Museum Virtual Worlds

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Platforms

Virtual Worlds software platforms are typically comprised of software installed on the end-user’s computer (client) and software running on an Internet server which manages communications, objects, spaces, avatars, and community elements. Client software is either a stand-alone program or a web browser plug-in and can be downloaded from a web site or installed directly from a CD-ROM / DVD-ROM. Platforms may also support third-party programs to enable certain features or extensions such as audio / video playback.

Open Source

Proprietary

R&D

  • IBM Big Blue has been involved in virtual worlds for many years for product marketing, training, and r&d. This site covers IBM’s current investigations in to virtual worlds technologies and alliances with other technology developers, includling Linden Labs.

Legacy - Platforms, portals, and other resources documenting the history of virtual worlds from the 1980s - early 2000s.