Meeting in the Ether a Brief History of Virtual Worlds As a Medium for User-Created Events
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Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
(12) United States Patent (10) Patent No.: US 7,945,856 B2 Leahy Et Al
US007945856B2 (12) United States Patent (10) Patent No.: US 7,945,856 B2 Leahy et al. (45) Date of Patent: May 17, 2011 (54) SYSTEMAND METHOD FOR ENABLING (56) References Cited USERS TO INTERACT IN A VIRTUAL SPACE U.S. PATENT DOCUMENTS (75) Inventors: Dave Leahy, Oakland, CA (US); Judith 4.414,621 A 11/1983 Bown et al. Challinger, Santa Cruz, CA (US); B. 4,441,162 A 4, 1984 Lillie 4493,021 A 1/1985 Agrawal et al. Thomas Adler, San Francisco, CA (US); 4,503,499 A 3, 1985 Mason et al. S. Mitra Ardon, San Francisco, CA 4,531,184 A 7/1985 Wigan et al. (US) 4,551,720 A 11/1985 Levin 4,555,781 A 1 1/1985 Baldry et al. (73) Assignee: Worlds.com, Inc., Brookline, MA (US) (Continued) (*) Notice: Subject to any disclaimer, the term of this FOREIGN PATENT DOCUMENTS patent is extended or adjusted under 35 CA 2242626 C 10, 2002 U.S.C. 154(b) by 0 days. (Continued) (21) Appl. No.: 12/353,218 OTHER PUBLICATIONS Andrew Reese et al., Kesami Air Warrior, http://www. (22) Filed: Jan. 13, 2009 atarimagazines.com/startv3n2/kesamiwarrior.html, Jan. 12, 2009. (Under 37 CFR 1.47) (Continued) (65) Prior Publication Data Primary Examiner — Kevin M Nguyen US 2009/0228.809 A1 Sep. 10, 2009 (74) Attorney, Agent, or Firm — Anatoly S. Weiser, Esq.; Acuity Law Group Related U.S. Application Data (57) ABSTRACT (63) Continuation of application No. 1 1/591.878, filed on The present invention provides a highly scalable architecture Nov. -
A Third Age of Avatars Bruce Damer, [email protected] Damer.Com | Digitalspace.Com | Ccon.Org | Biota.Org | Digibarn.Com
A Third Age of Avatars Bruce Damer, [email protected] damer.com | digitalspace.com | ccon.org | biota.org | digibarn.com Ò Started life on a PDP-11 fresh out of high school (1980), programmed graphics, videotext systems, dreamed of self replicating robots on the moon, designed board games, built model space stations. Ò Worked at IBM Research in 1984 (Toronto, New York), introduced to Internet, optical computing. Ò At Elixir Technologies 1987-94, wrote some of first GUI/Windows-Icons Publishing software on the IBM PC platform used 100 countries. Ò Established Contact Consortium in 1995, held first conferences on avatars (Earth to Avatars, Oct 1996) Ò Wrote “Avatars!”in 1997. Hosted and supported 9 conferences until 2003 on various aspects of virtual worlds (AVATARS Conferences, VLearn3D, Digital Biota) Ò Founded DigitalSpace in 1995, produced 3D worlds for government, corporate, university, and industry. Evangelism for Adobe (Atmosphere), NASA (Digital Spaces, open source 3D worlds for design simulation of space exploration) and NIH (learning games for Autism) Ò Established DigibarnComputer Museum (2002) Ò Virtual Worlds Timeline project (2006-2008) to capture and represent the history of the medium Ò The Virtual World, its Origins in Deep Time Ò Text Worlds Ò Graphical Worlds Ò Internet-Connected Worlds Ò The Avatars Cyberconferences Ò Massive Multiplayer Online RPGs Ò Virtual World Platforms Ò Virtual Worlds Timeline Project and Other Research History of Virtual Worlds The Virtual World, its Origins in Deep Time So what is a Virtual World? A place described by words or projected through pictures which creates a space in the imagination real enough that you can feel you are inside of it. -
The Korean Internet Freak Community and Its Cultural Politics, 2002–2011
The Korean Internet Freak Community and Its Cultural Politics, 2002–2011 by Sunyoung Yang A thesis submitted in conformity with the requirements for the degree of Doctor of Philosophy Graduate Department of Anthropology University of Toronto © Copyright by Sunyoung Yang Year of 2015 The Korean Internet Freak Community and Its Cultural Politics, 2002–2011 Sunyoung Yang Doctor of Philosophy Department of Anthropology University of Toronto 2015 Abstract In this dissertation I will shed light on the interwoven process between Internet development and neoliberalization in South Korea, and I will also examine the formation of new subjectivities of Internet users who are also becoming neoliberal subjects. In particular, I examine the culture of the South Korean Internet freak community of DCinside.com and the phenomenon I have dubbed “loser aesthetics.” Throughout the dissertation, I elaborate on the meaning-making process of self-reflexive mockery including the labels “Internet freak” and “surplus (human)” and gender politics based on sexuality focusing on gender ambiguous characters, called Nunhwa, as a means of collective identity-making, and I explore the exploitation of unpaid immaterial labor through a collective project making a review book of a TV drama Painter of the Wind. The youth of South Korea emerge as the backbone of these creative endeavors as they try to find their place in a precarious labor market that has changed so rapidly since the 1990s that only the very best succeed, leaving a large group of disenfranchised and disillusioned youth. I go on to explore the impact of late industrialization and the Asian financial crisis, and the nationalistic desire not be left behind in the age of informatization, but to be ahead of the curve. -
