Program Bimbingan Dan Konseling Smallworlds

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A small-world network is a type of in which most nodes are not neighbors of one another, but most nodes can be reached from every other by a small number of hops or steps. Specifically, a small-world network is defined to be a network where the typical distance L between two randomly chosen nodes (the number of steps required) grows proportionally to the logarithm of the number of nodes N in the network, that is: In the context of a social network, this results in the of strangers being linked by a mutual acquaintance. Many empirical graphs are well-modeled by small-world networks., the connectivity of the, wikis such as Wikipedia, and gene networks all exhibit small-world network characteristics. A certain category of small-world networks were identified as a class of by Duncan Watts and Steven Strogatz in 1998. They noted that graphs could be classified according to two independent structural features, namely the, and average node-to-node (also known as average shortest path length).

Purely random graphs, built according to the, exhibit a small average shortest path length (varying typically as the logarithm of the number of nodes) along with a small clustering coefficient. Watts and Strogatz measured that in fact many real-world networks have a small average shortest path length, but also a clustering coefficient significantly higher than expected by random chance. Watts and Strogatz then proposed a novel graph model, currently named the, with (i) a small average shortest path length, and (ii) a large clustering coefficient.

Program Bimbingan Dan Konseling SmallworldsProgram Bimbingan Dan Konseling Smallworlds

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The crossover in the Watts-Strogatz model between a 'large world' (such as a lattice) and a small world was first described by Barthelemy and Amaral in 1999. This work was followed by a large number of studies, including exact results (Barrat and Weigt, 1999; Dorogovtsev and Mendes; Barmpoutis and Murray, 2010).

A yellow submarine in Second Life. Second Life is an online developed.

It was launched on June 23, 2003. A number of free, or Viewers, enable Second Life users, to interact with each other through (Also called Residents). Residents can explore the world (known as the grid), meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another.

Second Life is intended for people aged 16 and over. Built into the software is a tool based on simple geometric shapes that allows residents to build virtual objects. There is also a scripting language,, which can be used to add interactivity to objects. Sculpted prims (sculpties), mesh, textures for clothing or other objects, animations, and gestures can be created using external software and imported.

The Second Life Terms of Service provide that users retain copyright for any content they create, and the server and client provide simple functions. Contents • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • History In 1999, Philip Rosedale formed. He made Second Life, developing computer hardware allowing people to immerse in a virtual world. In its earliest form, the company struggled to produce a commercial version of the hardware, known as 'The Rig', which was realized in prototype form as a clunky steel contraption with computer monitors worn on shoulders. That vision changed into the software application Linden World, in which people participated in task-based games and socializing in a three-dimensional online environment. That effort would eventually transform into the better known, user-centered Second Life. Although he was familiar with the metaverse of Neal Stephenson's novel Snow Crash, Rosedale has said that his vision of virtual worlds predates that book, and that he conducted early virtual world experiments during college years at the, where he studied physics.

In 2005 and 2006 Second Life began to receive a lot of media traction, including a cover story on Business Week magazine featuring the virtual world and Second Life avatar Anshe Chung. By that time Anshe Chung had become Second Life's poster child and symbol for the economic opportunities that the virtual world offers to its residents. At the same time the service would see a period of exponential growth of its user base. On December 11, 2007, Cory Ondrejka, who helped program Second Life, was forced to resign as. In January 2008, residents spent a total of 28,274,505 hours 'inworld', and, on average, 38,000 residents were logged in at any particular moment. The maximum concurrency (number of avatars inworld) recorded is 88,200 in the 1st qtr.

2009 On March 14, 2008, Rosedale announced plans to step down from his position as Linden Lab CEO and to become chairman of 's board of directors. Rosedale announced Mark Kingdon as the new CEO effective May 15, 2008. In 2010, Kingdon was replaced by Rosedale, who took over as Interim CEO. After four months though, Rosedale abruptly stepped down from the Interim CEO position. It was announced in October 2010, that Bob Komin, Linden Lab's chief financial officer and chief operating officer, will take over the CEO job for the immediate future. In 2008, Second Life was honored at the 59th Annual Technology & Engineering Emmy Awards for advancing the development of online sites with user-generated content. Rosedale accepted the award.

