Journal For Virtual Worlds Research (Texas Digital Library - TDL E-Journals)
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The Griefer and the Stalker: Disruptive Actors in a Second Life Educational Community
Linden La
Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability
This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulation
The Use of Ambisonic Audio to Improve Presence, Focus, and Noticing While Viewing 360 Video
Research has provided evidence of the value of producing multiple representations of content for learners (e.g., verbal, visual, etc.). However, much of the research has acknowledged changes in visual technologies while not recognizing or utilizing related audio innovations. For instance, teacher education students who were once taught through two-dimensional video are now being presented with interactive, three-dimensional content (e.g., simulations or 360 video). Users in old and new formats, however, still typically receive monophonic sound. A limited number of research studies exist that have examined the impact of combining three-dimensional sound to match three-dimensional video in learning environments. The purpose of this study was to respond to this gap by comparing the outcomes of watching 360 video with either monophonic or ambisonic audio. Results provided evidence that ambisonic audio increased perceived presence for those familiar with the content being taught, led to differentiation in what ambisonic viewers noticed compared to monophonic groups, and improved participant focus in watching the 360 video. Implications for the development and implementation into virtual worlds are discussed
Welcome to the Age of 3D3C: Digital, Design, Development, Community, Creation, & Commerce
This issue marks both the last issue of the Journal of Virtual Worlds Research (JVWR) in its current format and the launch of our 2021 drive towards 3D3C. This introduction by the journal\u27s Editor in Chief, Prof. Yesha Sivan, concludes the past and looks to the future plans
Beyond Evil and Good in Online Gaming. An Analysis of Violence in
Many studies have addressed and explored the effects of video games with an emphasis on violence and aggressive behaviors. This articl
Destruction as Deviant Leisure in EVE Online
In this article, I argue for the inclusion o
Toxic Teammates or Obscene Opponents? Influences of Cooperation and Competition on Hostility between Teammates and Opponents in an Online Game
Hostility among players is an ongoing problem for many types of online games, where the competitive
Editorial: Rendering Sounds, Sales and Instructional Capabilities in a Virtual World
JVWR Assembled 2020 presents our final contribution to a focused effort within the capacity of Virtual Worlds. This issue includes three articles covering 360 audio technologies, instructional use, and the topic of purchase intentions in Virtual Worlds. The issue is led by devoted research partners who have worked together previously. Dr. Angie Cox, Professor of Business Technology and Process Improvement & Professor at the Air Force Institute of Technology, acts as the prime editor. Dr. Ryan Durbin, at the Washington State Patrol, and Dr. Vernell Hall, of Trident American Intercontinental University, act as the co-editors
Redstone Jammin
This paper describes an intervention in which the immersive environment of Minecraft was used for collaborative learning in creating musical pieces with the use of a metaphor of introductory physics circuitry. This study explored the affordances of Minecraft, of how learning within a collaborative group can happen differently, with each participant having diverse backgrounds both in music and in Minecraft and how they may use this to their advantage. Laurillar