Defamation in Virtual Worlds Bettina M
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A Cross-Case Analysis of Possible Facial Emotion Extraction Methods That Could Be Used in Second Life Pre Experimental Work
Volume 5, Number 3 Managerial and Commercial Applications December 2012 Managing Editor Yesha Sivan, Tel Aviv-Yaffo Academic College, Israel Guest Editors Shu Schiller, Wright State University, USA Brian Mennecke, Iowa State University, USA Fiona Fui-Hoon Nah, Missouri University of Science and Technology, USA Coordinating Editor Tzafnat Shpak The JVWR is an academic journal. As such, it is dedicated to the open exchange of information. For this reason, JVWR is freely available to individuals and institutions. Copies of this journal or articles in this journal may be distributed for research or educational purposes only free of charge and without permission. However, the JVWR does not grant permission for use of any content in advertisements or advertising supplements or in any manner that would imply an endorsement of any product or service. All uses beyond research or educational purposes require the written permission of the JVWR. Authors who publish in the Journal of Virtual Worlds Research will release their articles under the Creative Commons Attribution No Derivative Works 3.0 United States (cc-by-nd) license. The Journal of Virtual Worlds Research is funded by its sponsors and contributions from readers. http://jvwresearch.org A Cross-Case Analysis: Possible Facial Emotion Extraction Methods 1 Volume 5, Number 3 Managerial and Commercial Applications December 2012 A Cross-Case Analysis of Possible Facial Emotion Extraction Methods that Could Be Used in Second Life Pre Experimental Work Shahnaz Kamberi Devry University at Crystal City Arlington, VA, USA Abstract This research-in-brief compares – based on documentation and web sites information -- findings of three different facial emotion extraction methods and puts forward possibilities of implementing the methods to Second Life. -
The Play's the Thing: a Theory of Taxing Virtual Worlds, 59 Hastings L.J
Hastings Law Journal Volume 59 | Issue 1 Article 1 1-2007 The lP ay's the Thing: A Theory of Taxing Virtual Worlds Bryan T. Camp Follow this and additional works at: https://repository.uchastings.edu/hastings_law_journal Part of the Law Commons Recommended Citation Bryan T. Camp, The Play's the Thing: A Theory of Taxing Virtual Worlds, 59 Hastings L.J. 1 (2007). Available at: https://repository.uchastings.edu/hastings_law_journal/vol59/iss1/1 This Article is brought to you for free and open access by the Law Journals at UC Hastings Scholarship Repository. It has been accepted for inclusion in Hastings Law Journal by an authorized editor of UC Hastings Scholarship Repository. For more information, please contact [email protected]. Articles The Play's the Thing: A Theory of Taxing Virtual Worlds BRYAN T. CAMP* INTRODU CTION .............................................................................................. 2 I. THE VIRTUAL WORLDS OF MASSIVELY MULTIPLAYER ONLINE ROLE- PLAYING GAMES (MMORPGs) ...................................................... 3 A. STRUCTURED AND UNSTRUCTURED MMORPGs .......................... 4 i. Structured Gam es ....................................................................... 4 2. UnstructuredGam es .................................................................. 7 B. INCOME-GENERATING ACTIVITIES ................................................... 8 i. In- World Transactions (IWT)................................................... 9 2. Real Money Trades (RMT)..................................................... -
2. Virtual Worlds and Education 8
World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Project funded by: Erasmus+ / Key Action 2 - Cooperation for innovation and the exchange of good practices, Strategic Partnerships for school education Erasmus+ (European Commission, EACEA) Deliverable Number Report III Deliverable Title State of the Art in Virtual Reality and 3D Worlds Intellectual Output I: Reports on Physics Education in Intellectual Output Title Schools around Europe and the state of the art in 3D Virtual Worlds Research on the State of the Art in Virtual Reality and Activity description 3D Worlds Authors (per company, if more than one company UCY, CTE provide it together) Status (D: draft; RD: revised draft; F: final) F Date (versioning) 30/12/2016 World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Partners University of Cyprus, Cyprus https://www.cs.ucy.ac.cy/seit/ University of Patras, Greece http://www.upatras.gr/en CTE, Romania http://www.etcenter.eu/index.php/en/ Computer Technology Institute and Press "Diophantus", Greece http://www.cti.gr/en ITD-CNR, Italy https://www.cnr.it/en NEW EDU, Slovakia http://www.newedu.sk/ 2 World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Executive Summary A research on the State of the Art in 3D Virtual Reality Worlds and frameworks is deemed very important for the work to be conducted in the scope of the World-of- Physics project. The aim of the report is to serve as an introduction to the 3D Virtual Worlds, tools and frameworks available, identify the strengths and weaknesses of each one of them and select the most appropriate one to be used within the World-of- Physics project. -