Obtaining and Using Evidence from Social Networking Sites
U.S. Department of Justice Criminal Division Washington, D.C. 20530 CRM-200900732F MAR 3 2010 Mr. James Tucker Mr. Shane Witnov Electronic Frontier Foundation 454 Shotwell Street San Francisco, CA 94110 Dear Messrs Tucker and Witnov: This is an interim response to your request dated October 6, 2009 for access to records concerning "use of social networking websites (including, but not limited to Facebook, MySpace, Twitter, Flickr and other online social media) for investigative (criminal or otherwise) or data gathering purposes created since January 2003, including, but not limited to: 1) documents that contain information on the use of "fake identities" to "trick" users "into accepting a [government] official as friend" or otherwise provide information to he government as described in the Boston Globe article quoted above; 2) guides, manuals, policy statements, memoranda, presentations, or other materials explaining how government agents should collect information on social networking websites: 3) guides, manuals, policy statements, memoranda, presentations, or other materials, detailing how or when government agents may collect information through social networking websites; 4) guides, manuals, policy statements, memoranda, presentations and other materials detailing what procedures government agents must follow to collect information through social- networking websites; 5) guides, manuals, policy statements, memorandum, presentations, agreements (both formal and informal) with social-networking companies, or other materials relating to privileged user access by the Criminal Division to the social networking websites; 6) guides, manuals, memoranda, presentations or other materials for using any visualization programs, data analysis programs or tools used to analyze data gathered from social networks; 7) contracts, requests for proposals, or purchase orders for any visualization programs, data analysis programs or tools used to analyze data gathered from social networks. -
Correlating the Effects of Flow and Telepresence in Virtual Worlds: Enhancing Our Understanding of User Behavior in Game-Based Learning
CITATION: Faiola, A., Newlon, C., Pfaff, M., & Smysolva, O. (2013) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29, 1113-1121. (Elsevier) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning Anthony Faiola a , Christine Newlon a, Mark Pfaff a, Olga Smyslova b a Indiana University, School of Informatics (IUPUI), Indianapolis, IN, USA b Kaiser Permanente, USA ABSTRACT Article history: Recent research on online learning suggests that virtual worlds are becoming an important environment Available online xxxx to observe the experience of flow. From these simulated spaces, researchers may gather a deeper under- standing of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a Keywords: feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard Flow for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies sug- Telepresence gest that flow is encountered in an array of activities and places, including those in virtual worlds. The Human–computer interaction authors’ posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with Virtual worlds degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a bet- Gaming Online learning ter attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them. -
Exploring Telepresence in Virtual Worlds
Exploring Telepresence in Virtual Worlds Dan Zhang z3378568 A thesis in fulfillment of the requirements for the degree of Doctor of Philosophy School of Information Systems and Technology Management UNSW Business School March 2018 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES Thesis/Dissertation Sheet Surname or Family name: Zhang First name: Dan Other name/s: Abbreviation for degree as given in the University calendar: PhD School: School of Information Systems and Technology Management Faculty: UNSW Business School Title: Exploring telepresence in virtual worlds Abstract 350 words maximum: (PLEASE TYPE) Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some literature gaps on telepresence antecedents impede the understanding of telepresence antecedents and affect the adoption of the telepresence construct in the design of virtual worlds. To address these issues, this study explores the concept of telepresence in the context of virtual worlds. Specifically, by adopting means-end chain (MEC) theory, the study aims to investigate the antecedents of telepresence; to reveal the inter-relationships among these antecedents by building a hierarchical structure; and to develop an innovative approach for user segmentation to understand in-depth individual differences in perceiving telepresence. -