In May 2009 concurrent users averaged about 62,000. As of May 2010 concurrent users averaged about 54,000. The perceived decline in concurrent users over this time correlates precisely with new policies implemented by Linden Lab reducing the number of bots and campers.

In June 2010, Linden Lab announced layoffs of 30% of its workforce. In November 2010, 21.3 million accounts were registered, although the company has not made public figures for actual long-term consistent usage. Classification During a 2001 meeting with investors, Rosedale noticed that the participants were particularly responsive to the collaborative, creative potential of Second Life. As a result the initial objective-driven, gaming focus of Second Life was shifted to a more user-created, community-driven experience. Second Life's status as a, a computer game, or a, is frequently debated. Unlike a traditional computer game, Second Life does not have a designated objective, nor traditional game play mechanics or rules.

It can also be debated that Second Life is a multi-user virtual world, because the virtual world is centered around interaction between multiple users. As it does not have any stipulated goals, it is irrelevant to talk about winning or losing in relation to Second Life. Likewise, unlike a traditional talker, Second Life contains an extensive world that can be explored and interacted with, and it can be used purely as a creative tool set if the user so chooses. Second Life used to offer two main grids: one for adults (18+) and one for teens. In August 2010 Linden Lab closed the teen grid due to operating costs. Since then, users aged 16 and over can sign up for a free account.

Other limited accounts are available for educators who use Second Life with younger students. There are three activity-based classifications, called 'Ratings,' for sims in Second Life: 1. General (formerly 'PG'—no extreme violence or nudity) 2. Moderate (formerly 'Mature'—some violence, swearing, adult situations, some nudity) 3.

Adult (may contain overt sexual activity, nudity and violence) Residents and avatars. Main article: Resident (Second Life) There is no charge for creating a Second Life account or for making use of the world for any period of time.

Linden Lab reserves the right to charge for the creation of large numbers of multiple accounts for a single person (5 per household, 2 per 24 hours) but at present does not do so. A Premium membership (US$9.95 monthly, US$22.50 quarterly, or US$72 annually) extends access to an increased level of technical support, and also pays an automatic stipend of L$300/week into the member's avatar account. This amount has decreased since the original stipend of L$500, which is still paid to older accounts.

Certain accounts created during an earlier period may receive L$400. This stipend, if changed into USD, means that the actual cost for the benefit of extended tech support for an annual payment of US$72 is only about US$14, depending on the currency exchange rates. However, the vast majority of casual users of Second Life do not upgrade beyond the free 'basic' account. Avatars may take any form users choose (human, animal, vegetable, mineral, or a combination thereof) or residents may choose to resemble themselves as they are in real life, or they may choose even more abstract forms, given that almost every aspect of an avatar is fully customizable. Second Life Culture consists of many activities and behaviors that are also present in real life. A single resident account may have only one avatar at a time, although the appearance of this avatar can change between as many different forms as the Resident wishes. Avatar forms, like almost everything else in SL, can be either created by the user, or bought pre-made.

A single person may also have multiple accounts, and thus appear to be multiple Residents (a person's multiple accounts are referred to as alts). Avatars can travel via walking, running, vehicular access, flying or teleportation. Because Second Life is such a vast virtual world, teleportation is used when avatars wish to travel instantly and efficiently. Once they reach their destination, they may travel in more conventional means at various speeds. Avatars can communicate via local chat, group chat, global instant messaging (known as IM), and voice. Chatting is used for localized public conversations between two or more avatars, and is visible to any avatar within a given distance. IMs are used for private conversations, either between two avatars, or among the members of a group, or even between objects and avatars.

Unlike chatting, IM communication does not depend on the participants being within a certain distance of each other. As of version 1.18.1.2, voice chat, both local and IM, was also available on both the main grid and teen grid. Instant messages may optionally be sent to a Resident's email when the Resident is logged off, although message length is limited to 4096 bytes. Main article: Economy of Second Life Second Life has an internal economy and internal currency, the Linden dollar (L$). L$ can be used to buy, sell, rent or trade land or goods and services with other users.

Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, skin, hair, jewelry, flora and fauna, and works of art. Services include 'camping', wage labor, business management, entertainment and custom content creation (which can be broken up into the following 6 categories: building, texturing, scripting, animating, art direction, and the position of producer/project funder). L$ can be purchased using US Dollars and other currencies on the LindeX exchange provided by Linden Lab, independent brokers or other resident users. Money obtained from currency sales is most commonly used to pay Second Life's own subscription and tier fees; only a relatively small number of users earn large amounts of money from the world. According to figures published by Linden Lab, about 64,000 users made a profit in Second Life in February 2009, of whom 38,524 made less than US$10, while 233 made more than US$5000.

Profits are derived from selling virtual goods, renting land, and a broad range of services. The Linden can be exchanged for US dollars or other currencies on market-based currency exchanges. Linden Lab reports that the Second Life economy generated US$3,596,674 in economic activity during the month of September 2005, and as of September 2006 Second Life was reported to have a GDP of $64 Million. In 2009 the total size of the Second Life economy grew 65% to US$567 million, about 25% of the entire U.S. Virtual goods market. Gross Resident Earnings are $55 million US Dollars in 2009 - 11% growth over 2008. In March 2009, it was revealed that there existed a few Second Life entrepreneurs who had grossed in excess of 1 million per year, most notably Ailin Graef, who is more well known as her avatar, Anshe Chung.

Accessibility Alternative user interfaces Since the Second Life viewer was made open-source, a number of accessibility solutions have been developed (listed in chronological order): • A modification of the Second Life viewer has been developed that allows users who are visually impaired to navigate their avatar using force feedback. Different object types are distinguished through different vibration frequencies. • TextSL is a web-based client developed by the University of Nevada that allows users who are visually impaired to access Second Life using built in speech synthesis.

TextSL allows users who are visually impaired to navigate, communicate with avatars and interact with objects using a command based interface inspired by the Zork adventure game. This web interface is also accessible using a smartphone. • IBM's Human Ability and Accessibility Center, with the IBM Virtual Universe Community, developed a Web based interface for Second Life that can be accessed with a screen reader.

This client provides basic navigation, communication, and perception functions using hotkeys. • Max, The Virtual Guidedog, developed by Virtual Helping Hands, offers a virtual guide dog object that can be 'worn' by a user's avatar. The guidedog provides a number of functions such as navigation and querying the environment through a chat-like interface. Feedback is provided using synthetic speech. • METAbolt is an open source text client developed by the METAbolt Development Team which is fully accessible and also compatible with accessibility client applications (Microsoft platforms only) such as. • SLTalker is a -like (text-based) interface for Second Life.

You can connect to it using telnet-ssl or any or client that supports SSL secure connections. A study showed that one of the biggest barriers to making Second Life accessible to visually impaired users is its apparent lack of metadata, such as names and descriptions, for virtual world objects. This is a similar problem for the accessibility of the web, where images may lack alternative tags. The study found that 32% of the objects in Second Life are simply named 'object', and up to 40% lack accurate names. Language localization In 2007, became the first country to have its own independently run portal to Second Life, operated by an intermediary—although the actual Second Life grid accessed through the Brazilian portal is the same as that used by the rest of the worldwide customer base. The portal, called 'Mainland Brazil', is run by Kaizen Games, making Kaizen the first partner in Linden's 'Global Provider Program'.

In October 2007, Linden Lab signed a second 'Global Provider Program' with T-Entertainment Co., LTD., Seoul, South Korea and T-Entertainment's portal called 'SERA Korea' serves as a gateway to Second Life Grid. Previously, starting in late 2005, Linden Lab had opened and run their own welcome area portals and regions for German, Korean and Japanese language speakers. Talking Tom Cat Sisx File Free Download.

Public chat within the world supports many written languages and character sets, providing the ability for people to chat in their native languages. Several resident-created translation devices provide of public chat (using various online translation services), allowing for communication between residents who speak different languages. Most versions of the viewer have language translation built into them. Land ownership. Main article: In January 2007, OpenSimulator was founded as an simulator project. The aim of this project is to develop a full server software for Second Life clients. OpenSIM is Licensed and it is written in and can run under environment.

