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Figure 4. Anna Ursyn, “Moonlit Manifestation” (© 1999, A. Ursyn. Used with permission)
Moon enters the city,
Its converging structures belong to other town
interiors,
Left behind with inattention,
Showing the way to new encounters.
Wooden moon soaks familiar sandboxes, parks,
and factories,
Well-retained in the memory,
A city, never visited before,
Welcomes the guest.
teaching such as lectures, demonstrations, and
group tasks. From 2006, Second Life (Secon-
dLife_1_13_3_2.dmg) developed by Linden Lab
became the popular virtual world, with millions
of users. The downloadable client program allows
the users called residents to enjoy communication,
visualization, interaction, and simulation. Users
represented as avatars visible to others in any shape
and size (which provides a level of anonymity)
can interact, manipulate objects, and communi-
cate with other residents, socialize, participate in
individual and group activities, and buy virtual
property and services from one another (they can
own land). Second Life has its virtual currency
known as Linden Dollars that is exchangeable
for US Dollars. Many companies and education
centers own land at the Second Life to perform
research, commerce, and teaching. Second Life has
SECOND LIFE
Virtual worlds offer visualization and promote
discussion among visitors located across the globe.
Previously, there were virtual worlds developed for
education, which attempted to simulate classroom
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