Abstract
Launched in 2003, Second Life is a computer-based pseudo-environment accessed via the Internet. Although a number of individuals and companies have developed a presence (lands) in Second Life, there is no appropriate methodology in place for undertaking such developments. While some existing methods have been adapted by users to their individual needs, this paper explores the development of a method for developing lands specifically within Second Life. This method is based on case-based reasoning (CBR) as this method has a number of similarities with Second Life itself. A system was designed based on CBR with some modifications to work in accordance with Second Life. In this paper, the system and its modifications are discussed and its application to the development of space within Second Life is evaluated. From tracking its progress against previous specifications and future activity, an updated version of the CBR web tool component covering the latest changes and improvements in the tool is introduced here.







Similar content being viewed by others
References
Amodt, A., & Plaza, E. (1994). ‘Case-based reasoning: Foundational issues, methodological variations, and system’, approaches. AI Communications, 7(1), 39–59.
Arens, W. F. (2007). Contemporary advertising (10th ed.). New York: McGraw-Hill Irwin.
Azzara, M. (2007). ‘Virtual worlds, second life, & live events’, A white paper describing the immediate value proposition for B2B media companies, 1 Nov 2007.
Becker, B., Dawson, P., Devine, K., Hannum, C., Hill, S., Leydens, J., Matuskevich, D., Traver, C. & Palmquist, M. (2005). Case Studies. Writing@CSU. Colorado state university department of english. http://writing.colostate.edu/guides/research/casestudy/. Retrieved Jan 2010.
Cheetham, W., & Goebel, K. (2007). Appliance call center: A successful mixed-initiative case study’. Artificial Intelligence Magazine, 28(2), 89–100.
de Hugo, A. & Hoeschl, C. (2003). E-book lançado pela editora digital Ijuris em 2003 de, Post. Doc.
Educause (2008, June). ‘7 things you should know about… second life’. www.educause.edu/eli. Retrieved June 2008.
Hobson, N. (2007). ‘Should businesses get a second life?’. Knowledge Management Review, 10(1), 5.
Kowalski, Z., Meler-Kapcia, M., Zieliński, S. & Drewka, M. (2005). CBR methodology application in an expert system for aided design ship’s engine room automation. Expert Systems with Applications, 29(2), 256–263.
Meisalo, V. (2005). Quality of modern learning materials—the viewpoint of authors and designers. In Mike Horsley, V. Susanne Knudsen, & Staffan Selander (Eds.), “Has past passed” Textbooks and educational media for the 21st century. Stockholm library of curriculum studies (Vol. 15). Stockholm: Stockholm Institute of Education Press.
Polischuk, P. (2007). ‘Second life options and opportunities for EPA in a virtual world’, Woodrow Wilson International Center for Scholars, May 2007.
Rosen, Y., & Salomon, G. (2007). The differential learning achievements of constructivist technology-intensive learning environments as compared with traditional ones: A meta-analysis. Journal of Educational Computing Research, 36(1), 1–14.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Shubati, A., Dawson, C.W. & Dawson, R. Artefact generation in second life with case-based reasoning. Software Qual J 19, 431–446 (2011). https://doi.org/10.1007/s11219-010-9125-4
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11219-010-9125-4