The Final Demonstration of the Xerox 'Star' Computer, 1981
...... Computer .... History Museum The Final Demonstration of the Xerox ‘Star’ Computer, 1981 Recorded: June 17, 1998 Palo Alto, California CHM Reference number: 102737965 © 2015 Computer History Museum The Final Demonstration of the Xerox ‘Star’ Computer, 1981 Peter Nurkse: I think we’re about ready to begin. Seating has sorted itself out. I’d like to welcome you. I’m Peter Nurkse and I’m from Sun Microsystems, and with Jeanie Treichel, also of Sun, we’ve had a computer history talk series for the last five years. Our very first program, five years ago, back in April, 1993, was right here in this auditorium, on early computing at Livermore. And the total number of people present, including the speakers and the entire audience, was twenty. [Laughter] But this was a very distinguished audience, because right there in the front row, in two seats in the center, we had Gordon Bell and Donald Knuth, sitting side by side, sort of like hardware and software together. [Laughter] So we’ve had five years of programs since then. In the last couple of years we’ve joined forces with the Computer History Museum at Moffett Field, which has the world’s largest collection of computer hardware, over 100 tons of computer hardware. [Laughter] I might say that our second program, after that distinguished first program, was on the 20th birthday of the Ethernet, back in May of 1993, again a PARC occasion, although we held it at Sun, that program. John Shoch was one of the speakers, who also suggested this program here tonight. -
Social Media: Recommendations to Optimize Social Media for Situational Awareness and Risk Mitigation
NOTRE DAME COLLEGE, OHIO MASTER’S CAPSTONE Social Media: Recommendations to Optimize Social Media for Situational Awareness and Risk Mitigation TO: THE NORTHEAST OHIO REGIONAL FUSION CENTER Work of Stephanie Barnes, Akif Eren, Brian Lemasters, Izolda Masic, Amy Poklar, Patrick Thomas, Brandon Vallee Mentors: Dr. Kelley Cronin and Dr. John Hatzadony Master of Arts in Security Policy Studies April 26, 2013 Social Media: Recommendations to Optimize Social Media for Situational Awareness and Risk Mitigation Purpose The purpose of this project is to provide recommendations to the Northeast Ohio Regional Fusion Center (NEORFC) on how to optimize social media for risk mitigation and situational awareness. In order to provide relevant and meaningful recommendations, and to provide detailed reference information, this project will complete the following: 1. Review the history of social media to ensure knowledge of the development and identify future trends. 2. Research how social media is utilized before, during, and after disasters, emergencies, and attacks. 3. Document a diverse group of case studies that will cover a variety of events, locations, and social media applications. 4. Identify trends in social media, review volume challenges, aggregation software, and several types of language barriers. 5. Identify best practices related to the dissemination of information for situational awareness during and after an event. 6. Provide recommendations for utilization and application of these identified challenges. 7. Provide recommendations based on identified best practices in homeland security intelligence analysis, collection, and dissemination using social media. NDC Capstone: April 2013 1 Social Media: Recommendations to Optimize Social Media for Situational Awareness and Risk Mitigation Table of Contents: 1. -
Systematic Scoping Review on Social Media Monitoring Methods and Interventions Relating to Vaccine Hesitancy
