From Virtual Worlds to Real Commerce Sascha Vitzthum Department of Business Administration, Illinois Wesleyan University, [email protected]
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. -
Simon Lindh Online Computer Game English Engelska C-Uppsats
Estetisk-filosofiska fakulteten Simon Lindh Online computer game English A study on the language found in World of Warcraft Engelska C-uppsats Termin: Vårterminen 2009 Handledare: Moira Linnarud Karlstads universitet 651 88 Karlstad Tfn 054-700 10 00 Fax 054-700 14 60 [email protected] www.kau.se Abstract Titel: Online computer game English - A study on the language found in World of Warcraft Författare: Simon Lindh Engelska C, 2009 Antal sidor: 27 Abstract: The aim of this study is to examine the language from a small sample of texts from the chat channels of World of Warcraft and analyze the differences found between World of Warcraft English and Standard English. In addition, the study will compare the language found in World of Warcraft with language found on other parts of the Internet, especially chatgroups. Based on 1045 recorded chat messages, this study examines the use of abbreviations, emoticons, vocabulary, capitalization, spelling, multiple letter use and the use of rare characters. The results of the investigation show that the language of World of Warcraft differs from Standard English on several aspects, primarily in the use of abbreviations. This is supported by secondary sources. The results also show that the use of language is probably not based on the desire to deliver a message quickly, but rather to reach out to people. In addition, the results show that the language found in World of Warcraft is more advanced than a simple effort to try to imitate speech, thereby performing more than written speech. Nyckelord: computer game, World of Warcraft, Internet language, Netspeak, abbreviation, emoticons Table of contents 1. -
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. -
Technology Innovation and the Future of Air Force Intelligence Analysis
C O R P O R A T I O N LANCE MENTHE, DAHLIA ANNE GOLDFELD, ABBIE TINGSTAD, SHERRILL LINGEL, EDWARD GEIST, DONALD BRUNK, AMANDA WICKER, SARAH SOLIMAN, BALYS GINTAUTAS, ANNE STICKELLS, AMADO CORDOVA Technology Innovation and the Future of Air Force Intelligence Analysis Volume 2, Technical Analysis and Supporting Material RR-A341-2_cover.indd All Pages 2/8/21 12:20 PM For more information on this publication, visit www.rand.org/t/RRA341-2 Library of Congress Cataloging-in-Publication Data is available for this publication. ISBN: 978-1-9774-0633-0 Published by the RAND Corporation, Santa Monica, Calif. © Copyright 2021 RAND Corporation R® is a registered trademark. Cover: U.S. Marine Corps photo by Cpl. William Chockey; faraktinov, Adobe Stock. Limited Print and Electronic Distribution Rights This document and trademark(s) contained herein are protected by law. This representation of RAND intellectual property is provided for noncommercial use only. Unauthorized posting of this publication online is prohibited. Permission is given to duplicate this document for personal use only, as long as it is unaltered and complete. Permission is required from RAND to reproduce, or reuse in another form, any of its research documents for commercial use. For information on reprint and linking permissions, please visit www.rand.org/pubs/permissions. The RAND Corporation is a research organization that develops solutions to public policy challenges to help make communities throughout the world safer and more secure, healthier and more prosperous. RAND is nonprofit, nonpartisan, and committed to the public interest. RAND’s publications do not necessarily reflect the opinions of its research clients and sponsors. -
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. -
Universidade Federal De Santa Catarina Departamento De Informática E De Estatística Curso De Pós-Graduação Em Ciência Da Computação
UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL Patrícia Cristiane de Souza Florianópolis, fevereiro de 1997 UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO ÁREA DE CONCENTRAÇÃO: SISTEMAS DE CONHECIMENTO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL por Patrícia Cristiane de Souza Orientador: Prof. Raul Sidnei Wazlawick, Dr. Dissertação apresentada ao Curso de Pós-Graduação em Ciência da Computação da Universidade Federal de Santa Catarina, como parte dos requisitos exigidos para obtenção do grau de Mestre em Ciência da Computação. Florianópolis, fevereiro de 1997 Sistema de Autoria para Construção de “Adventures” Educacionais em Realidade Virtual Patrícia Cristiane de Souza Esta dissertação foi julgada adequada para a obtenção do título de MESTRE EM CIÊNCIA DA COMPUTAÇÃO na área de concentração Sistemas de Conhecimento e aprovada em sua for final pelo Programa de Pós-Graduação em Ciência da Computação da UFSC. Raul^Smnei Wazlawick Murilo Silva de Camargo - Coordenador do CPGCC/UFSC Banca Examinadora ,ul Sidnei Wazlawick Aguinaldo Robson de Souza iv Não há nada mais difícil de se realizar, nem cujo êxito seja mais duvidoso nem cuja execução seja mais perigosa, do que iniciar uma nova ordem das coisas. Pois o reformista tem como inimigos todos aqueles que lucram com a antiga ordem e tem como defensores não muito entusiastas apenas aqueles que lucram com a nova ordem, sendo essa falta de entusiasmo proveniente em parte do temor aos adversários, que têm as leis a seu favor, e em parte da incredulidade da Humanidade, que não acredita realmente em nada que ainda não tenha experimentado. -
Aardwolf Mushclient Download