IN the UNITED STATES DISTRICT COURT for the EASTERN DISTRICT of PENNSYLVANIA : CIVIL ACTION MARC BRAGG, : NO. 06-4925 : Plaintif
Case 2:06-cv-04925-ER Document 51 Filed 05/30/07 Page 1 of 46 IN THE UNITED STATES DISTRICT COURT FOR THE EASTERN DISTRICT OF PENNSYLVANIA : CIVIL ACTION MARC BRAGG, : NO. 06-4925 : Plaintiff, : : v. : : LINDEN RESEARCH, INC. and : PHILIP ROSEDALE, : : Defendants. : M E M O R A N D U M EDUARDO C. ROBRENO, J. May 30, 2007 This case is about virtual property maintained on a virtual world on the Internet. Plaintiff, March Bragg, Esq., claims an ownership interest in such virtual property. Bragg contends that Defendants, the operators of the virtual world, unlawfully confiscated his virtual property and denied him access to their virtual world. Ultimately at issue in this case are the novel questions of what rights and obligations grow out of the relationship between the owner and creator of a virtual world and its resident-customers. While the property and the world where it is found are “virtual,” the dispute is real. Presently before the Court are Defendants’ Motion to Dismiss for Lack of Personal Jurisdiction (doc. no. 2) and Motion to Compel Arbitration (doc. no. 3). For the reasons set forth below, the motions will be denied. Case 2:06-cv-04925-ER Document 51 Filed 05/30/07 Page 2 of 46 I. BACKGROUND A. Second Life The defendants in this case, Linden Research Inc. (“Linden”) and its Chief Executive Officer, Philip Rosedale, operate a multiplayer role-playing game set in the virtual world1 known as “Second Life.”23 Participants create avatars to represent themselves, and Second Life is populated by hundreds of thousands of avatars, whose interactions with one another are limited only by the human imagination.4 According to Plaintiff, many people “are now living large portions of their lives, 1 The virtual world at issue is an interactive computer simulation which lets its participants see, hear, use, and even modify the simulated objects in the computer-generated environment. -
Violent Victimization in Cyberspace: an Analysis of Place, Conduct, Perception, and Law
Violent Victimization in Cyberspace: An Analysis of Place, Conduct, Perception, and Law by Hilary Kim Morden B.A. (Hons), University of the Fraser Valley, 2010 Thesis submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts IN THE SCHOOL OF CRIMINOLOGY FACULTY OF ARTS AND SOCIAL SCIENCES © Hilary Kim Morden 2012 SIMON FRASER UNIVERSITY Summer 2012 All rights reserved. However, in accordance with the Copyright Act of Canada, this work may be reproduced, without authorization, under the conditions for “Fair Dealing.” Therefore, limited reproduction of this work for the purposes of private study, research, criticism, review and news reporting is likely to be in accordance with the law, particularly if cited appropriately. Approval Name: Hilary Kim Morden Degree: Master of Arts (School of Criminology) Title of Thesis: Violent Victimization in Cyberspace: An Analysis of Place, Conduct, Perception, and Law Examining Committee: Chair: Dr. William Glackman, Associate Director Graduate Programs Dr. Brian Burtch Senior Supervisor Professor, School of Criminology Dr. Sara Smyth Supervisor Assistant Professor, School of Criminology Dr. Gregory Urbas External Examiner Senior Lecturer, Department of Law Australian National University Date Defended/Approved: July 13, 2012 ii Partial Copyright Licence iii Abstract The anonymity, affordability, and accessibility of the Internet can shelter individuals who perpetrate violent acts online. In Canada, some of these acts are prosecuted under existing criminal law statutes (e.g., cyber-stalking, under harassment, s. 264, and cyber- bullying, under intimidation, s. 423[1]). However, it is unclear whether victims of other online behaviours such as cyber-rape and organized griefing have any established legal recourse. -
Protecting Children in Virtual Worlds Without Undermining Their Economic, Educational, and Social Benefits
Protecting Children in Virtual Worlds Without Undermining Their Economic, Educational, and Social Benefits Robert Bloomfield* Benjamin Duranske** Abstract Advances in virtual world technology pose risks for the safety and welfare of children. Those advances also alter the interpretations of key terms in applicable laws. For example, in the Miller test for obscenity, virtual worlds constitute places, rather than "works," and may even constitute local communities from which standards are drawn. Additionally, technological advances promise to make virtual worlds places of such significant social benefit that regulators must take care to protect them, even as they protect children who engage with them. Table of Contents I. Introduction ................................................................................ 1177 II. Developing Features of Virtual Worlds ...................................... 1178 A. Realism in Physical and Visual Modeling. .......................... 1179 B. User-Generated Content ...................................................... 1180 C. Social Interaction ................................................................. 1180 D. Environmental Integration ................................................... 1181 E. Physical Integration ............................................................. 1182 F. Economic Integration ........................................................... 1183 * Johnson Graduate School of Management, Cornell University. This Article had its roots in Robert Bloomfield’s presentation at -
