Virtual World Crime
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
Chapter 2 3D User Interfaces: History and Roadmap
30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 11 CHAPTER 2 3D3D UserUser Interfaces:Interfaces: HistoryHistory andand RoadmapRoadmap Three-dimensional UI design is not a traditional field of research with well-defined boundaries. Like human–computer interaction (HCI), it draws from many disciplines and has links to a wide variety of topics. In this chapter, we briefly describe the history of 3D UIs to set the stage for the rest of the book. We also present a 3D UI “roadmap” that posi- tions the topics covered in this book relative to associated areas. After reading this chapter, you should have an understanding of the origins of 3D UIs and its relation to other fields, and you should know what types of information to expect from the remainder of this book. 2.1. History of 3D UIs The graphical user interfaces (GUIs) used in today’s personal computers have an interesting history. Prior to 1980, almost all interaction with com- puters was based on typing complicated commands using a keyboard. The display was used almost exclusively for text, and when graphics were used, they were typically noninteractive. But around 1980, several technologies, such as the mouse, inexpensive raster graphics displays, and reasonably priced personal computer parts, were all mature enough to enable the first GUIs (such as the Xerox Star). With the advent of GUIs, UI design and HCI in general became a much more important research area, since the research affected everyone using computers. HCI is an 11 30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 12 12 Chapter 2 3D User Interfaces: History and Roadmap 1 interdisciplinary field that draws from existing knowledge in perception, 2 cognition, linguistics, human factors, ethnography, graphic design, and 3 other areas. -
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. -
New Realities Risks in the Virtual World 2
Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK. -
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. -
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; -
What Is a Virtual World? Definition and Classification
Education Tech Research Dev https://doi.org/10.1007/s11423-018-9577-y RESEARCH ARTICLE What is a virtual world? Definition and classification Carina Girvan1 Ó The Author(s) 2018. This article is an open access publication Abstract In 2008, articles by Bell and Schroeder provided an initial platform from which to develop a coherent definition of the term ‘virtual worlds’. Yet over the past ten years, there has been little development of the term. Instead there is confusion in the literature, with the introduction of new terms which are at times used to classify the type of virtual world and at others are used synonymously with the term. At the same time there has been a resurgence of interest in the potential of virtual reality which further muddies the con- ceptual waters. While the lack of a clear and common understanding of a term is not uncommon, there are implications for researchers and practitioners. To address these issues, this paper presents a new framework for the definition of virtual worlds, arguing what it is for a world to be virtual, the user experience that is a necessary part of this and the technical features which afford this. For the first time the relationships between commonly confused terms and technologies are identified to provide a much needed conceptual clarity for researchers and educators. Keywords Virtual world Á MUVE Á 3D learning environment Á Definition Introduction Thus far, definitions of virtual worlds lack an essential conceptualisation of what a virtual world is. The propensity towards a techno-centric definition has its advantages as it allows for a myriad of user experiences, however it results in confusion between technologies with similar technical features, most likely because a virtual world, much like a smart phone, relies on a combination of different technologies. -
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. -
Prospects for the Use of 3-D Virtual Worlds in Clinical Psychology
JOURNAL OF MEDICAL INTERNET RESEARCH Gorini et al Viewpoint A Second Life for eHealth: Prospects for the Use of 3-D Virtual Worlds in Clinical Psychology Alessandra Gorini1,2, MSc; Andrea Gaggioli1,3, PhD; Cinzia Vigna1; Giuseppe Riva1,3, PhD 1Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy 2Research Institute Brain and Behaviour, Maastricht University, Maastricht, The Netherlands 3Psychology Department, Catholic University of Milan, Milan, Italy Corresponding Author: Alessandra Gorini, MSc Applied Technology for Neuro-Psychology Lab Istituto Auxologico Italiano Via Pelizza da Volpedo, 41 20149 Milan Italy Phone: +39 02 619112892 Fax: +39 02 619112892 Email: [email protected] Abstract The aim of the present paper is to describe the role played by three-dimensional (3-D) virtual worlds in eHealth applications, addressing some potential advantages and issues related to the use of this emerging medium in clinical practice. Due to the enormous diffusion of the World Wide Web (WWW), telepsychology, and telehealth in general, have become accepted and validated methods for the treatment of many different health care concerns. The introduction of the Web 2.0 has facilitated the development of new forms of collaborative interaction between multiple users based on 3-D virtual worlds. This paper describes the development and implementation of a form of tailored immersive e-therapy called p-health whose key factor is interreality, that is, the creation of a hybrid augmented experience merging physical and virtual worlds. We suggest that compared with conventional telehealth applications such as emails, chat, and videoconferences, the interaction between real and 3-D virtual worlds may convey greater feelings of presence, facilitate the clinical communication process, positively influence group processes and cohesiveness in group-based therapies, and foster higher levels of interpersonal trust between therapists and patients. -