In 2008 there were some alternative Second Life grids which are using OpenSimulator. Virtual technology The graphics, the Linden Scripting Language, and the Havok physics engine enable the simulation of various real or imagined machines and devices. There are many light houses, some with detailed Fresnel lenses. Steam punk buoyant airships are also common. There are combat weapons systems.

A large part of the Linden Scripting Language Guide describes the features available for modeling vehicles. Popular uses of this include cars, boats, motorcycles and airplanes. Manned vehicles have advantages, but there can also be autonomous or remotely controlled vehicles. A major obstacle is region (sim) border crossings, which unlike handoffs, are a problem for users, even at walking speed. Recent work by Linden Lab has greatly improved this, and if the user in question has few resources assigned to him or her, the crossing can be almost seamless.

SL 'physics' (based on computer game physics) consists mostly of avoidance of interpenetration of avatars and other 'physical' objects with other objects, 'physical' or not; but for 'physical' objects, most importantly vehicles, there is an approximation of real world motion. Avatars can 'sit' on vehicles and their users can control them.

The scripting language includes many system call specialized for vehicles, to define their movement and control, but the correspondence to real world motion is not quantitatively defined. SL vehicles typically act like real world vehicles only in superficial ways. To some extent, the differences are needed to deal with the sim crossing problem (including the oldest known bug in the SL software), the time step (at best about 1/40 sec.) the Internet communication latency (), and so forth. Installazione Linea Vita Tetto Giardino. For some types of moving objects, a fairly high degree of realism is possible within these limits, but, with the provided system calls, simpler motions are easier to script. Applications Education. Main article: Education in Second Life Second Life is used as a platform for education by many institutions, such as colleges, universities, libraries and government entities.

Since 2008, the University of San Martin de Porres of Peru has been working on Second Life virtual world, developing prototypes of Peruvian archeological buildings, and training teachers for new paradigm of education. Besides, reportedly some professors teaching business and management in the US assign homework to create a basic account of Second Life and get acquainted with it in order to learn the business model in the virtual reality. Main article: Arts in Second Life Second Life residents express themselves creatively through virtual world adaptations of art exhibits, live music, live theater and machinima, as well as other art forms. In fact, every avatar, being essentially an extremely detailed 'skin' stretched over a complex sculpted 'shape,' can be seen and appreciated as a work of art in itself. Science Second Life is used for scientific research, collaboration, and data visualization. Examples include SciLands, American Chemical Society's ACS Island, Genome, Virginia Tech's SLATE, and Nature Publishing Group's Elucian Islands Village.

Work solutions Second Life gives companies the option to create virtual workplaces to allow employees to virtually meet, hold events, practice any kind of corporate communications, conduct training sessions in 3D immersive, simulate business processes, and prototype new products. Religion Religious organizations have also begun to open virtual meeting places within Second Life.

In early 2007, LifeChurch.tv, a Christian church headquartered in Edmond, Oklahoma, and with eleven campuses in the USA, created 'Experience Island' and opened its twelfth campus in Second Life. The church reported 'We find that this creates a less-threatening environment where people are much more willing to explore and discuss spiritual things'. [ ] In July 2007, an Anglican cathedral was established in Second Life; Mark Brown, the head of the group that built the cathedral, noted that there is 'an interest in what I call depth, and a moving away from light, fluffy Christianity'. The First Unitarian Universalist Congregation of Second Life (www.fuucsl.org) was established in 2006. Services have been held regularly making the FUUCSL Congregation one of the longest-running active congregations in Second Life. The Egyptian-owned news website Islam Online has purchased land in Second Life to allow Muslims and non-Muslims alike to perform the ritual of Hajj in virtual reality form, obtaining experience before actually making the pilgrimage to Mecca in person. Second Life also offers several groups that cater to the needs and interests of Humanists, atheists, agnostics, and freethinkers.

One of the most active groups is SL Humanism which has been holding weekly discussion meetings inside Second Life every Sunday since 2006. Embassies The Maldives was the first country to open an embassy in Second Life.

