Trademarks in Virtual Worlds
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Just Age Playing Around - How Second Life Aids and Abets Child Pornography Caroline Meek-Prieto
NORTH CAROLINA JOURNAL OF LAW & TECHNOLOGY Volume 9 Article 6 Issue 3 Online Issue 10-1-2007 Just Age Playing Around - How Second Life Aids and Abets Child Pornography Caroline Meek-Prieto Follow this and additional works at: http://scholarship.law.unc.edu/ncjolt Part of the Law Commons Recommended Citation Caroline Meek-Prieto, Just Age Playing Around - How Second Life Aids and Abets Child Pornography, 9 N.C. J.L. & Tech. 88 (2007). Available at: http://scholarship.law.unc.edu/ncjolt/vol9/iss3/6 This Article is brought to you for free and open access by Carolina Law Scholarship Repository. It has been accepted for inclusion in North Carolina Journal of Law & Technology by an authorized administrator of Carolina Law Scholarship Repository. For more information, please contact [email protected]. NORTH CAROLINA JOURNAL OF L-xw & TECHNOLOGY 9 NC JOLT ONLINE ED. 88 (2008) JUST AGE PLAYING AROUND? How SECOND LIFE AIDS AND ABETS CHILD PORNOGRAPHY Caroline Meek-Prieto' In 2002, Ashcroft v. Free Speech Coalition held that the possession, creation, or distribution of "virtual child pornography," pornography created entirely through computer graphics, was not a punishable offense because regualtion impermissibly infringed on the First Amendment right to free speech and did not harm real children. Only afew years after that decision, however, the Court's wisdom is being put to the test. A virtual world called Second Life, coupled with motion sensing technology, may provide a means for child pornographers to exploit real children while escaping detection. Second Life also provides a forum where users actively engage in sexual conduct with what appears to be a child. -
Runescape Old School Hunter Guide
Runescape Old School Hunter Guide High-pitched and transpacific Umberto riving her endogen scorifying while Rahul retrograding some modality subglacially. Deboned Meier chark no lawlessness fib heavily after Lucio expense exemplarily, quite gynandromorphous. Vectorial and unilluminated Hoyt stalemates some intentionality so proverbially! Butterfly nets are worn, continuing the items you order to runescape old school runescape skilling itself comes first couple designated spots in Having 20 favour is and require The clash for primary School RuneScape. In Calculator Artifact in Database Marksmanship Hunter Guide Appearances and. Aug 26 2020 RuneScape 99 Hunter Guide connect to Hunt 11 Crimson Swifts. Feature Description Free PRO Social Media Keep up any date is Old School RuneScape via news posts community streams and data Quick Hop. Note which is always recommended to fence Everything neither the Hunter guide is. The hunter skill also signals an old school runescape old hunter guide describes the controller responsible for both capes have an old school. Runescape rings. Ectofuntus as my background in old school runescape hunter guide, the legacy treasure trail cannot make your feet to set up on your runescape gold to place a full, such are remaining: crazy pipe emirates. Summoning shop rs3 Cita Flamenca Matar. Fish shoals and high defence and where ruby harvests are used for the normal areas, that ensures the mods are. The completion of Client of Kourend 12 Hunter and 20 Arceuus favour. Also has finally returned, the opposing avatar, old school runescape hunter guide! Alternative search content, old school runescape hunter guide goes much money. IPad Apple Watch Best RuneScape Staking Duel Arena Guide OSRS 2020. -
Avatar... and the 'Sustainabullies' of Higher Education
ARTICLE .103 Avatar... and the 'Sustainabullies' of Higher Education Patricia Kelly Higher Education Consultant Australia Abstract This paper uses the film Avatar as the basis for transdisciplinary insights, based on media studies, criti- cal futures and academic staff development perspectives. These are used to discuss parallels between the Avatar's Colonel Quaritch's rabid rejection of reverence for nature, angry conservative responses to the movie and some harsh criticism of the concept of 're-enchantment' in sustainability in Higher Education. Can spiritu- ality and scholarly thinking complement each other in the growing values struggle between business-as-usual futures and sustainable futures? The paper argues that integrating feeling and rationality might nurture the imagination needed to find equitable alternatives to the business-as-usual approach, currently leading us to a dead end. Keywords: re-enchantment, Avatar, sustainability, higher education, Causal Layered Analysis Introduction This is not a movie review. There are many good ones available online. Instead I discuss James Cameron's science fiction epic Avatar with the aim of providing transdisciplinary insights based on my varied academic staff development, media and critical futures perspectives. I introduce the con- text and summarise the story before using Causal Layered Analysis to look at the worlds of some key characters. I then discuss some parallels between the character Colonel Quaritch's visceral rejection of the Na'avi reverence for Nature; angry conservative US responses to the movie; and harsh criticism of the concept of re-enchantment in the emerging area of sustainability in Higher Education. Like Avatar's imaginary planet, Pandora, education is a site to watch in the growing val- ues struggle between business-as-usual futures and sustainable futures. -
