Hypothesis

Hypothesis:
Using computer visualization techniques, second life provides tangible value to intangible objects. Users provide real money for virtual products and services, receiving real satisfaction,as they would through the purchase of real products and services.
 * Thesis:**

> b) has found success in second life and then decided to sell real versions of their product in first life >
 * Brain Storming:**
 * Thesis needs to be focused: Everything in Second Life is intangible... other than the users themselves (Which group of objects to focus on? avatars, environment, clothing, furniture, etc.)
 * How many objects in the subset will we be focusing on? How many examples are necessary to portray the second-life shopping "experience"
 * How will we portray this information in the presentation? Videos, power point, class involvement, acting out scenarios etc.
 * How does a brand's identity and presence in the real world effect a user's buying expectations in Second Life
 * How does a brand create identity through computer visualization techniques in Second Life
 * How does a company differentiate a premium product and a freebie/cheaper product in Second Life with the limited computer visualization techniques in Second Life
 * Outline the differences between a brand that a) has found success in the real world and then decided to market their products virtually AND
 * Playstation Home - direct derivative of Second Life catered towards gamers -> a much higher definition version of Second Life but is NOT as popular yet... the importance of high resolution textures and high polygon models in creating a virtual world

- Brand of clothing represents a status symbol (freebie clothing vs. brand name) - Avatars clothing have the ability to show personality in the virtual world - Avatars are representation in this virtual world of how you want to be seen - Avatars can look like anything you desire to fit style, body type or persona - Not what you are, but what you want to be - Human attributes available to change - Give the intangible objects tangible value - Design of visual objects are based on real object || - Senses are lost - Avatars do not allow for the tactile feeling of touching clothing - False sense of reality through an illusion world that doesn’t not exist in tangible form - Withering the Aura, Authenticity - Based on CGI that mimics the real world through representation - How to differentiate products, value, status - Real world social skills degrade - Methods of interaction used in Second Life may be incorporated into real-world socializing - Since the majority of socializing is done on the pretense of visual appearance (haptic, tactile senses are not used) this could severly degrade real interaction between people ||
 * = **Positive** ||= **Negative** ||
 * - Avatars have the ability to model clothing from home without going to the store