The Maldives' embassy is located on Second Life's 'Diplomacy Island', where visitors will be able to talk face-to-face with a computer-generated ambassador about visas, trade and other issues. 'Diplomacy Island' also hosts Diplomatic Museum and Diplomatic Academy. The Island is established by DiploFoundation as part of the Virtual Diplomacy Project. In May 2007 became the second country to open an embassy in Second Life. Run by the Swedish Institute, the embassy serves to promote Sweden's image and culture, rather than providing any real or virtual services.

The Swedish Minister for Foreign Affairs, Carl Bildt, stated on his that he hoped he would get an invitation to the grand opening. In September 2007, Publicis Group announced the project of creating a Serbia island as a part of a project Serbia Under Construction. The project is officially supported by Ministry of Diaspora of Serbian Government.

It was stated that the island will feature Nikola Tesla Museum, Guča trumpet festival and Exit festival. It was also planned on opening a virtual info terminals of Ministry of Diaspora. On Tuesday December 4, 2007, became the third country to open an embassy in Second Life. In September 2007, Colombia and Serbia opened embassies. As of 2008, Macedonia and the have opened embassies in the 'Diplomatic Island' of Second Life. In 2008, Albania opened an Embassy in the Nova Bay location.

SL Israel was inaugurated in January 2008 in an effort to showcase Israel to a global audience, though without any connection to official Israeli diplomatic channels. And the African country Djibouti are also planning to open virtual missions in Second Life. Competitive entertainment. Main article: Recreation in Second Life A wide variety of recreational activities, both competitive and non-competitive, take place on the Second Life Grid, including both traditional sports and -like scenarios. Relationships Relationships are common in Second Life, including some couples who have married online. The social engagement offered by the online environment helps those who might be socially isolated.

In addition, sex is often encountered. However, to access the adult sections requires age verification. There is also a large BDSM community.

Second Life relationships have been taken from virtual online relationships into personal, real-world relationships. [citation?] Some couples meet online, form friendships, and eventually move to finding one another in the real world. [citation?] Some even have their weddings on Second Life, as well as in a real-world setting. Role-playing There are many destinations within Second Life which are dedicated to those who enjoy role-playing. Some of these are targeted for adults, however there are also many which focus on fantasy role-playing.

Many of these types of worlds have very specific sets of rules that each avatar who visits is expected to follow. Such rules can include things such as a dress code, a code of behavior, and world guidelines.

If these rules are not followed, the avatar can be booted from the world by a game administrator. One example of one of these role-playing worlds is 'The Realm of Valahari'.

This particular world takes place in a fantasy medieval setting. In order to exist within that world, your avatar must be dressed in fantasy or medieval attire. In case your avatar does not already own such clothing, the world provides clothing shops for you in an area which you visit before you actually enter the world. However, none of these clothing shops provide free items; all of them cost Linden Dollars (L$). Within the world, everyone is also expected to maintain the role-playing atmosphere.

Anyone who is using 'regular' or 'everyday' language tends to be frowned upon and seen as an outsider by the other members of the Realm. 'Regular' language is to be kept in private chat windows, so that the fantasy/medieval atmosphere is not polluted by it. Role-play sims are usually either non-metered, script metered, or use the sim server health meter. In non-metered combat sims, all fighting is done through paragraph RP, usually with the assistance of role-play dice, or the players may determine the outcome they desire in IMs, and then role-play out the ending in IC chat. In metered combat sims, players carry weapons that are scripted to act in conjunction with the meter. Players then fight with their said weapons until one player's health expires and they 'die'.

They are either resurrected by another player, a certain period of time, or returned to their home sim position to restore full health. The integration between content purchases and provision of role-playing content has occasionally caused controversy in Second Life.

Some examples include: • a user may use real money, transferred via L$, to purchase clothing or items for a role-playing area, only to be banned from that area and have the value of those items wiped out; • 'Intrusive role-play', in which avatars role-play in a disruptive way in areas that are not intended for role-playing, has caused problems in the past. Main article: Criticism of Second Life A number of difficult issues have arisen around Second Life. Issues range from the technical (budgeting of server resources), to moral (pornography), to legal (legal position of the Linden Dollar, Bragg v.