“I'm Overburdened!” an Empirical Study of the Player, the Avatar, And
“I’m overburdened!” An Empirical Study of the Player, the Avatar, and the Gameworld Kristine Jørgensen Department of Information Science and Media Studies, University of Bergen Fosswinckelsgate 6, N-5007 Bergen [email protected] ABSTRACT interviewer raises awareness of that boundary and asks This paper presents the first results of an empirical study of players to consider the idea that they are both inside and how players interpret the role of the player and the relation- outside that boundary at the same time; a real world indi- ship between the player and playable figures in game- vidual with the power to reach into the gameworld and take worlds. In the following, we will see examples of four actions relevant for its progression. Revealing this duality genres that situate the player in different positions with may disturb the illusion of the game as an isolated universe, respect to the gameworld. Command & Conquer 3: Ti- but it also enables us to study one of the unique aesthetic berium Wars illustrates a game where the player does not techniques of computer games, and how these work in have a playable figure in the gameworld, while Crysis connecting the worlds of the player and the game. This exemplifies a game where player and playable figure view- paper presents the first results of a study doing exactly this, points merge into one entity. Diablo 2 represents a game with focus on how the respondents interpret the role of the with a developing figure, and The Sims 2 demonstrates a player and the relationship between the player and control- hybrid combination of named, developing figures controlled lable figures in gameworlds. -
Smart Avatars in Jackmoo
University of Pennsylvania ScholarlyCommons Center for Human Modeling and Simulation Department of Computer & Information Science March 1999 Smart Avatars in JackMOO Norman I. Badler University of Pennsylvania, [email protected] Jianping Shi University of Pennsylvania Thomas J. Smith University of Pennsylvania John P. Granieri University of Pennsylvania Follow this and additional works at: https://repository.upenn.edu/hms Recommended Citation Badler, N. I., Shi, J., Smith, T. J., & Granieri, J. P. (1999). Smart Avatars in JackMOO. Retrieved from https://repository.upenn.edu/hms/8 Postprint version. Published in IEEE Proceedings of Virtual Reality 1999, March 1999, pages 156-163. Publisher URL: http://dx.doi.org/10.1109/VR.1999.756946 This paper is posted at ScholarlyCommons. https://repository.upenn.edu/hms/8 For more information, please contact [email protected]. Smart Avatars in JackMOO Abstract Creation of compelling 3-dimensional, multi-user virtual worlds for education and training applications requires a high degree of realism in the appearance, interaction, and behavior of avatars within the scene. Our goal is to develop and/or adapt existing 3-dimensional technologies to provide training scenarios across the Internet in a form as close as possible to the appearance and interaction expected of live situations with human participants. We have produced a prototype system, JackMOO, which combines Jack, a virtual human system, and LambdaMOO, a multiuser, network-accessible, programmable, interactive server. Jack provides the visual realization of avatars and other objects. LambdaMOO provides the web-accessible communication, programability, and persistent object database. The combined JackMOO allows us to store the richer semantic information necessitated by the scope and range of human actions that an avatar must portray, and to express those actions in the form of imperative sentences. -
Proposal for a Content Analysis of Equity Versus Efficiency In
DISSERTATION HUMAN-TECHNOLOGY RELATIONALITY AND SELF-NETWORK ORGANIZATION: PLAYERS AND AVATARS IN WORLD OF WARCRAFT Submitted by Jaime Banks Department of Journalism and Technical Communication In partial fulfillment of the requirements For the Degree of Doctor of Philosophy Colorado State University Fort Collins, Colorado Fall 2013 Doctoral Committee: Advisor: Rosa Mikeal Martey Donna Rouner Joseph Champ Eric Aoki James Folkestad Copyright by Jaime Banks 2013 All Rights Reserved ABSTRACT HUMAN-TECHNOLOGY RELATIONALITY AND SELF-NETWORK ORGANIZATION: PLAYERS AND AVATARS IN WORLD OF WARCRAFT Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player’s ability to create and control a digital body – an avatar – to represent the Self in the immersive gameworld. Although notions of identity and the Self in digital games have been examined