Virtual Reality—Oculus Rift Experience Library – A-Z List
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Virtual Worlds: Relationship Between Real Life and Experience in Second Life Worlds: Relation Between Real Life and Experience in Second Life
Virtual Worlds: Relationship Between Real Life and Experience in Second Life Worlds: Relation Between Real Life and Experience in Second Life (SNA) in OnlineCourses Scott P. Anstadt, Shannon Bradley, Ashley Burnette, and Lesley L. Medley Florida Gulf Coast University, USA Abstract Due to the unique applications of virtual reality in many modern contexts, Second Life (SL) offers inimitable opportunities for research and exploration and experiential learning as part of a distance learning curriculum assignment. A review of current research regarding SL examined real world social influences in online interactions and what the effects on users may be. This aids students in understanding the social constructionist perceptions and worldview of those persons they may serve in social services. This suggests the importance of developing an understanding of the relationship between users’ real life (RL) and their SL. Some research has begun to reveal the effectiveness of telecommunication and computer simulation with certain clients in the fields of mental health and social work, yet there is a lack of sufficient research done within the context of virtual worlds. The current study surveyed users of several educationally and health focused SIMS (simulations) as to what motivates their SL and RL interactions. The data explores associations between users’ RL and their SL in several areas,potentially addressing the future role of educating social work students regarding research methodology in online virtual reality interactions. Implications for social work are discussed including engaging clients using incentives for social participation built into the SL milieu. Keywords: Social work; virtual world; Second Life Virtual Worlds : Relationship Between Real Life and Experience in Second Life Anstadt, Bradley, Burnette, and Medley Introduction Multi-user virtual environments (MUVEs) are perceptual and interactive simulated worlds in which persons might discover lifestyles, traditions, and engagement in interactive conversations in a role-playing medium. -
A Literature Review Abstract Using the Alternate Reality Game (ARG)
Alternate Reality Game in Education: A Literature Review Xiao Hu1 Hongzhi Zhang Zane Ma Rhea Faculty of Education, Monash University, Melbourne Abstract Using the Alternate Reality Game (ARG) game type to improve non-game products is more and more popular in the 21st century. However, as an important field of ARG implementation, the usage of ARG in education area is still at its early stage. This paper seeks to provide an overview of current research about the implementation of ARG in the educational field, as well as make a general conclusion of how ARG techniques can benefit the education context. The authors undertook a literature review that systematically examined the general development trend of educational ARG implementation from the perspectives of timeline and by field of education. By bringing together previously separate and disparate literature, this paper contributes to providing new understanding of this emergent area of gamification research. In the final section, we discuss our findings and propose some challenges to be faced in the future for gamificatiojn in general and for the AGR game type in particular. Key words Alternate Reality Game (ARG), educational ARG, gamification Introduction Gamification is a newly emerging area of academic research. The term first appears in 2008, and then shows a widespread adoption after 2012 (Dicheva et al., 2015). As a newly emerging research topic, the development of gamification theories are still occurring. In fields such as business, education, and public service, gamification is being regarded as an effective tool to reinforce participants’ motivation, and to improve productivity. However, as the development of gamification is still in its infancy, it is necessary for researchers to have an awareness of the larger picture of the evolution of gamification. -
Imagining Outer Space Also by Alexander C
Imagining Outer Space Also by Alexander C. T. Geppert FLEETING CITIES Imperial Expositions in Fin-de-Siècle Europe Co-Edited EUROPEAN EGO-HISTORIES Historiography and the Self, 1970–2000 ORTE DES OKKULTEN ESPOSIZIONI IN EUROPA TRA OTTO E NOVECENTO Spazi, organizzazione, rappresentazioni ORTSGESPRÄCHE Raum und Kommunikation im 19. und 20. Jahrhundert NEW DANGEROUS LIAISONS Discourses on Europe and Love in the Twentieth Century WUNDER Poetik und Politik des Staunens im 20. Jahrhundert Imagining Outer Space European Astroculture in the Twentieth Century Edited by Alexander C. T. Geppert Emmy Noether Research Group Director Freie Universität Berlin Editorial matter, selection and introduction © Alexander C. T. Geppert 2012 Chapter 6 (by Michael J. Neufeld) © the Smithsonian Institution 2012 All remaining chapters © their respective authors 2012 All rights reserved. No reproduction, copy or transmission of this publication may be made without written permission. No portion of this publication may be reproduced, copied or transmitted save with written permission or in accordance with the provisions of the Copyright, Designs and Patents Act 1988, or under the terms of any licence permitting limited copying issued by the Copyright Licensing Agency, Saffron House, 6–10 Kirby Street, London EC1N 8TS. Any person who does any unauthorized act in relation to this publication may be liable to criminal prosecution and civil claims for damages. The authors have asserted their rights to be identified as the authors of this work in accordance with the Copyright, Designs and Patents Act 1988. First published 2012 by PALGRAVE MACMILLAN Palgrave Macmillan in the UK is an imprint of Macmillan Publishers Limited, registered in England, company number 785998, of Houndmills, Basingstoke, Hampshire RG21 6XS. -
