best adopted in the gaming community. However with the advent of Linden Labs and the release of their SecondLife platform, the concept of a virtual universe has now become the defacto platform of the future. What the World Wide Web was in 1996 is what Second Life is in 2006 ... and this time, the rate of penetration and adoption is even faster. Describing SecondLife is an exercise of (a) redundancy and (b) futility. It is redundant because almost every magazine and journal has now described it in great detail and Reuters has a full time bureau chief reporting regularly from SecondLife. It is also futile because Second Life is an experience ....