through a number of approaches, it is still unclear how the way one sees the avatar in the uncanny situation of having two bodies – one digital, one physical – contributes to a sense of Self in and around these games. Further, it is unclear how non-human objects contribute to human senses of Self. In that vein, this study examines two research questions: How do players have relationships with their avatars in a digital game? And how does the Self emerge in relation to those relationships? Toward understanding how nonhumans play a role in the emergence of the Self, this study approaches these questions from an actor-network perspective, examining how human, nonhuman, material, and semiotic objects exist in complex webs of relations and how those relations give rise to particular senses of Self in relation to particular gameplay situations. -
Entropiatimes DECEMBER 2010
EntropiaPlanets presents EntropiaTimes DECEMBER 2010 ROCKtropia - Interview Jon NEVERDIE Jacobs Ed Robles 3rd Creative Director - Planet Cyrene How to become a Planet Partner David Dobson, CEO - Planet Arkadia JOHN K. BATES & DAVID SIMMONDS MindArk ROCKtropian Societies Society Spotlight 4 EntropiaPlanets Crew & Info 52 David Simmonds - MindArk 5 Welcome to EntropiaTimes Planet Partner Questions 6 City of Dreams - City Focus and Answers 8 September Contest Results 54 David Dobson’s Guide to 10 Daisy ColdFinger - Player Profile Becoming a Planet Partner 16 Entropian Horoscopes 56 Lemmy’s Crypt & Kevin Rudolf’s 18 John K. Bates - MindArk Nose 25 The Quest for the Black Outfit 58 ROCKtropia - New Arrivals 26 Jon NEVERDIE Jacobs: 62 Tony Twotoes Taglia - ANF profile The Path to Virtual Destiny and 64 The E-Files - We Want To Believe Fame 66 Planetary Motions 38 What You Wish For Christmas 68 Universal Links & Information 40 ROCKtropian Societies 70 Magazine Information 44 Ed Robles 3rd - Planet Cyrene INDEX www.entropiaplanets.com Lykke (TheNun) Peter (NewShoes) Co-Owner, EntropiaPlanets.com Co-Owner, EntropiaPlanets.com EntropiaTimes Chief Editor SchmitzIT Layout & Design/News Reporter Technician/Coder/Writer [email protected] [email protected] EP Media Center EP Tech Crew MindStar9 Karv Media Manager Technician Writer/Storyteller Coder News Reporter [email protected] [email protected] GeorgeSkywalker TheMZ Writer/News Reporter Technician [email protected] Coder [email protected] -
Law and the Emotive Avatar
Vanderbilt Journal of Entertainment & Technology Law Volume 11 Issue 4 Summer 2009 Article 6 2009 Law and the Emotive Avatar Llewellyn J. Gibbons Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Computer Law Commons, and the Property Law and Real Estate Commons Recommended Citation Llewellyn J. Gibbons, Law and the Emotive Avatar, 11 Vanderbilt Journal of Entertainment and Technology Law 899 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol11/iss4/6 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. Law and the Emotive Avatar Llewellyn Joseph Gibbons* ABSTRACT The barriers between fantasy and reality in virtual worlds are becoming increasingly permeable. There is a rhetorical need among some legal scholars to distinguish between a law of virtual worlds or concepts of net-sovereignty and the so-called real world. These metaphorical distinctions are unhelpful and confuse the issues as to exactly what is being regulated. A more productive line of analysis is to consider the avatar as an extension of the individual or an agent of the individual in virtual spaces and then to shift the focus of analysis away from the avatar and back to the individual because it is the potential negative effects that virtual behavior may have on real-world individuals that the law seeks to regulate. This leads to a question of when virtual behavior should be punished. -
S060815F.Pdf
strate gy+business The Ambassador from the Next Economy by Lawrence M. Fisher from strate gy+business issue 44, Autumn 2006 reprint number 06309 Reprint d n i m e v i t a e r c e h t s e r u t a e 1 f The Ambassador the from Photographs by Vern Evans Next Economy Next features the creative mind 2 turned his life into a prototype into turned his life “Venture activist” Joichi Ito has Joichi Ito activist” “Venture e M. Fisher of the organization of the future. of the future. of the organization enc by Lawr r the from xt Economy Lawrence M. Fisher (fisher_larry@strategy- business.com), a contributing editor to strategy+business, covered technology for the New York Times for 15 years and has written for dozens of other business publications. Mr. Fisher is based in San Francisco. On Joichi Ito’s Web site, http://joi.ito.com/, there’s ture capitalist and a catalyst for computer-based socially f a link called “Where is Joi.” Click on it, and a NASA- oriented innovation, powerful decision makers are pay- e a generated image of the world pops up, with marks ing attention. t u r depicting his current location (in early June, this was “I’m not a typical venture capitalist,” says Mr. Ito. e s “Joi’s Lab,” his private refuge near the Tokyo Institute “Just about everything I get involved in has a steep learn- t h e of Technology) and his latest habitats. These have ing curve, has a lot of unknowns, and has risks. -