Adolescents, Virtual War, and the Government-Gaming Nexus
Florida State University Libraries Electronic Theses, Treatises and Dissertations The Graduate School 2012 Why We Still Fight: Adolescents, Virtual War, and the Government Gaming Nexus Margot A. Susca Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] THE FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION AND INFORMATION WHY WE STILL FIGHT: ADOLESCENTS, VIRTUAL WAR, AND THE GOVERNMENT- GAMING NEXUS By MARGOT A. SUSCA A dissertation submitted to the School of Communication in partial fulfillment of the requirements for the degree of Doctor of Philosophy. Degree Awarded: Spring Semester, 2012 Margot A. Susca defended this dissertation on February 29, 2012. The members of the supervisory committee were: Jennifer M. Proffitt Professor Directing Dissertation Ronald L. Mullis University Representative Stephen D. McDowell Committee Member Arthur A. Raney Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For my mother iii ACKNOWLEDGEMENTS I would like to express my sincere appreciation to my major professor, Jennifer M. Proffitt, Ph.D., for her unending support, encouragement, and guidance throughout this process. I thank her for the endless hours of revision and counsel and for having chocolate in her office, where I spent more time than I would like to admit looking for words of inspiration and motivation. I also would like to thank my committee members, Stephen McDowell, Ph.D., Arthur Raney, Ph.D., and Ronald Mullis, Ph.D., who all offered valuable feedback and reassurance during these last two years. -
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. -
RIT Video Game Production Podcast Transcript.Pdf
NARRATOR: So, you like playing video games so much that you think you’d like a career in making them. But what does a video game producer do? In this episode of Intersections: The RIT Podcast, John Blau, a fourth-year game design and development major, talks with John Veneron, digital games hub associate at RIT’s MAGIC Spell Studios, about their experiences in video game production and how RIT’s MAGIC Center is helping student developers publish their work. JOHN BLAU: I didn’t know that I wanted to go into game production. I didn’t even know that I wanted to go into games when I was applying to universities. I came in to RIT as a computer science major. I found very Quickly that computer science was a lot of fun for me. It provided a lot of really interesting ways to solve problems. And it also gave me a really strong technical background – at least that one semester that I actually spent in it. But I found that I wanted to interact with people a lot more. I found that I liked exposing the human side of computers and the human side of our digital media a lot more. And I thought that the games program was a way for me to start expressing those things. So I spent one semester in computer science and then I was like, okay. I went to a lot of talks, actually. I saw there were a lot of people from Amazon Game Studios that came in. There were some people from Epic who came in. -
Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected]
University of Texas at El Paso DigitalCommons@UTEP Open Access Theses & Dissertations 2014-01-01 Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected] Follow this and additional works at: https://digitalcommons.utep.edu/open_etd Part of the Philosophy Commons, and the Theory and Criticism Commons Recommended Citation Martin-Perez, Alfredo, "Art and Hyperreality" (2014). Open Access Theses & Dissertations. 1290. https://digitalcommons.utep.edu/open_etd/1290 This is brought to you for free and open access by DigitalCommons@UTEP. It has been accepted for inclusion in Open Access Theses & Dissertations by an authorized administrator of DigitalCommons@UTEP. For more information, please contact [email protected]. HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART ALFREDO MARTIN-PEREZ Department of Philosophy APPROVED: Jules Simon, Ph.D. Mark A. Moffett, Ph.D. Jose De Pierola, Ph.D. ___________________________________________ Charles Ambler, Ph.D. Dean of the Graduate School Copyright © By Alfredo Martin-Perez 2014 HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART by ALFREDO MARTIN-PEREZ Thesis Presented to the Faculty of the Graduate School of The University of Texas at El Paso in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Department of Philosophy THE UNIVERSITY OF TEXAS AT EL PASO December 2014 ACKNOWLEDGMENTS I would like to thank my daughters, Ruby, Perla, and Esmeralda, for their loving emo- tional support during the stressing times while doing this thesis, and throughout my academic work. This humble work is dedicated to my grandchildren. Kimberly, Angel, Danny, Freddy, Desiray, Alyssa, Noe, and Isabel, and to the soon to be born, great-grand daughter Evelyn. -
