Presentation

**1. What tools are you going to use to record and present your findings?**
We are going to use a computer screen recorded to record videos of the gameplay experience on second life. We may also use a real video camera to record real world videos. This will help us compare both environments. We may also present both real world and gameplay videos during our presentation. We will also use traditional tools such as paper to jot down notes while recording.

Our final presentation is going to take the form of a multimedia-rich Powerpoint presentation. Our presentation will feature videos and possibly flash animations to add interactivity. We will also develop a videos that explore the concepts and ideas we discussed in our presentation.
 * 2. What form is your final presentation going to take?**

The economy and process of financial transaction within Second Life greatly facilitates adding tangible value to an intangible item. The purchasing of goods can be administered through a click of a button. The user simply walks up to the item, clicks once to preview it, and then right clicks to open up an actions menu. From there, the user can click on “Buy”. The user has already linked up their payment information, so the money is withdrawn automatically. This differs greatly from many real world purchases, where a wallet or purse is opened, money is counted, and physically handed over. The process is much more indicative at conveying to the customer of the money they must forfeit in order to receive the product or service they want. All of the consequences associated with commercial actions, and the economy are found in Second Life. Consider in 2007, the program’s first case of copyright infringement. A user was selling beds for $47 (real dollars), that allowed users to have sex. He then discovered that other users were also selling these units, but for less. Since he developed it first, he took legal action. This is an intangible product, being sold for tangible assets, and infringing over tangible copyright law.
 * Economy/Technology**

American Apparel Store in Second life http://www.youtube.com/watch?v=ksjnNmL1bGw http://americanapparel.net/presscenter/articles/20060922wsj.html http://www.businessweek.com/innovate/content/jun2006/id20060627_217800.htm American Apparel Store in First Life http://www.generationdesignstudio.com/americanapparel.html
 * Visualization techniques employed in virtual retail stores**

In order to create tangible value for the items sold in a virtual retail store, the retail experience must have an authentic look and feel. American Apparel sells domestically made, pure cotton knitwear that is simple and unbranded. Even though American Apparel sells simple, unbranded cotton knitwear, their retail aesthetic is unique and challenges retail standards in Second Life as well.

Shading
 * Use of lambertian shading on articles of clothing displayed in store to mimic look of clothing on avatar rather than simple two-dimensional advertisements, also creates look of realistic shadow cast on clothing from ceiling light fixtures
 * Lambertian shading also used on all store walls, floors, ceiling, and objects within the store to recreate shadow and highlight effect of ceiling light fixtures
 * [[image:http://i222.photobucket.com/albums/dd183/nirun_rajah/214828601_f2bba881ff.jpg width="297" height="225"]] || [[image:http://i222.photobucket.com/albums/dd183/nirun_rajah/store_01.jpg width="303" height="222"]] ||

Luminescence
 * Multiple ceiling light fixtures span across store ceiling to represent the evenly lit interior, identical to real American Apparel retail stores
 * Light fixtures are always situated above to reduce inconsistency of object shadows
 * Exterior flood lights are turned on during night time to highlight store sign
 * lights are identical in colour, size, and luminosity in order to create a unified design


 * [[image:http://i222.photobucket.com/albums/dd183/nirun_rajah/773952a.jpg]] || [[image:http://i222.photobucket.com/albums/dd183/nirun_rajah/FlycamLightsFlicker.jpg width="295" height="220"]] ||

Texture
 * Smooth textures used across store, effectively recreates minimalistic American Apparel retail aesthetic that sells smooth cotton clothing in plain smooth white displays
 * Textures are repeated evenly through out the store: floor, ceiling, glass, display and images are not stretched or skewed
 * Shadows are recreated by being drawn on to the texture, or brightness adjusted
 * Glass texture on exterior used to promote interior of store as well as to add brightness inside store


 * [[image:http://i222.photobucket.com/albums/dd183/nirun_rajah/0627_barf1.jpg width="254" height="191"]] || [[image:http://i222.photobucket.com/albums/dd183/nirun_rajah/american-apparel-wbrg6.jpg width="250" height="192"]] ||

Semantic Depth of Field
 * Parquet flooring texture appears to be closer together from afar,
 * Advertisements on back walls are created with a halftone effect, the closer you move to the advertisement the less fine the image becomes
 * Visibile placement of grayscale advertisements in back of store add depth and dimension to three-dimensional objects present in the foreground