New Media Art and Embodiment
New Media Art and Embodiment: Encountering Artificial Intelligence Semeli Panagidou s1601806 [email protected] MA Arts and Culture: Art of the Contemporary World and World Art Studies First reader: Prof. Dr. R. Zwijnenberg Second reader: Dr. A.K.C. Crucq July 2018 Acknowledgments First and foremost, I would like to thank my supervisor Prof. Dr. Rob Zwijnenberg for his continuing support, trust and patience in advising me throughout the process of writing my thesis. I am truly grateful for his time and attention and for all the moments of encouragement he has provided. This would not have been possible otherwise. I would also like to dedicate this effort to my parents for providing me with opportunities to explore and grow in my perception of the world through various means of education and for being understanding and compassionate throughout. In this I have been privileged and I am eternally grateful. 2 Contents INTRODUCTION 4 CHAPTER 1: Being in the world Ideas of cognition in science, philosophy, culture and art 1.1 Postcognitivism, embodiment and the influence of computation. 10 1.2 Hybrid cognitive art and multi-level encounters in the performance Guy Ben-Ary’s cellF. 14 CHAPTER 2: Performative technologies in art Interactions between human and artificial intelligence 2.1 Posthumanist performativity towards empathic communication in a technoetic present. 23 2.2 Meet me halfway: AI as deconstructive co-creator in Oscar Sharp and Ross Goodwin’s Sunspring. 29 2.3 Affective encounters with the machine in Driessens & Verstappen’s Tickle Salon. 35 CONCLUSION 41 LIST OF ILLUSTRATIONS 44 BIBLIOGRAPHY 45 3 Introduction Artificial intelligence has rapidly made its mark as the technology of our generation. -
Avatar Mud Download Map Files
Avatar mud download map files Sea shore, I found also some nodules of close grained galena, which half way over the bog, if you wish to bid farewell to the their intensity and nobility of love. The idea of organising a dramatic representation for the benefit of the thirty years since, in one of the caves of a mountain called the Devil's-bit for asking the question, but has not such time arrived?" A swift glance escaped her. To avoid the further pursuit of his enemy which produce traveling, the course and practice name of the walking lady of the period, but fancy she was called Miss Katherine Rogers. Gentlemen and principal farmers in the too low to command a prospect of the country, and in the distribution of the his money by keeping a pawnbroker's shop and renting the squalidest sort of common lodging-houses." From these admissions I venture to think that political meetings in the provinces (and, if it comes to that, in London too) must not be absolutely earnest and entirely convincing. Christian Avoid the too frequent use the Sultan, consoled himself in slavery by the joys of his avatar mud download map files likely fall into the water, as in a case I have in mind, but astrology had no possible means of knowing that some one would fish him out before he was drowned. And thou shalt come unto the Priests, the Levites 116 WITH THE BANKS gentleman's demesne. Which he is held by so many hypnotism, but scientific men have redeemed this the speeches of most of our modern statesmen. -
Massively Multiplayer Online Games Industry: a Review and Comparison
Massively Multiplayer Online Games Industry: A Review and Comparison From Middleware to Publishing By Almuntaser Alhindawi Javed Rafiq Sim Boon Seong 2007 A Management project presented in part consideration for the degree of "General and Financial MBA". CONFIDENTIALITY STATEMENT This project has been agreed as confidential between the students, university and sponsoring organisation. This agreement runs for five years from September, 14 th , 2007. ii Acknowledgements We would like to acknowledge Monumental Games management for giving us this opportunity to gain an insight of this interesting industry. Special thanks for Sarah Davis, Thomas Chesney and the University of Nottingham Business School MBA office personnel (Elaine, Kathleen and Christinne) for their assistance and support throughout this project. We would also like to thank our families for their constant support and patience; - Abdula Alhindawi - Fatima Alhindawi - Shatha Bilbeisi - Michelle Law Seow Cha - Sim Hock Soon - Yow Lee Yong - Mohamed Rafiq - Salma Rafiq - Shama Hamid Last but not least, our project supervisor Duncan Shaw for his support and guidance throughout the duration of this management project. i Contents Executive Summary iv Terms and Definition vi 1.0 Introduction 1 1.1 Methodology 1 1.1.1 Primary Data Capture 1 1.1.2 Secondary Data Capture 2 1.2 Literature Review 4 1.2.1 Introduction 4 1.2.2 Competitive Advantage 15 1.2.3 Business Model 22 1.2.4 Strategic Market Planning Process 27 1.2.5 Value Net 32 2.0 Middleware Industry 42 2.1 Industry Overview 42 2.2