Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content
We collected mobility traces of 84,208 avatars spanning 22 regions over two months in Second Life, a popular networked virtual en- vironment. We analyzed the traces to characterize the dynamics of the avatars mobility and behavior, both... more
    • by 
    •   6  
      Second LifeVirtual EnvironmentMobile Peer-to-Peer NetworkPeer to Peer
This paper examines the use of online, three-dimensional, immersive virtual worlds, such as Second Life®, as an interesting platform and tool for cultural management, artistic development, knowledge exchange and cultural business. These... more
    • by 
    •   9  
      EducationE-learningMOODLESecond Life
In five steps this text tries to convey a semiotic analysis of the phenomenon of ‘live VR music concerts’.Through this paper it becomes clear that the meaning of live music and virtual live music is not always clear. Virtual does not... more
    • by 
    •   20  
      SemioticsCultural StudiesPhilosophyTechnology
    • by 
    •   46  
      ReligionCognitive PsychologyArtificial IntelligenceHuman Computer Interaction
    • by 
    •   12  
      Active LearningSecond LifeVirtual Learning EnvironmentsVirtual Environment
    • by 
    •   55  
      MusicCommunicationTeaching and LearningEducation
    • by 
    •   6  
      GeologySecond LifeOrigin of LifeSolar System
Visual culture in virtual worlds is not purely authentic or purely imaginative. When culture emerges in a visualized virtual world, where everything that can be seen is created by its users, visual culture can be diverse and complex.... more
    • by 
    •   5  
      EducationVisual CultureSecond LifeVirtual Worlds
Today’s society is growing, moving, pushing and pulling in so many different directions. Society has moved from the invention of electricity in the 1800’s to the invention of the iPhone, which has changed the way we use, and perceive... more
    • by 
    •   18  
      EngineeringElectrical EngineeringEnvironmental EngineeringMechanical Engineering
    • by 
    •   12  
      Educational TechnologyMachinimaSecond LifeAgriculture
    • by  and +2
    •   2  
      Second LifeUse Case
We have designed and implemented an application running inside Second Life that supports user annotation of graphical objects and graphical visualization of concept ontologies, thus providing a formal, machine-accessible description of... more
    • by  and +1
    •   7  
      Second LifeSemantic Web technology - OntologiesMulti Agent Systems and TechnologiesRDF
    • by 
    •   7  
      Information SystemsSocial WorkSecond LifeAuthentic Learning
For the past two decades, historians and archaeologists have reconstructed heritage sites using computer-generated graphics in three dimensions, a technique known as “virtual archaeology.” Early research focused merely on displaying... more
    • by 
    •   7  
      Artificial IntelligenceSecond LifeCrowd SimulationModeling and Simulation
    • by 
    •   13  
      Higher EducationSecond LifeVideo GameVirtual Worlds
Psychological Sense of Community (PSOC) has been identified as beneficial to the development of identity and the building of resilience and well-being in everyday life in Australia. However, a decline in the experience of PSOC in society... more
    • by  and +1
    •   7  
      Virtual CommunitiesSecond LifeMMORPGComputer Games
This book contributes to the debate over how mod communities shape labour and the economy by yielding insight into the way a developer firm invites its user base to partner with it in product development, indicating how aspects of user... more
    • by 
    •   5  
      Second LifeUser-Driven InnovationPublic ValueUser Participation and Co-Creation
Durant les années 2006-2007 et 2007, Eva et Franco Mattes explorent les lieux populaires du monde virtuel multiparticipatif Second Life à la recherche des avatars les plus glamours. Ils conçoivent ainsi la série de portraits 13 Most... more
    • by 
    •   5  
      Second LifeNet ArtVirtual WorldsRemix Culture
Las tecnologías digitales desarrolladas en la década pasada, han consentido el nacimiento de una cultura virtual, misma que ha transformado la manera en que nos comunicamos y percibimos el mundo real. Un ejemplo de ello son las redes... more
    • by 
    •   14  
      Social NetworksVideo GamesSecond LifeSocial Media
Video games allow people to assume identities through avatars, reducing the cognitive and environmental difficulties present in identity development. They also shape our perceptions of self and our sense of identity. The concept of... more
    • by 
    •   7  
      Serious GamesAdolescent DevelopmentSecond LifeGame Based Learning
    • by 
    •   8  
      Information SystemsMarketingSecond LifePolicy Development
Online social environments continue to be expanded in human’s life and transmuted as representative tools of people’s experiences affecting their online and offline emotional behaviour and attitude. There is, nonetheless, an empirical gap... more
    • by  and +1
    •   5  
      Digital Media & LearningSecond LifeFacebookSelf-Disclosure
This paper reviews the teaching and learning practices and processes that were adopted in a study that incorporated multi-user virtual environments to support General Paper teaching and learning. The paper discusses the roles of the... more
    • by  and +1
    •   3  
      Second LifeImmersive Virtual Learning EnvironmentLearner Engagement
    • by 
    •   10  
      Social InteractionSecond LifeVirtual WorldsMulti Agent System
    • by 
    •   16  
      SociologyAnthropologyPhilosophySocial Anthropology
    • by 