Security issues have also been a concern. Regulation In the past, large portions of the Second Life economy consisted of businesses that are now regulated or banned. Changes to Second Life's Terms of Service in this regard have largely had the purpose of bringing activity within Second Life into compliance with various international laws, even though the person running the business may be in full compliance with the law in their own country.

Linden Lab offer no compensation for businesses that are damaged or destroyed by these rule changes, which can render significant expenditure or effort worthless. On July 26, 2007, Linden Lab announced a ban on in-world gambling, in fear [ ] that new regulations on Internet gambling could affect Linden Lab if it was permitted to continue. The ban was immediately met with in-world protests. In August 2007, a $750,000 in-world bank called Ginko Financial collapsed due to a bank run triggered by Linden Lab's ban on gambling, which halved the size of the Second Life economy.

The aftershocks of this collapse caused severe liquidity problems for other virtual 'banks', which critics had long asserted were scams. On Tuesday, January 8, 2008 Linden Lab announced the upcoming prohibition of payment of fixed interest on cash deposits in unregulated banking activities in-world. All banks without real-world charters closed or converted to virtual joint stock companies by January 22, 2008. After the ban, a few companies continue to offer non-interest bearing deposit accounts to residents, such as the site XStreet, which had already adopted a zero-interest policy 3 months before the LL interest ban. Technical issues Due to Second Life's rapid growth rate, it has suffered from difficulties related to system instability. These include increased system latency, and intermittent client crashes.

However, some faults are caused by the system's use of an 'asset server' cluster, on which the actual data governing objects is stored separately from the areas of the world and the avatars that use those objects. The communication between the main servers and the asset cluster appears to constitute a bottleneck which frequently causes problems. Typically, when asset server downtime is announced, users are advised not to build, manipulate objects, or engage in business, leaving them with little to do but chat and generally reducing confidence in all businesses on the grid.

A more disturbing fact, believed to be caused by the same issue, is 'inventory loss' in which items in a user's inventory, including those which have been paid for, can disappear without warning or permanently enter a state where they will fail to appear in-world when requested (giving an 'object missing from database' error). Linden Lab offers no compensation for items that are lost in this way, although a policy change instituted in 2008 allows accounts to file support tickets when inventory loss occurs. Many in-world businesses will attempt to compensate for this or restore items, although they are under no obligation to do so and not all are able to do so. A recent change in how the company handles items which have 'lost their parent directory' means that inventory loss is much less of a problem and resolves faster than in recent years. 'Loss to recovery times' have gone from months (or never) to hours or a day or two for the majority of users, but inventory loss does still exist. Second Life functions by streaming all data to the user live over the Internet with minimal local caching of frequently used data.

The user is expected to have a minimum of 300kbit/s of Internet bandwidth for basic functionality, with 1Mbit/s providing better performance. Due to the proprietary communications protocols, it is not possible to use a network proxy/caching service to reduce network load when many people are all using the same location, such as when used for group activities in a school or business. Needs to hold a meeting of more people than can be supported by a region's server, has prompted a behavior called 'four-cornering', i.e. Meeting where four regions with servers all meet; this is unwelcome, as it tends to put excessive load on the system sending object and texturing information and inter-user messages between those four regions' servers. In some cases the Lindens told people who had months (or years) of critically bad simulator performance that they changed the host (it fixed the problem permanently). This proves the existence of invisible host classes that are persistent/permanent despite repeated simulator reboots, can be permanently changed by the Lindens for a specific land, are invisible to the user in all circumstances aside from the extreme performance difference, and have identical land fees being paid to Linden Lab. This has been nicknamed the 'host lottery problem'.

[2] Fraud and intellectual property protection Although Second Life's client and server incorporate technology, the visual data of an object must ultimately be sent to the client in order for it to be drawn; thus unofficial third-party clients can bypass them. One such program, CopyBot, was developed in 2006 as a debugging tool to enable objects to be backed up, but was immediately hijacked for use in copying objects; additionally, programs that generally attack client-side processing of data, such as GLIntercept, can copy certain pieces of data.

