Proquest Dissertations
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Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................ -
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. -
Playing by Programming
discuss key features of these environments and their Playing by pedagogical potential, and highlight some exemplar program-to-play games. Programming: Rethinking Games and Computer Science Education Making Gameplay Video games have become nearly ubiquitous in the lives of kids growing up today. Be it addictive mobile games, a Programming sophisticated blockbuster console games, or casual on line games played through social networking sites-video Activity games are everywhere. The growth in popularity of video games has not gone unnoticed by educators and designers of educational technology. As a result, a growing number of educational designers are using video games as a con- David Weintrop text for learners to engage with new ideas and concepts. In Uri Wilensky this way, the video game medium is being used to provide meaningful learning opportunities, often with the hopes that positive play experiences will increase interest in the Video games are an oft-cited reason for young learners domain for the player. This is especially true for the field of getting intere$ted in programming and computer science. computer science, as the video games being played are As such, many learning opportunities build on themselves products of the concepts and practices that this interest by having kids program their own video are central to computer science. Thus, interest in and en- games. This approach, while sometimes successful, has joyment of video games is a frequently cited reason for why its drawbacks stemming from the fact that the challenge learners want to study computer science (Carter, 2006). of programming and game building are left distinct from Blending video games and computer science education the gamep!ay experience that initially drew learners in. -
'Pamy}L 'Wurlitzer
'Pamy}l 'Wurlitzer 1883 • 1912 Orbil ill '"e eclronic1ynt-he1izer P,UJ ~ -~ohJre01pinel orqon equo1... ~e nevve;Iwoy lo mo <.emu1ic fromWur irzec Now with the Orbit III electronic synthesizer from slowly, just as the theatre organist did by opening and Wurlitzer you can create new synthesized sounds in closing the chamber louvers. stantly ... in performance. And with the built-in Orbit III synthesizer, this This new Wurlitzer instrument is also a theatre organ, instrument can play exciting combinations of synthe with a sectionalized vibrato/tremolo, toy counter, in sized, new sounds, along with traditional organ music. A dependent tibias on each keyboard and the penetrating built-in cassette player/recorder lets you play along with kinura voice that all combine to recreate the sounds of pre-recorded tapes for even more dimensions in sound. the twenty-ton Mighty Wurlitzers of silent screen days. But you've got to play the Orbit III to believe it. And it's a cathedral/classical organ, too, with its own in Stop in at your Wurlitzer dealer and see the Wurlitzer dividually voiced diapason, reed, string and flute voices. 4037 and 4373. Play the eerie, switched-on sounds New linear accent controls permit you to increase or of synthesized music. Ask for your free Orbit III decrease the volume of selected sections suddenly, or demonstration record. Or write: Dept. TO - 672 WURLiizER ® The Wurlitzer Company, DeKalb, Illinois 60115 . hn.4'the \T8fl cover- photo .. Farny R. Wurlitzer, Chairman Emeritus of the Board of Directors of the Wurlitzer Company, who died May 6, 1972. -
Here the Imaginary Meets the Real” (Bartle 2004) • Virtual Worlds: • Have Physics: Underlying Automated Rules That Enable Players to Effect Changes to It
Digital Media, Society, and Culture Angus A. A. Mol Flappy Bird Virtual Worlds Virtual (adj) • “in essence, potentiality, or effect, although not in form or actuality” (OED) • Roots in Latin’s virtus (vir [man]+ tus [suffix to form a noun]): virtue, • Virtual is “that which isn’t, having the form or effect of that which is.” (Bartle 2004) Pre-digital Virtuality Lascaux Cave (France; 17.000 BCE) Indigenous Caribbean petroglyphs Fresco from the Villa of Livia (Dominican Republic) (Rome, 1st Century CE) Gary Gygax’ Dungeons and Dragons Plato’s Allegory of the Cave Arthur Conan Doyle’s Lost World (Theory of Forms) Virtual Worlds • “Where the imaginary meets the real” (Bartle 2004) • Virtual Worlds: • Have physics: underlying automated rules that enable players to effect changes to it. • Have players that represent individuals or characters in the world • Interaction takes place in real time • are shared • are (at least to some degree) persistent. MUD (Multi-User Dungeon) • Multi-User • Multiplayer, i.e. via a network • University networks • Early Dial-up networks • Access to MUDs based on provider (MUD belonged to CompuServe) • Once responsible for up to 10% of internet traffic (1993) • Dungeon • Zork, originally called Dungeon (MIT 1977-1079) Colossal Cave Adventure (Will Crowther, 1976), also known as ADVENT Dungeons and Dragons + Caving Mammoth Cave (Kentucky) LambdaMOO • MUD, Object Oriented Pavel Curtis Xerox PARC (Palo Alto, CA) • Players can create objects through scripting • LambdaMOO • Hosted in Xerox Parc • Made by Pavel Curtis, further developed by thousands of people after him. • Longest running virtual world • Social Experiment • No hierarchy • “Wizards” • Large community • A Rape in Cyberspace (1993) • Using a virtual voodoo doll • Led to institution of code of ethics and democratic self-governance system. -
"Grammaticality Judgment"