    •   3  
      Second LifeVirtual WorldsHuman Activity
    • by 
    •   6  
      Second LifeWebGLHTMLO D
RESUMEN: Con unos medios cada vez más saturados de publicidad y con una oferta de contenidos que crece constantemente, los mundos virtuales se están integrando en los planes de comunicación de los anunciantes como una interesante... more
    • by 
    •   10  
      Non-Governmental Organizations (NGOs)Second LifeVirtual WorldsMetaverses
    • by 
    •   12  
      ReligionNew MediaE-learningWeb Design
This paper will discuss two student projects, which were developed during a hybrid course between art/design and computer sciences at Sabanci University; both of which involve the creation of three dimensionally embodied avatars whose... more
    • by 
    •   11  
      Digital MediaSecond LifeSocial MediaInteractive and Digital Media
In recent years, 3D virtual worlds have been explored for design teaching, yet it is unclear whether a specific pedagogy is used or adapted for such activities. Here we describe the pedagogical model of Cybergogy of Learning Archetypes... more
    • by 
    •   5  
      Architectural EducationSecond LifeVirtual WorldsLanguage Learning
There is an ongoing debate about the value of virtual friendship. In contrast to previous authorships, this paper argues that virtual friendship can have independent value. It is argued that within an Aristotelian framework, some... more
    • by  and +1
    •   9  
      Internet StudiesComputer EthicsSecond LifeSocial Media
    • by  and +1
    •   8  
      AccessibilitySecond LifeHapticsAuditory Display
    • by 
    •   7  
      Higher EducationLearning and TeachingSecond LifeSocial Structure
Around 2006, virtual worlds entered the peak of their hype cycle. One of the pupils of the mass media was Second Life, a synthetic environment that gave its users an high level of freedom, both in terms of design and of in-world... more
    • by 
    •   7  
      Contemporary ArtSecond LifeVirtual WorldsRemediation
Knowledge management is currently changing significantly. KM effectively uses the right information and communication technology (ICT) and social interaction. New ways that exist in the virtual world make it possible to support knowledge... more
    • by 
    •   20  
      Knowledge ManagementKnowledge & Creativity ManagementCreativity--Knowledge Invention & DiscoverySociology of Knowledge
Virtual worlds are providing opportunities for the development of innovative curricula to enhance distance education. In these environments, students can participate in authentic learning activities that resembles real life tasks and... more
    • by 
    •   15  
      EducationEducational TechnologyE-learningHigher Education
This essay introduces Avatar and the special issue of animation that Jenna P.S. Ng and I edited on the film.
    • by 
    •   12  
      ReligionFilm StudiesFilm TheoryDigital Cinema
Possibility of Perpetual Source of Energy
    • by 
    •   167  
      Evolutionary BiologyCognitive ScienceMathematicsNumber Theory
Originally published in 2008, this book documents the life and work of Gazira Babeli, the avatar artist active in Second Life between 2006 and 2010. In about 4 years, Gazira Babeli has created a vast body of works which address the world... more
    • by 
    •   5  
      Second LifeNew Media ArtVirtual WorldsAvatars
    • by 
    •   12  
      Information SystemsSecond LifeVirtual WorldsBusiness and Management
    • by 
    •   16  
      Human GeographyComputer GraphicsSecond LifeUser Interface
    • by 
    •   4  
      Media StudiesMedia and Cultural StudiesSecond LifeVirtual Worlds
Some pretty important people believe we will soon upload our minds into robots or virtual reality and then live forever. This is a book about that idea and, more importantly, about how it operates in our scientific, religious, and media... more
    • by 
    •   20  
      RoboticsReligionArtificial IntelligenceAnthropology
ground<c> is a metaverse environment for art education, inspired by 'The Groundcourse'; Roy Ascott's educational methodology developed during the 1960's; the aim of which was to shake up preconceptions and behavioral patterns through... more
    • by 
    •   15  
      Instructional DesignEducational TechnologyArtDistance Education
This study examined the influence of gender, the Big 5 personality factors, and self-esteem on virtual self-representation in the form of avatar-self discrepancy. To examine this, participants designed characters to play in a video game,... more
    • by 
    •   10  
      ReligionPersonality PsychologyHuman Computer InteractionSelf and Identity
In this paper we propose that Second Life (SL) might be an ideal plateau for novice fashion designers to experiment in their milieu and gains skills in design and a variety of other fashion related activities such as marketing and... more
    • by 
    •   5  
      Digital CultureSecond LifeOnline social networksDigital Communication
    • by 
    • Second Life
How, where, when, and what we teach has been significantly influenced by technological innovation. Radio, television, and computers have all altered how information is presented and how students interact with that information. This paper... more
    • by 
    •   9  
      Information SystemsSociologySocial WorkSecond Life
This article examines the decolonizing imperatives of the nine- episode machinima film series TimeTraveller™ (2008–2013) by the Mohawk artist, writer and curator Skawennati. TimeTraveller™ assesses the (re)presentation of Indigenous pasts... more
    • by 
    •   5  
      Indigenous StudiesNew MediaSecond LifeDecolonialization