A Platform for Location-Aware Trans-Reality Games
fAARS: A Platform for Location-Aware Trans-reality Games Lucio Gutierrez, Eleni Stroulia, Ioanis Nikolaidis Computing Science Department, University of Alberta, Edmonton, AB T6G 2E8, Canada {lucio, stroulia, nikolaidis}@ualberta.ca Abstract. Users today can easily and intuitively record their real-world experi- ences through mobile devices, and commodity virtual worlds enable users from around the world to socialize in the context of realistic environments where they simulate real-world activities. This synergy of technological advances makes the design and implementation of trans-reality games, blending the boundaries of the real and virtual worlds, a compelling software-engineering problem. In this paper, we describe fAARS, a platform for developing and de- ploying trans-reality games that cut across the real and parallel virtual worlds, offering users a range of game-play modalities. We place fAARS in the context of recent related work, and we demonstrate its capabilities by discussing two different games developed on it, one with three different variants. Keywords. Game platform; trans-reality games; virtual worlds; mobile games 1 Introduction Location-based games are a type of pervasive games that use the physical space of our entire world as a game board [8]. Their implementation relies on special-purpose middleware that integrates the players’ smart-phones so that they can share informa- tion about their location, surroundings and actions. The players’ game experience can be further enhanced with parallel virtual worlds, so that they can experience the game in the real world and in alternate realities, possibly at the same time. This technologi- cal convergence, on one hand, and the pervasiveness of the “gamification” concept across many aspects of our activities today, on the other, has brought to the forefront a new breed of pervasive games called “trans-reality games”. -
Interaction Principles of 3D World Editors in Mobilephones with Focus on the User Experience
EXAMENSARBETE INOM DATALOGI OCH DATATEKNIK, AVANCERAD NIVÅ, 30 HP STOCKHOLM, SVERIGE 2020 Interaction Principles of 3D World Editors in MobilePhones with Focus on the User Experience VINCENT ERIK WONG KTH SKOLAN FÖR ELEKTROTEKNIK OCH DATAVETENSKAP Sammanfattning 3D v¨arldsredigerare anv¨ands omfattande i mobilapplikationer f¨or ma- nipulering av virtuella v¨arldar, men det finns ingen generell designram- verk f¨or de b¨asta interaktionprinciperna f¨or v¨arldsredigerare i mobiltele- foner. Genom att studera interaktionsprinciper, koncept, och funktioner som anv¨ands i konsumentbaserade v¨arldsredigerare, denna studies fokus ligger p˚autveckling och design av en prototyp, sedan evalueras inter- aktionsprinciperna, uppdelade i f¨oljande anv¨andaromr˚aden: urval, place- ring, manipulering. Resultatet fr˚an en heuristisk evaluering som st¨odjs av anv¨andartester visar p˚aatt det finns en majoritet som f¨oredrar f¨oljande kombination av interaktionsprinciper f¨or ett b¨attre anv¨andarupplevelse: en organiserad och simplifierad butiksgr¨ansnitt f¨or urval, rutn¨atssystem ¨over det friasystemet f¨or placering av virtuella objekt, och en kombina- tion av snabb- och l˚angsam tryck f¨or manipulering av virtuella objekt i 3D v¨arldsredigerar-prototypen f¨or mobiltelefoner skapad f¨or denna studie. 1 Interaction Principles of 3D World Editors in Mobile Phones with Focus on the User Experience Vincent Erik Wong [email protected] EECS School of Electrical Engineering and Computer Science KTH Royal Institute of Technology Stockholm, Sweden Abstract to overload the user interface, which is not an optimal solu- 3D world editors are widely used in mobile applications for tion in terms of UX especially for small touch-based screen manipulation of the virtual world, however, there are no devices (i.e. -
Mixed Reality in Virtual World Teleconferencing
Mixed Reality in Virtual World Teleconferencing Tuomas Kantonen (1), Charles Woodward (1), Neil Katz (2) (1) VTT Technical Research Centre of Finland, (2) IBM Corporation ABSTRACT In this paper we present a Mixed Reality (MR) teleconferencing application based on Second Life (SL) and the OpenSim virtual world. Augmented Reality (AR) techniques are used for displaying virtual avatars of remote meeting participants in real physical spaces, while Augmented Virtuality (AV), in form of video based gesture detection, enables capturing of human expressions to control avatars and to manipulate virtual objects in virtual worlds. The use of Second Life for creating a shared augmented space to represent different physical locations allows us to incorporate the application into existing infrastructure. The application is implemented using open source Second Life viewer, ARToolKit and OpenCV libraries. KEYWORDS: mixed reality, virtual worlds, Second Life, teleconferencing, immersive virtual environments, collaborative Figure 1. Illustration of Mixed Reality teleconference: augmented reality. Second Life avatar among real people, wearing ultra light weight data glasses, sharing a virtual object on the table, inside virtual room, displayed in CAVE. INDEX TERMS: H.4.3 [Information System Applications]: Communications: Applications – computer conferencing,The structure of the paper is as follows. Section 2 describes the teleconferencing, and video conferencing; H.5.1 [Information background and motivation for our work. Section 3 explains Systems]: Multimedia Information Systems – artificial,previous work related to the subject. Section 4 gives an overview augmented, and virtual realities. of the system we are developing. Section 5 goes into some explanation of Second Life technical detail. Section 6 gives a 1 INTRODUCTION description of our prototype implementation.