Prosodic Influence on Syntactic Judgments * Yoshihisa Kitagawa and Janet Dean Fodor Indiana University Graduate Center, CUNY We argue for the importance of controlling prosody in soliciting syntactic judgments. Through the analyses of a variety of complex Wh-constructions in Japanese, we first attempt to reveal that a construction which requires a non-default prosody is vulnerable to misjudgments of syntactic well- formedness when it is presented to the subjects in writing. We then report on our pilot experiments on the comparison of grammaticality judgments of written and spoken sentences in both English and Japanese, which supports our claim. Keywords: implicit prosody, default prosody, parsing, Wh-questions in Japanese, long-distance scrambling, 1. Introduction It appears that there is a rebellion in the making, against the intuitive judgments of syntacticians as a privileged database for the development of syntactic theory. Such intuitions may be deemed inadequate because they are not sufficiently representative of the language community at large. The judgments are generally few and not statistically validated, and they are made by sophisticated people who are not at all typical users of the language. Linguists are attuned to subtle syntactic distinctions, about which they have theories. However, our concern in this paper is with the opposite problem: that even the most sophisticated judges may occasionally miss a theoretically significant fact about well- formedness. In the 1970‟s it was observed that in order to make a judgment of syntactic well- formedness one must sometimes be creative. It was noted that some sentences, such as (1), are perfectly acceptable in a suitable discourse context, and completely unacceptable otherwise (e.g., as the initial sentence of a conversation; see Morgan (1973). -
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. -
Page 1 Elective Course Description Winter Term 2019 Title
Elective Course Description Winter Term 2019 Title Photogrammetry Cluster Title PO 07 To be filed by focus managers s.u. Cluster Title PO 2012 To be filed by focus managers s.u. Cluster Title PO 2014 Technical Art for Animations and Games To be filed by focus managers s.u. Date of first course F17/103 NN NN event / first 8.11.19 10:oo organizational NN meeting with students*****/ Room kind of room if not Hörsaal Seminarraum Labor indicated above Belegung über OBS WED 30.09.2019 bis 08.10.2019 14:00 Course Data credit points 5 credit points workload/semester 125-150 h presence/week on average** 4 SWS Group size according to cnw Min. size 8 students 15.10.18 – 18.01.19 weekday of course block frequency of course-events weekly bi-weekly blocked prospective timeframe**** Block 1 Block 2 Block 3 x x (Block = 90 min) 8:30 10:15 12:00 Block 4 Block 5 Block 6 x x 14:15 16:00 17:45 course language English x German suitable for students of course/focus DM AG x IMD x MP x SMP IW (BA ) OJ/WJ/OK KM I x Content(s): Design Informatics / Economy / Culture x x (check one or more) Technology Business Time frame in case of blocked event 8.-1o.11. + 22.-23.11.19 10:00 – 17:30 Course Portrait Lecturer(s) Name(s) Ramon Schauer Lecturer(s) email [email protected] Contact Prof. @ fbmd [email protected] Teaching Method lecture lecture + seminar seminar X project X Course Contents Elective Description: Photogrammetry describes a technique which reconstructs 3D models and textures from a series of images. -
Ajinkya Limaye
Ajinkya Limaye (213) 984-8454 | [email protected] | http://www.ajplaysvideogames.com/digitalgames/ SUMMARY Game designer with a passion for systems design and creating compelling narrative experiences, informed by a strong Technical and Storytelling background. PRO FESSIONAL W O R K EXPERIENCE Infinity Ward – Game Designer Call of Duty: 2019 (Unreleased Title) – Coop/Zombies Mode Sep 2017 – present o Designing and providing direction for the following systems – ▪ Crafting & Scavenging systems ▪ Weapon & Equipment systems ▪ Quests & linear narrative experiences ▪ Battle-chatter & Dialogue systems Call of Duty: Infinite Warfare (Core Game + 4 DLCs) – Coop/Zombies Mode Jun 2016 – Sep 2017 o Designed & scripted the development of the VO/Dialogue System o Designed & maintained systems for Weapons and Abilities o Implemented Quests & miscellaneous Puzzle – based systems o Scripted a Stats tracking system to aid map/systems balance o Scripted an Achievements system that checks for relevant Gameplay logic in the Script VM Call of Duty: Infinite Warfare (Core Game) – Multiplayer Mode Jan 2016 – Jun 2016 o Designed & scripted Killstreaks and abilities o Prototyped & providing design for Game modes Project: Tesseract (formerly: Virtual Backlot) – Producer / Researcher Jun 2015 – Jan 2016 Worked with directors like David Lynch to map out production workflows with efficient asset usage for Transmedia Storytelling Designed & Directed a workflow for Video Games as a part of this project that aided production of The Martian: VR Experience SKILLS -
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Analysis of Embodied Conversational Agents in Secondlife for Speech
Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Except where reference is made to the work of others, the work described in this thesis is my own or was done in collaboration with my advisory committee. This thesis does not include proprietary or classified information. Wanda R. Moses Certificate of Approval: Cheryl D. Seals Juan E. Gilbert, Chair Associate Professor Professor Computer Science and Software Engi- Computer Science and Software Engi- neering neering Ivan E. Watts George T. Flowers Associate Professor Dean Educational Foundations Leadership and Graduate School Technology Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses A Thesis Submitted to the Graduate Faculty of Auburn University in Partial Fulfillment of the Requirements for the Degree of Master of Science Auburn, Alabama December 18, 2009 Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses Permission is granted to Auburn University to make copies of this thesis at its discretion, upon the request of individuals or institutions and at their expense. The author reserves all publication rights. Signature of Author Date of Graduation iii Vita Wanda Moses is a PhD student in the Computer Science and Software Engineering Department at Auburn University. She was born in Charleston, SC on May 2, 1962 to Annie M. and David E. Moses. Ms. Moses received a Bachelor of Science degree in Mathematics and Computer Science from South Carolina State University in May 2005. She is currently a graduate research assistant in the Human Centered Computer Lab at Auburn University. Her interests are in Human Computer Interaction, User Interface Design, Adaptive Learning Technologies, Multimodal Interfaces and Spoken Language Systems.