TECHNICAL REPORT Systematic scoping review on social media monitoring methods and interventions relating to vaccine hesitancy www.ecdc.europa.eu ECDC TECHNICAL REPORT Systematic scoping review on social media monitoring methods and interventions relating to vaccine hesitancy This report was commissioned by the European Centre for Disease Prevention and Control (ECDC) and coordinated by Kate Olsson with the support of Judit Takács. The scoping review was performed by researchers from the Vaccine Confidence Project, at the London School of Hygiene & Tropical Medicine (contract number ECD8894). Authors: Emilie Karafillakis, Clarissa Simas, Sam Martin, Sara Dada, Heidi Larson. Acknowledgements ECDC would like to acknowledge contributions to the project from the expert reviewers: Dan Arthus, University College London; Maged N Kamel Boulos, University of the Highlands and Islands, Sandra Alexiu, GP Association Bucharest and Franklin Apfel and Sabrina Cecconi, World Health Communication Associates. ECDC would also like to acknowledge ECDC colleagues who reviewed and contributed to the document: John Kinsman, Andrea Würz and Marybelle Stryk. Suggested citation: European Centre for Disease Prevention and Control. Systematic scoping review on social media monitoring methods and interventions relating to vaccine hesitancy. Stockholm: ECDC; 2020. Stockholm, February 2020 ISBN 978-92-9498-452-4 doi: 10.2900/260624 Catalogue number TQ-04-20-076-EN-N © European Centre for Disease Prevention and Control, 2020 Reproduction is authorised, provided the -
The Camera in 3D Video Games
University of Utah UNDERGRADUATE RESEARCH JOURNAL DESIGNING FOR INTERACTIVITY: THE CAMERA IN 3D VIDEOGAMES Jackson Keller (Gabriel Olson) Department of Entertainment Arts and Engineering ABSTRACT This paper analyzes the effect that camera control has on art, design, and player experience in 3D video games. It will specifically explore the implications of various methods of camera control that have emerged during the brief history of 3D games: the first and third-person perspectives, fixed and filmic perspectives, abstract non-linear perspectives, and unique perspectives enabled by recent technological innovation, including Virtual and Augmented reality. TABLE OF CONTENTS ABSTRACT I INTRODUCTION 3 THE EMERGENCE OF 3D VIDEO GAMES 4 THE THIRD-PERSON PERSPECTIVE 9 ALTERNATE APPROACHES TO THE CAMERA: IMITATING FILM 14 THE NON-LINEAR PERSPECTIVE: EXPERIMENTAL ART AND SIMULATED CAMERAS 20 THE IMPLICATIONS OF INNOVATION: MODIFICATION OF EXISTING PERSPECTIVES 22 CONCLUSION 24 SPECIAL THANKS 25 WORKS CITED 26 ii INTRODUCTION Both games and film are audiovisual media. One understanding of the medium of games is as a form of interactive movie, descending from the legacy of film. While games are certainly their own art form (The 2011 Brown v. Entertainment Merchants Association Supreme Court decision gave video games first amendment protection as an art form), many games do contain filmic elements. However, interactivityi is central to the medium and generally takes precedence over aesthetic control. Most 3D games allow the player to control the camera, and the gameplay experience lacks the cinematographic precision of film. Designers craft levels to lead players towards game objectives, as well as composed aesthetic experiences when possible. -
19 the Influence of Culture on the Motivation
Beykoz Akademi Dergisi, 2021; 9(1), 19-33 ARAŞTIRMA MAKALESİ Gönderim tarihi: 17.10.2020 Kabul tarihi: 23.02.2021 DOI: 10.14514/BYK.m.26515393.2021.9/1.19-33 THE INFLUENCE OF CULTURE ON THE MOTIVATION FOR THE USE OF SOCIAL MEDIA: A COMPARATIVE STUDY OF TURKISH AND GERMAN HIGH SCHOOL STUDENTS Selçuk KIRAN1, Fatma Göksu DEMİRÇEVİREN2 Abstract This study is an attempt to investigate how cultural contexts determine the use of communication technology by examining the motivations and patterns of using SNS, mainly “Instagram” among teenagers from Turkey and Germany, through a survey. The survey data of total 340 participants were analyzed by using reliability analysis, t-test and Chi-square test. According to the results of the research, Turkish students use social-media with significantly higher motivations of Seeking-Friends and for Entertainment while German students had greater motivation for Seeking-Information. Turkish students have been using Instagram for a longer time and following more accounts in Instagram than German students. While Turkish students use Instagram, LinkedIn and Twitter more, German students use Whatsapp and Tiktok. While Turkish students follow Kim-Kardashian and Kendall-Jenner more, German students follow Cristiano-Ronaldo and Neymar significantly. Turkish students share their posts in Instagram- Stories and use their accounts as private more than expected compared to German students. Turkish students use their real names and spend more time daily in Instagram compared to German students. Keywords: Social Media, Social Networking Sites, Cultural Difference, Instagram JEL Classification: D80, M31, L8 KÜLTÜRÜN SOSYAL MEDYA KULLANIM MOTİVASYONU ÜZERİNDEKI ETKİSİ: TÜRK VE ALMAN LİSE ÖĞRENCİLERİ İÇİN KARŞILAŞTIRMALI BİR ÇALIŞMA Öz Bu çalışma, Türkiye ve Almanya'daki gençlerin sosyal paylaşım sitelerini, özellikle “Instagram” kullanma nedenlerini ve kalıplarını bir anket yoluyla inceleyerek, kültürel özelliklerin iletişim teknolojisinin kullanımını nasıl etkilediğini incelemeyi amaçlamaktadır.