Aardwolf mushclient download click here to download Download the Aardwolf version of Mushclient and start playing today! Get the Aardwolf MUSHclient Package installer at. Contribute to aardwolfclientpackage development by creating an account on GitHub. Join GitHub today. GitHub is home to over 20 million developers working together to host and review code, manage projects, and build software together. Sign up. MUSHclient scripts for Aardwolf MUD. 1, commits · 2 branches · 8 releases · 2 contributors · GPL · Lua %. Lua. Clone or download. This page has download links for two variants of the Aardwolf MUSHclient Package installer. The only difference between them is that the one called the "non-visual base" installer initially loads a different default set of plugins in the Aardwolf world file, eschewing graphical plugins that are incompatible with text to speech. A short video showing how to download and setup Bastmush plugin package for aardwolf using MUSHclient. Shows how to install plugins for the MUD client program "MUSHclient", to help play the game Aardwolf. More. Free Download MUSHclient - Pre - Play Aardwolf on your computer without significant efforts by turning to this MUSH client package that requir. 7. www.doorway.ru you can download them here www.doorway.ru and also look up information related to them. All are written in LUA so that they WILL work on LINUX (using wine 'emulated' mushclient) Enjoy, Onoitsu2 (Venificius on Aardwolf). [Go to top] top Aardwolf Look and scan to. MUSHclient plugins. Aardwolf_Campaign_Noter. This shows your current Aardwolf campaign objectives in a miniwindow. See this forum post for more details: Miniwindow plugin - campaign tracker for See description inside the plugin for more details. -
Virtual Worlds and Online Videogames for Children and Young People
Virtual worlds and online videogames for children and young people : promises and challenges MERCHANT, Guy <http://orcid.org/0000-0001-8436-7675> Available from Sheffield Hallam University Research Archive (SHURA) at: http://shura.shu.ac.uk/10879/ This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it. Published version MERCHANT, Guy (2015). Virtual worlds and online videogames for children and young people : promises and challenges. In: GUZZETTI, Barbara and MILLINEE, Lesley, (eds.) The handbook of research on the societal impact of social media. Advances in media, entertainment and the arts . Hersey, PA, IGI Global, 291-316. Copyright and re-use policy See http://shura.shu.ac.uk/information.html Sheffield Hallam University Research Archive http://shura.shu.ac.uk Handbook of Research on the Societal Impact of Digital Media Barbara Guzzetti Arizona State University, USA Mellinee Lesley Texas Tech University, USA A volume in the Advances in Media, Entertainment, and the Arts (AMEA) Book Series Managing Director: Lindsay Johnston Managing Editor: Keith Greenberg Director of Intellectual Property & Contracts: Jan Travers Acquisitions Editor: Kayla Wolfe Production Editor: Christina Henning Development Editor: Erin O’Dea Typesetter: Amanda Smith; Kaitlyn Kulp Cover Design: Jason Mull Published in the United States of America by Information Science Reference (an imprint of IGI Global) 701 E. Chocolate Avenue Hershey PA, USA 17033 Tel: 717-533-8845 Fax: 717-533-8661 E-mail: [email protected] Web site: http://www.igi-global.com Copyright © 2016 by IGI Global. All rights reserved. No part of this publication may be reproduced, stored or distributed in any form or by any means, electronic or mechanical, including photocopying, without written permission from the publisher. -
Proquest Dissertations
INFORMATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in typewriter face, while others may be from any type of computer printer. The quality of this reproduction is dependent upon the quality of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and improper alignment can adversely affect reproduction. In the unlikely event that the author did not send UMI a complete manuscript and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletion. Oversize materials (e.g., maps, drawings, charts) are reproduced by sectioning the original, beginning at the upper left-hand comer and continuing from left to right in equal sections with small overlaps. Each original is also photographed in one exposure and is included in reduced form at the back of the book. Photographs included in the original manuscript have been reproduced xerographically in this copy. Higher quality 6” x 9” black and white photographic prints are available for any photographs or illustrations appearing in this copy for an additional charge. Contact UMI directly to order. UMI Bell & Howell Information and Learning 300 North Zeeb Road, Ann Aibor, Ml 48106-1346 USA 800-521-0600 3D VIRTUAL WORLDS AND LEARNING: AN ANALYSIS OF THE IMPACT OF DESIGN AFFORDANCES AND LIMITATIONS IN ACTIVE WORLDS, BLAXXUN INTERACTIVE, AND ONLIVE! TRAVELER; AND A STUDY OF THE IMPLEMENTATION OF ACTIVE WORLDS FOR FORMAL AND INFORMAL EDUCATION DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Michele D. -
Intercultural Communication in a Virtual Environment
in Intercultural Communication no 4, 2000 http://www.immi.se/intercultural Intercultural Communication in a Virtual Environment Jens Allwood and Ralph Schroeder Abstract In this paper we explore and describe aspects of intercultural communication in an Internet based virtual environment. In spite of a massive Anglo-American dominance, the Internet share of non-English language use and of participants from non-English speaking countries is steadily increasing (cf Flydal). Our study is based on observing spontaneous text-based communication in a potentially multilingual and multicultural setting, the Active Worlds multi-user VR system. The paper examines a number of features of this communication, such as length of contributions, languages used, origins of participants, types of introductions, topics, vocabulary and communication management. 1. Purpose In this paper we explore and describe aspects of intercultural communication in an Internet based virtual environment. In spite of a massive Anglo-American dominance, the Internet share of non-English language use and of participants from non-English speaking countries is steadily increasing, cf Flydal (in this volume). Our study is based on observing spontaneous text-based communication in a potentially multilingual and multicultural setting, the Active Worlds multi-user VR system. The paper examines a number of features of this communication, such as length of contributions, languages used, origins of participants, types of introductions, topics, vocabulary and communication management. 2. Background Active Worlds is one of a number of systems which allows interaction between users in a 3-D computer-generated virtual environment that can be accessed via the internet (for a sample of these systems, see http://www.ccon.org).