Exploring Security Risks in Virtual Economies
SOTICS 2011 : The First International Conference on Social Eco-Informatics Exploring Security Risks in Virtual Economies Caroline Kiondo, Stewart Kowalsk, Louise Yngström DSV SecLab, Stockholm University/Royal Institute of Technology SE-16440 Kista, Sweden [email protected], [email protected], [email protected] Abstract —A most recent, phenomenon within new socio-eco- 2008, the Real Money Trade (RMT) for virtual items was systems is the so called Virtual Economies. This paper estimated at about $2 billion [3]. A variety of security risks, presents an exploratory study of information security risks threats and attacks have emerged in Virtual Economies that are inherent with the Virtural Economies. A Dynamic because of this. Since virtual items and currencies are only Network Analysis Tools (DNAT) was used to perform a risk representation of code within a virtual system, there is a real analysis in the Second life virtual world. The analysis indicates world motivation to manipulate the system in order to obtain that the currency and user account are the most important real profit. assets. User accounts provide access to virtual trading and are Virtual Economies are rapidly gaining popularity not critical to the flow of currency within the virtual economy. only in virtual games such as MMORPGS but also in Social The removal of both of these from the system will affect the Networking communities. More and more people chose to dynamics of the system and defeat the whole purpose of the spend their free time in Virtual Worlds as compared to other system. The analysis further identified selling and creation of forms of entertainment. -
Social Capital in Second Life Introduction
Social Capital in Second Life Huvila, I.; Holmberg, K.; Ek, S. & Widén-Wulff, G. Preprint of Huvila, I.; Holmberg, K.; Ek, S. & Widén-Wulff, G. Social Capital in Second Life. Online Information Review, 2010, 34 (3), 295-316. Purpose: Second Life is a user-created online virtual world, which is a place where people with shared interests can meet and be together and share information. The purpose of this study is to investigate whether Second Life communities foster and nurture social capital, whether social capital within Second Life is related to social capital outside the virtual world, whether some characteristics affect the likelihood of users having social capital, and whether some existing measure of social capital can be modified and used to study social capital in Second Life. Design/methodology/approach: Study is based on a statistical analysis of data gathered in a web survey of a convenience sample (N=67) of Second Life residents. The social capital measure used was based on Bullen and Onyx, 1998. Findings: Second Life is an environment that fosters the emergence of social capital. Residents, who consider themselves as producers, have higher levels of social capital than those, who consider themselves as non-producers. Having social capital within Second Life is unrelated to having social capital outside the virtual world. Consistency of the instrument proved to be excellent for measuring social capital within Second Life and good outside the virtual world. Research limitations/implications: Small sample size and the composition of the research population limit the possibilities to generalise the findings. Practical implications: Second Life is a potent environment for community building and collective action. -
Second Life Creator Linden Lab Laying Off Staff 9 June 2010
Second Life creator Linden Lab laying off staff 9 June 2010 Lab launched the virtual world in 2003 as a place for people to play, socialize and do business but its popularity has faded in recent years. (c) 2010 AFP A Second Life avatar interacts with an orang-utan on WWF's Conservation Island. Linden Lab, creator of the online virtual world Second Life, said Wednesday it was laying off 30 percent of its staff. Linden Lab, creator of the online virtual world Second Life, said Wednesday it was laying off 30 percent of its staff. Linden Lab did not reveal how many people it was letting go as part of what it called a "strategic restructuring," but the San Francisco-based company reportedly has more than 300 employees. Linden Lab said it would combine its product and engineering divisions and consolidate its software development teams in North America. Mark Kingdon, Linden Lab's chief executive, said the company plans to create an Internet browser- based virtual world experience, eliminating the need to download software, and extend Second Life into social networks. "Ultimately, we want to make Second Life more accessible and relevant to a wider population," he said in a statement. Second Life was an online sensation after Linden 1 / 2 APA citation: Second Life creator Linden Lab laying off staff (2010, June 9) retrieved 25 September 2021 from https://phys.org/news/2010-06-life-creator-linden-lab-staff.html This document is subject to copyright. Apart from any fair dealing for the purpose of private study or research, no part may be reproduced without the written permission. -