Such use is prohibited under the Second Life TOS and could be prosecuted under the. Linden Lab may ban a user who is observed using CopyBot or a similar client, but it will not ban a user simply for uploading or even selling copied content; in this case, Linden Lab's enforcement of intellectual property law is limited to that required by the 'safe harbor' provisions of the, which requires filing a real-life lawsuit. Although a few high-profile businesses in Second Life have filed such lawsuits, none of the cases filed to date have gone to trial, and most have been dismissed pursuant to a settlement agreement reached between the parties. Overall, the majority of businesses in Second Life do not make enough money for a lawsuit to be worthwhile, or due to real-life work commitments, they cannot devote enough time to complete one. As a result, many Second Life businesses and their intellectual property remains effectively unprotected.

The exception to this trend of dismissal via settlement agreement may be found in the matter of Eros, LLC v. Linden Research, Inc. As of March 2010, the case is currently pending in the Northern District Court of California awaiting a determination of whether the matter may be certified as a class action. There have also been issues with the use of false DMCA takedown notices. Once a DMCA takedown notice is served, reversing it requires an individual to expose his personal information to the filer (filing a notice does not require this); for the penalty of perjury to be enacted, a lawsuit is required (anything less, the false DMCA claimer can just claim it from a different account every week causing legitimate business unlimited losses). In addition, the technical process of removal and re-instatement of content on Second Life is subject to failure which can result in content becoming unusable to its owner.

This does not effectively prevent content theft; a thief who is subject to a DMCA takedown notice will not challenge it, but will simply create a new account and re-upload the content, often releasing it with all permissions available to maximize propagation out of spite. Most users in the world as paying, private individuals are, likewise, effectively unprotected. Common forms of fraud taking place in-world include bogus investment and pyramid schemes, fake or hacked vendors, and failure to honor land rental agreements. A group of virtual landowners online have filed a class action lawsuit against the company, claiming the company broke the law when it rescinded their ownership rights. The plaintiffs say a change in the terms of service forced them to either accept new terms that rescinded their virtual property ownership rights, or else be locked out of the site. Third-party viewers The Emerald client, developed by a group of users based on an open-source branch of the Viewer, Snowglobe, became extremely popular and was used by a large proportion of the user base. [ ] The authors of the Emerald client were strongly believed to have gained influence over, to the point that two programmers fired from were immediately hired by Emerald, one of whom is still working with Phoenix/Firestorm today.

Several groups alleged that the Emerald viewer contained trojan code which tracked user details and demographics in a way that the developers could later recover. While this data collecting was not done within the viewer, but done with inworld logging scripts, one of these groups was banned from Second Life by after publishing their discovery.

Shortly afterward, it was discovered that one of the members of the Emerald team had attempted to use the viewer to DDOS another website. In response, revoked Emerald's third party viewer approval and permanently banned several of Emerald's developers. Many remaining Emerald developers left to work on a new viewer project, Phoenix, which started off where Emerald ended, but doesn't contain any malicious code. It is now the most popular viewer used by Second Life residents. Phoenix is no longer being worked on and its popularity will soon to be surpassed by Firestorm, another viewer made by the same group as Phoenix, but based on 's newer codebase and contains new features has developed more recently. Due to what went on with Emerald, instituted a Third Party Viewer Directory, which lists viewers that have submitted for review and have been approved by as not containing any malicious intent.

They also outlined a new Third Party Viewer Policy, which can be found here: For a listing of third party viewers that has approved, see (listing is by stability of the viewer to promote competition in making the TPV as stable as possible). Ban of educational and gaming communities. The controversial campus of Woodbury University's School of Media, Culture and Design, that was deleted in 2010 by Linden Lab has twice, in 2007 and 2010, banned a California educational institution, Woodbury University, from having a representation within Second Life.

On 20 April 2010 four simulators belonging to the university were deleted and the accounts of several students and professors terminated, according to The Chronicle of Higher Education. Professor Edward Clift, Dean of the School of Media, Culture and Design at Woodbury University, told The Chronicle of Higher Education that their campus 'was a living, breathing campus in Second Life,' that included educational spaces designed mostly by students, including a mock representation of the former and a replica of the Berlin Wall. According to Professor Clift, the virtual campus did not 'conform to what Linden Lab wanted a campus to be.'

In September 2012, Linden Lab banned a popular / theme park within Second Life, sparking user protest. References in popular culture.