ON SECOND LIFE: A digital experience
My avatar- the bits and bytes digital representation of self in a 3d global communications medium.
Following the release of The Rocket vs. The Agency of Assassination (Chapter 1) in December 2010, I started exploring a very unusual digital landscape in the form of a program called Second Life. I was quickly taken in by the amount of Sci-Fi groups and 3d builds associated with some of my favorite Sci-Fi shows like Star Trek, Battlestar Galactica, Stargate, Doctor Who, and Firefly. Sadly, my favorite Sci-Fi show SeaQuest DSV could not be found anywhere.
(My Avatar sneaking onto the Mercury at the BSG21 SIM.) (The Battlestar Adrestia, part of the BSG Exodus SIM)


(A T50 Smith TARDIS console from New London Systems) (A Patrick Troughton era TARDIS console by Hands of Omega)


(Novatech Star Trek Bridge sets, featuring the classic NCC-1701 and NCC-1701-D)
I found something very interesting on "SL", an interactive chat room with builds and designs from 3d artists both professional and amateur, an ecclectic & expansive amount of themed SIMs, and the ability to shape your own areas within the digital world. From amazing artists, designers, and SIM creators came hundreds of observed SIM areas being dedicated to Sci-Fi, Adventure, Historical re-creations, Fantasy, public service, educational, and combat.
The comic book, Sci-Fi, and independent material found on Second Life is staggering and since joining I have been amazed by many personalities who have shaped cities out of nothing, re-created operational 3d builds of vehicles, and those who have constructed spot on architectural builds of both reality based structures and fantastical dwellings. Next to to it's practical use as a worldwide communications program, Second Life adds a bit of observational wonder when looking at the digital communities which form from participants worldwide. (www.secondlife.com)