Metaverse Roadmap Overview, 2007. 2007
A Cross-Industry Public Foresight Project Co-Authors Contributing Authors John Smart, Acceleration Studies Foundation Corey Bridges, Multiverse Jamais Cascio, Open the Future Jochen Hummel, Metaversum Jerry Paffendorf, The Electric Sheep Company James Hursthouse, OGSi Randal Moss, American Cancer Society Lead Reviewers Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment Alexander Macris, Themis Group Rueben Steiger, Millions of Us LEAD SPONSOR FOUNDING PARTNERS Futuring and Innovation Center Graphic Design: FizBit.com accelerating.org metaverseroadmap.org MVR Summit Attendees Distinguished industry leaders, technologists, analysts, and creatives who provided their insights in various 3D web domains. Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support, Office of Information Technology Wagner James Au Blogger, New World Notes; Author, The Making of Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director of Special Projects, Sony CEA R&D Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford University Bob Moore Sociologist, Palo Alto Research Center (PARC), PlayOn project Betsy Book Director of Product Management, Makena Technologies/There; -
Introduction to Second Life
Announcement Introduction to NEXT TUESDAY (25th November) and THURSDAY Second Life (27th November) we will have invited speakers in CL1: Tuesday 25th: “Cookie Monsters, star fish and Computer Literacy1 Lecture 27 glowing pumpkins: the bizarre world of learning 20/11/2008 in Second Life” a talk by Judy Robertson and Nicole Cargill-Kipar NOTE: ROOM CHANGE FOR ABOVE TALK!!! We will be in AT Lecture Theater 5 !!!! Thursday 28th: “Ph@ttsessionz” a talk by Christoph Draxler Topics Second Life Introduction Second Life (SL) Released on 23 June 2003 Client Created by Linden Labs Virtual Reality Second Life is the name of the virtual world Avatars Technology used for Second Life they created online Second Life at Universities To interact with this world the user needs to download a client program: Second Life Viewer 1 Client program What is Second Life? A client program allows you to access a It’s a social network remote service to a server A very advanced social network Web browsers for example are clients And its also a metaverse = virtual world Online chats are using clients e.g. Skype Metaverse implies that the virtual world appears as an urban environment to its user Second Life is said to be currently the only three-dimensional virtual world Virtual Reality Second Life Terms Virtual reality allows the user to interact with Resident: a computer simulated environment Every user of Second Life is a resident Currently most virtual experiences are made Avatar: visually, only a few can add sound or other sensory information The basic avatar is of human appearance, in the beginning of SL one default appearance looked Where is it used? cat- or fox-like (neko avatar) Computer games, surgery simulation in medicine, phobia treatment in therapy, etc. -
Litigating Second Life Land Disputes: a Consumer Protection Approach
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Fordham University School of Law Fordham Intellectual Property, Media and Entertainment Law Journal Volume 19 Volume XIX Number 3 Volume XIX Book 3 Article 6 2009 Litigating Second Life Land Disputes: A Consumer Protection Approach. Paul Riley Fordham University School of Law Follow this and additional works at: https://ir.lawnet.fordham.edu/iplj Part of the Entertainment, Arts, and Sports Law Commons, and the Intellectual Property Law Commons Recommended Citation Paul Riley, Litigating Second Life Land Disputes: A Consumer Protection Approach. , 19 Fordham Intell. Prop. Media & Ent. L.J. 877 (2009). Available at: https://ir.lawnet.fordham.edu/iplj/vol19/iss3/6 This Note is brought to you for free and open access by FLASH: The Fordham Law Archive of Scholarship and History. It has been accepted for inclusion in Fordham Intellectual Property, Media and Entertainment Law Journal by an authorized editor of FLASH: The Fordham Law Archive of Scholarship and History. For more information, please contact [email protected]. Litigating Second Life Land Disputes: A Consumer Protection Approach. Cover Page Footnote Thanks to the Fordham IPLJ editorial board and staff for their diligence on this project. Special thanks to Professor Sonia Katyal, a great mentor and friend. The author also appreciates the constant love and support of Elizabeth and the rest of his family. This note is available in Fordham Intellectual Property, Media and Entertainment Law Journal: https://ir.lawnet.fordham.edu/iplj/vol19/iss3/6 VOL19_BOOK3_RILEY 4/21/2009 9:39:07 PM Litigating Second Life Land Disputes: A Consumer Protection Approach Paul Riley∗ A Secondary world may be full of extraordinary beings .