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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. -
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. -
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. -
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. -
From Atoms to Bits
Identity and Privacy in a Globalized Community By Joichi Ito June 17, 2002 Version 1.0 See http://www.neoteny.com/jito/english/notebook/privars.html for updates From atoms to bits In his Wired Magazine column of January 1, 1995 “Bits and Atoms” Nicholas Negroponte’ describes the shift in focus from atoms to bits.1 The shift from atoms to bits is still one of the most significant shifts impacting society today. As with most technical trends, people have over-anticipated the short term impact (the dot-com bubble) but have severely under-estimated the long term impact. The impact of digital communication networks and globalization on identities and nations The industrial revolution triggered a cultural shift causing nations to become powerful entities in a globalized geo-political world. The world began to focus on the products of mass production and the world began to focus mostly on the “atoms”. Individuals became able to travel easily and individuals began to be identified and tracked as physical units and physical borders rigorously managed. Digital communication technology and cyberspace has increased greatly the power and value of the non-physical world and is affecting the nature of national borders and identity. Here I would like to explore some of the changes facing an era of digital transnational communications, focusing on value shifting to cyberspace and its impact on identity, authentication and privacy. Scalability of communications as profound as mass production Although cyberspace and bits are rather new, non-physical space is an old idea. A major step toward large-scale shared virtual communities and the scalability of communications was the creation of the printing press and the public. -
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. -
[Comments] International Internet Policy (NTIA)
Regulatory Comment Comments submitted to the National Telecommunications and Information Administration in the Matter of: INTERNATIONAL INTERNET POLICY PRIORITIES Ryan Hagemann Alec Stapp Senior Director for Policy Technology Policy Fellow Niskanen Center Niskanen Center Submitted: July 17, 2018 Docket Number: 180124068-8068-01 EXECUTIVE SUMMARY One of the primary challenges to the continued free flow of information and speech online is the potential for a “control-driven model” of global Internet governance to supplant the existing American-inspired order. National laws and regulations, promulgated by countries around the world, could potentially impede cross- border information flows, to the significant detriment of not only U.S. companies and private sector interests, but free expression and human rights as well. But the threats to the current paradigm of multistakeholder-driven Internet governance do not spring only from nation-states. The emerergence of advanced technologies, such as automated botnets, hold the potential to devolve considerable power over the globally-networked digital ecosystem into the hands of non-state actors. It is a fragile time for the Internet. To combat these many emerging threats, it is imperative that the United States continue to play a leading role in defending the existing order for Internet governance. Digital commerce and trade requires a consistent, predictable, and simple legal environment to maximize the benefits to human beings worldwide. The right to freedom of expression, similarly, requires certainty and trust in an online environment made possible by a consensus-driven model of governance, led by stakeholders from industry and civil society capable of equitably balancing the complicated trade-offs that no single nation-state can do by fiat. -
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. -
International Reports 1/2018
Source: © Yuya Shino, Reuters. Shino, Yuya © Source: The Digital Future Rules for Robots Why We Need a Digital Magna Carta for the Age of Intelligent Machines Olaf Groth / Mark Nitzberg / Mark Esposito 16 We stand at a turning point in human history, on the threshold of an unknown digital future. A powerful new technology, artificial intelligence (AI), permeates every area of our lives, largely thanks to advances in neural networks, modelled loosely on the human brain. Our societies and economies have become increasingly dependent on the use of artificial intelligence. A new set of rules is needed in order to ensure that freedom, inclusion and growth are safeguarded in the future. In other words, we need a digital Magna Carta for the age of cognitive machines. Dawn of the Cognitive Age negotiate a “Charter of Liberties” that would enshrine a body of rights for the aristocrats to Artificial intelligence can detect patterns in serve as a check on the King’s discretionary massive unstructured data sets.1 In view of the power. After lengthy negotiations, an agree- increasing availability of data, it can improve ment was finally reached in June that provided the performance of companies, identify objects greater transparency in royal decision-making, a quickly and accurately, and enable ever faster louder voice for the aristocrats, limits on taxes decision-making, whilst minimising the disrup- and feudal payments, and even some rights tive influences of complex political and human for serfs. This was the famous Magna Carta. It, circumstances. This constellation raises funda- of course, remained an imperfect document, mental questions about the degree of human teeming with special-interest provisions of cer- freedom of choice and inclusion, the signifi- tain social classes. -
Network Software Architectures for Real-Time Massively-Multiplayer
Network Software Architectures for Real-Time Massively-Multiplayer Online Games Roger Delano Paul McFarlane Degree of Master of Science School of Computer Science McGill University Montreal, Quebec, Canada Feb. 02, 2005 A thesis submitted to McGill University in partial fulfillment of the requirements for the degree of Master of Science. Copyright © 2005 Roger Delano Paul McFarlane. All rights reserved. ACKNOWLEDGMENTS First and foremost, I would like to thank my wife, Abaynesta, for her support and encouragement. Undertaking a full-time graduate degree while maintaining full-time employment and trying to be a full-time husband would have been an impossible challenge without your love, patience, and understanding. I love you. To my supervisor, Dr. Jörg Kienzle, I would like to express my thanks for taking on a student with a research area only somewhat related to your own, Software Fault Tolerance, and granting me the latitude to freely explore massively multiplayer game infrastructure. In the course of pursuing my graduate degree and writing this thesis, I was employed by two supportive organizations. To the management of Zero- Knowledge Systems Inc., most notably co-founders Austin Hill and Hammie Hill, I express my profound gratitude for your support and encouragement to pursue my academic goals. Thank you for allowing me the flexibility of schedule to take on a full-time course load and for your understanding and encouragement when the time came for me to move on to other opportunities. I would also like to thank the management of the Ubi.com group at Ubisoft Entertainment Inc. for recognizing the potential of this graduate student with no direct gaming experience and giving me the opportunity to learn from and contribute to your game projects while completing my thesis.