Journal For Virtual Worlds Research (Texas Digital Library - TDL E-Journals)
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Overview: State of Virtual Worlds Standards in 2009
This issue is part of an effort to explore the fields of standards for virtual worlds. Working on such standards is both a technical and conceptual. This issue endeavors to enhance, explicate, and analyze various aspects of standards and virtual worlds, and was designed to give a voice to the leading theoretical and practical players within this arena. The issue specifically emphasizes the disciplines of economy and technology as critical harbingers to the endeavor of standards
Lindman Design - Virtual World Experiences
Below you ?nd a short summary of the paper I?d like to write. I chose these
topics very careful, in order to make sure, I can provide proper information on
them. If you have any suggestions or you?d be interested in speci?c
information on whatever topic listed below, feel welcome to contact me any
time. Thanks again for the chance to share my experience.
? Background information on Lindman Design.
? Creating a virtual company with zero knowledge.
? Learning and understanding economy of a virtual world.
? Becoming a developer and making successful products
? SL/RL - How metaverse platforms in?uence a developer?s personal life.
? Virtual worlds spin faster - SL economy between 2007 and 2009 from a
developer?s point of view
Analyzing Social Identity (Re) Production: Identity Liminal Events in MMORPGs
Within Massive Multiplayer Online Role Playing Games (MMORPG) studies, there are many papers dedicated to player typologies. This is especially true when it comes to themes that directly or indirectly touch the social identity of opposing groups of players
Questions and Answers in a Virtual World : Educators and Librarians as Information Providers in Second Life
The education community in Second Life has grown rapidly since the launch of the virtual world by Linden Labs in 2003, with an influx of universities, colleges, and libraries seeking land on the digital frontier to build campuses, libraries, and educational workspaces. However, these new virtual educational settings have also challenged educators and librarians to adapt or to innovate new ways of providing information for learners. This peer reviewed research study explores the varying roles that educators and librarians fulfill in Second Life, examining techniques they have evolved for teaching, providing information, and answering questions within a virtual world. Semi-structured interviews were conducted with 12 educators and librarians who worked within a variety of virtual world education settings including colleges, universities, and academic and public libraries, as well a
Shaping the
The built environments of immersive worlds have generated a great many publications on construction technologies; much has also been written on the uses of virtual buildings for commercial and educational purposes. Remarkably little research has, however, been devoted to the appearance and effect of digital architectures, the traditional questions asked by architectural historians. This article offers a modest investigation of sites in Second Life that functioned as campaign venues during the 2008 United States presidential election. In the course of describing the symptomatic differences between the sites of the Republicans and Democrats, the author offers observations on building
Between snapshots and avatars: using visual methodologies for fieldwork in Second Life
For a Digital Photography degree Second Life presents a unique teaching and learning environment. It is one of the most photographed 3-D Immersive Virtual Worlds with snapshots (digital images) of its residents and locations circulating abundantly online and in the media. Crucially, in addition to offering its own photographic tools, it is a rich social space with many possibilities for art-based photographic research. However, in spite of the large community of educators now working in Second Life and the increasing number of universities extending their presences in-world, pedagogical frameworks to bring art and media students for fieldwork in Second Life are still relatively rare and educators wanting to explore creative approaches may find themselves in a situation similar to othe
Using Second Life for Problem Based Learning in computer science programming
A large number of students fail when beginning the study of computer programming, and withdraw from courses because of the many difficulties they face while trying to grasp the basic concepts. Programming education is typically based on putting problem-solving skills to use, by identifying a problem, developing an algorithm to tackle it, and coding that algorithm with some programming language, whose syntax and semantics must be learned. Extant research has highlighted the challenges associated with learning/teaching a programming language. However, researchers are still struggling to provide effective guidance to practitioners in this field. We believe that a better understanding of the teaching/learning process in the virtual world Second Life is a potential avenue for using this environment in classes. In this experimental research, we observed and reflected upon the problems that came up and then presented and discussed the results. We conclude with implications for future research and for practicing teachers
3D virtual learning in counselor education: Using Second Life in counselor skill development
This article will present the process and the curricular and pedagogical lessons learned from adding a 3D virtual learning environment to an online course in a distance and hybrid education maste
The Six Learnings of Second Life: a Framework for Designing Curricular Interventions In-world
Edito
Supporting Soundscape Design in Virtual Environments with Content-based Audio Retrieval
The computer-assisted design of soundscapes for virtual environments has received far less attention than the creation of graphical content. In thi