Journal For Virtual Worlds Research (Texas Digital Library - TDL E-Journals)
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    Evaluating Consent and Legitimacy Amongst Shifting Community Norms: an EVE Online Case Study

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    The legitimate resolution of disputes in online environments requires a complex understanding of the social norms of the community. The conventional legal approach to resolving disputes through literal interpretation of the contractual terms of service is highly problematic because it does not take into account potential conflict with community expectations. In this paper we examine the importance of consent to community governance and argue that a purely formal evaluation of consent is insufficient to legitimately resolve disputes. As online communities continue to grow in importance to the lives of their participants, the importance of resolving disputes legitimately, with reference to the consent of the community, will also continue to grow. We present a case study of botting and real money trading in EVE Online that highlights the dynamic interaction of community norms and private governance processes. Through this case study, we argue that the major challenge facing regulators of online environments is that community norms are complex, contested, and continuously evolving. Developing legitimate regulatory frameworks then depends on the ability of regulators to create efficient and acceptable modes of dispute resolution that can take into account (and acceptably resolve) the tension between formal contractual rules and complex and conflicting community understandings of acceptable behaviour

    Do As We Do, Not As You Think: The Effect of Group Influence on Individual Choices in a Virtual Environment

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    Second Life (SL) is a virtual world application that enables users to create virtual representations of themselves and interact with other users. SL is increasingly being used to study important psychological questions. The current project sought to replicate within SL Asc

    A Cross-Case Analysis of Possible Facial Emotion Extraction Methods that Could Be Used in Second Life - Pre Experimental Work

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    Between Purpose and Method: A Review of Educational Research on 3D Virtual Worlds

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    This study aims to enhance our holistic understanding of 3D virtual worlds by providing a detailed analysis of the research methods and research trends related to the research of 3D virtual worlds for educational environments. Data was collected by searching for the ubiquitous term, "virtual world," from databases. Snowball sampling was also employed. The researchers critically analyzed the literature as data focusing on how virtual worlds were applied in individual studies, what research methods were used, and what disciplines were examined in the studies. The results indicate that virtual worlds are mainly used for the simulation of space, and they are used in different ways depending on discipline and descriptive research methods were most used in research studies on the educational applications of virtual worlds, experimental approaches are increasingly being used by researchers. Based on these results, this study suggests an appropriate research direction for the application of virtual worlds in educational contexts in the future

    Training Evaluation in Virtual Worlds: Development of a Model

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    Many organizations have adopted virtual worlds (VWs) as a setting for training programs; however, research on appropriate evaluation of training in this new setting is incomplete. In this article, we address this gap by first exploring the unique issues relevant to evaluation faced by training designers working in VWs. At the macro-organizational level, the primary issue faced is an organizational culture unreceptive to or otherwise skeptical of VWs. At the micro-organizational level, two major issues are identified: individual trainees unreceptive to VWs and general lack of experience navigating VWs. All three of these challenges and their interrelationships may lead to poor reactions, learning, and transfer from VW-based training despite strong, pedagogically sound training design. Second, we survey the training evaluation research literature, identifying the most well-supported training evaluation models, discussing the suitability of each for evaluating VW-based training. Third, we propose a new integrative model based upon this literature, incorporating solutions to the unique issues faced in VWs with the most relevant portions of the models discussed earlier. Fourth, broad thematic implications of this model are identified and applied to prior VW literature. Finally, we provide specific recommendations to practitioners and researchers to evaluate their VW-based training fully

    The Abyss Observatory - Designing for Remote Collaboration, Self-directed Discovery and Intuition Development in Multi-user Interactive 3D Virtual Environments

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    The Abyss Observatory is a museum of Earth System Science, Marine Life and Undersea Technology created in Second Life, currently supported by JAMSTEC as a test bed of remotely collaboration and 3D visualization to create new scientific value.First, Second Life is remarkable platform for remotely, interdisciplinary and international collaboration. Secondary, Second Life has also useful for not only visualization of each content but also visualization of relation between each content to conduct new findings. Such exhibits need to arrange relating contents under some story by not only language communication but also visual communication. For these purpose, we attempt to learn curating methods of Art museums. Third attempt of the Abyss is to create new scientific value by assimilation or synthesize of 3D model and real data. 3D model is incomplete but real data is also incomplete. For example, deep sea life samples are quickly changed its shape and color at one atmospheric pressure. On the other hand, photo and video are also limited on viewing angle and resolution. We are working on 3D modeling of “Bolinopsis infundibulum” which can apply to taxonomic descriptions based on discerning observation of researcher’s eyes, and evaluating its scientific value now

    Second Life and Academia

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    The introduction of new ICTs in education is usually discussed in terms of the many benefits new technologies offer, or of the negative impact they might have on the lives of their users

    How do People with Disability Use and Experience Virtual Worlds and ICT: A Literature Review

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    There is wide agreement that information and communication technology (ICT) is a valuable tool for people with disability. Several research disciplines have focused on how people with disability can take advantage of the technology available for social, educational and personal purposes. Virtual worlds represent the latest addition to the technologies available, yet there is little research on how people with disability use and experience virtual worlds. A review of research conducted in different disciplines on the affordances and challenges of virtual worlds and ICT for people with disability is presented here

    Avatar Identification on a 3D Commercial Website: Gender Issues

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    This research examines the influence of identification with an avatar on immersion in a 3D commercial website and its subsequent effect on satisfaction with the website. It also focuses on the potential moderating role of gender in these relationships. Two studies were conducted. The first study comprised 286 students and collected both quantitative and qualitative data on the visit to the website; the second, longitudinal study consisted of 32 participants who visited the website additional times during a two-month period. The results show that during the first visit, (1) gender influenced the creation of the avatar, (2) identification with the avatar strongly influenced immersion and satisfaction, and (3) gender moderated the identificatio

    Time for a Post-Mortem?: Business Professionals

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    Virtual worlds (VWs) are powerful three-dimensional technologies where users can assume identities and interact with others. While designed as open-platforms for creativity, expression, and experimentation by recreational users, VWs were once lauded for their potential applications to business. Today, much of the business community has either moved on from the hype of VWs or struggles to understand whether value can be obtained by using VWs. This paper attempts to provide an understanding of these outcomes through the analysis of assessments written by 59 business professionals, who each spent an extended period of time in a popular VW during the peak of the hype. From these assessments, four broad perspectives on the value of VWs to organizations (or lack thereof) were identified, along with challenges facing use of VWs if they are to become more widely used within business

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    Journal For Virtual Worlds Research (Texas Digital Library - TDL E-Journals)
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