Video Games Review DRAFT5-16
Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends .......................................................................................................... -
Epic Games and EA Announce 'Bulletstorm Epic Edition' With
Epic Games and EA Announce ‘Bulletstorm Epic Edition' With Exclusive Early Access to Gears of War 3 Beta REDWOOD CITY, Calif.--(BUSINESS WIRE)-- People Can Fly, Epic Games, Electronic Arts Inc. (NASDAQ:ERTS) and Microsoft Game Studios today announced the "Epic Edition" of Bulletstorm™, the highly anticipated new action shooter from the makers of the award-winning Unreal Tournament and Gears of War series of games. In this unique promotion, Epic Games and EA are blowing out the launch of Bulletstorm with access to the public beta for Gears of War 3, the spectacular conclusion to one of the most memorable and celebrated sagas in video games. Players that purchase the Epic Edition are guaranteed early access to the Gears of War 3 beta*. Pre-order now to reserve a copy of the Epic Edition which will be available on Feb. 22, 2011 for MSRP $59.99, only for the Xbox 360® video game and entertainment system, while supplies last. "Epic is poised to break new ground in 2011 with Gears of War 3 and Bulletstorm," said Dr. Michael Capps, president of Epic Games. "With these two highly anticipated triple-A experiences comes a unique opportunity to do something to really excite players, and that's what we intend to accomplish with the support of Microsoft Game Studios and EA. This is for the shooter fans." In addition to access to the beta, the Epic Edition gives players bonus in-game Bulletstorm content when playing online, including 25,000 experience points, visual upgrades for their iconic leash, deadly Peace Maker Carbine, boots and armor. -
Game Production and Role of Game Producer Date 12/11/2014 Pages/Appendices 43 + 2 Supervisor(S) Leo Suomela
Game Production and Role of Game Producer Case study: Research on demographic of gamers in Hanoi, Vietnam Phan Nguyen Bachelor’s Thesis ___. ___. ______ ________________________________ Valitse kohde. SAVONIA UNIVERSITY OF APPLIED SCIENCES THESIS Abstract Field of Study Social Sciences, Business and Administration Degree Programme Degree Programme in International Business Author(s) Phan Nguyen Title of Thesis Game Production and Role of Game Producer Date 12/11/2014 Pages/Appendices 43 + 2 Supervisor(s) Leo Suomela Client Organisation/Partners Abstract This thesis was intended to serve as a guideline on how to manage a video game development process as a producer. The study includes basic knowledge of game production process, focusing more on managing the project as a whole, rather than reaching specific technical aspects. The production methodology described here is a combination of several methods used by most studios in the game industry. Additionally, understanding of game producer’s roles and characteristics was also studied to give author a “mental map” to apply in future career. The goal was to accomplish the most efficient and inspired production process as possible which could be utilized in most cases. Finally, the demographic of gamers in Hanoi – capital of Vietnam – was studied and analyzed, for the purpose of drawing a conclusion on whether Hanoi would be a potential environment for new startup game development studio in the future. The investigation method carried out was quanti- tative research; data was collected from online questionnaire and physical handouts. The theoretical part of this study primarily relied on Heather M. Chandler’s knowledge on game production, through the book The Game Production Handbook. -
Q4-15 Earnings
January 27th, 2016 Facebook Q4-15 and Full Year 2015 Earnings Conference Call Operator: Good afternoon. My name is Chris and I will be your conference operator today. At this time I would like to welcome everyone to the Facebook Fourth Quarter and Full Year 2015 Earnings Call. All lines have been placed on mute to prevent any background noise. After the speakers' remarks, there will be a question and answer session. If you would like to ask a question during that time, please press star then the number 1 on your telephone keypad. This call will be recorded. Thank you very much. Deborah Crawford, VP Investor Relations: Thank you. Good afternoon and welcome to Facebook’s fourth quarter and full year 2015 earnings conference call. Joining me today to discuss our results are Mark Zuckerberg, CEO; Sheryl Sandberg, COO; and Dave Wehner, CFO. Before we get started, I would like to take this opportunity to remind you that our remarks today will include forward-looking statements. Actual results may differ materially from those contemplated by these forward-looking statements. Factors that could cause these results to differ materially are set forth in today’s press release, our annual report on form 10 -K and our most recent quarterly report on form 10-Q filed with the SEC. Any forward-looking statements that we make on this call are based on assumptions as of today and we undertake no obligation to update these statements as a result of new information or future events. During this call we may present both GAAP and non-GAAP financial measures.