Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships

JUST released by IGI Global – Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships. Author/editor Barbara Ciaramitaro (Walsh College, USA)  gathered an amazing group of industry experts to present various opinions, judgments, , and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of internet technologies to create a more immersive experience for customers.

Virtual Worlds and E-Commerce

Shenlei Winkler authors Chapter 13, Opening the Content Pipeline for OpenSim-Based Virtual Worlds

Fashion Research Institute CEO, Shenlei Winkler, contributed her insight by authoring Chapter 13,  Opening the Content Pipeline for OpenSim-Based Virtual Worlds.

Here’s the abstract for Shenlei’s Chapter.

Open-Simulator (Open-Sim) refers to a three dimensional application environment that can be used to develop virtual worlds similar to those that exist in Second Life®. Open-Sim is considered open source software, i.e., software that is developed by a community of volunteers and is available for use by the public free of charge (Open Simulator, 2009). Although participants in virtual worlds are generally considered by law to be the owner of any Intellectual Property (IP) they create, content creators and owners of OpenSim-based virtual worlds struggle with issues surrounding licensing, content delivery, and usage in these immersive spaces. The Fashion Research Institute (FRI) is specifically exploring these issues in a case study involving the licensing its Shengri La virtual world creations to external users. This case study is the basis of ongoing legal research by FRI’s legal steering committee of attorneys from the American Bar Association’s Virtual Worlds and Online Gaming committee who are working on a pro bono (volunteer) basis. This chapter presents the result of the ongoing case study. It offers a practitioner’s view of issues related to licensing and distribution of content in virtual worlds.

To order a full copy, visit IGI Global.

DOI: 10.4018/978-1-61692-808-7.ch013

Advertisements

One thought on “Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships

Comments are closed.