Notices tagged with sl
Notices
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#SL #religion ----- The semiotics of religious space in Second Life®. Massimo Leone Social Semiotics Vol. 21, Iss. 3, 2011 ----- Abstract Scholarly research on the religious dimension of Second Life® can be conducted with reference to several elements: ties between the religious dimension of Second Life and that of the “First Life” (an approach privileged by the sociology and the psychology of religion); the transcendent value inherent in the creation of an alternative reality (an approach favored by the philosophy of religion); the enunciation of a “virtual” religious dimension through the digital artifacts of Second Life (an approach promoted by aesthetics, phenomenology, and semiotics); and so forth. Adopting the point of view of cultural semiotics, the paper summarizes the results of a “virtual” ethno-semiotic participant observation conducted over six months in portions of the digital “metaverse” of Second Life where a religious dimension is predominant. The consequent analysis of digital places of worship singles out five main characteristics of their aesthetics, phenomenology, and semiotics: isolation, prototypicality, didacticism, anarchy, and parasitism. View full text Download full text Keywords Second Life®, religion, places of worship, virtual participant observation, semiotics
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#collaboration #VWs #SL ----- Effects of collaborative activities on group identity in virtual world Hyungsung Park, Sumin Seo Interactive Learning Environments iFirst ----- Abstract The purpose of this study was to analyze the effects of collaborative activities on group identity in a virtual world such as Second Life. To achieve this purpose, this study adopted events that promoted participants' interactions using tools inherent in Second Life. The interactive tools given to the control group in this study included ‘permissions to move, copy, edit’, ‘give item’, ‘chat’, and ‘send instant message’. In addition to these tools, special tools of ‘give item for praise’ and ‘pollster’ were given to the experimental group. The two groups were compared using scores of group identity, which has nine subcategories. The experimental group showed higher scores in five subcategories than the control group. Thus, we concluded that the use of tools for facilitating participants' interactions is effective for the formation of group identity. ----- http://www.tandfonline.com/doi/abs/10.1080/10494820.2011.604037
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#education #tutoring #ESL #SL ----- Using Activity Theory to understand the contradictions in an online transatlantic collaboration between student-teachers of English as a Foreign Language. By: Antoniadou, Victoria. ReCALL, Sep2011, Vol. 23 Issue 3, p233-251, 19p; Abstract: This article describes the contradictions reported by student-teachers in Barcelona who engaged in telecollaboration with transatlantic peers via SecondLife, during their initial training in Teaching English as a Foreign Language. The data analysis draws upon Grounded Theory and is theoretically informed by Activity Theory and the notion of contradictions. The study discusses technology-based, intra- and inter-institutional contradictions, their impact on the development of the telecollaborative activity, and outcomes in bolstering student-teachers’ conceptual understanding of Network-Based Language Instruction. [ABSTRACT FROM PUBLISHER]; DOI: 10.1017/S0958344011000164; (AN 65218816)
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#SL #book ----- A MUSEUM OF VIRTUAL MEDIA. By: BLASCOVICH, JIM; BAILENSON, JEREMY. Natural History, Sep2011, Vol. 119 Issue 8, p20-27, 8p; Abstract: An excerpt from the book "Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution," by Jim Blascovich and Jeremy Bailenson, is provided.; (AN 65165561)
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#alert #journal #FB #VWs #SL #motivation #education -- Computers in Human Behavior Volume 27, Issue 6, Pages 2067-2418 (November 2011) ----- 25. Teaching presence and regulation in an electronic portfolio Original Research Article Pages 2284-2291 M. Eulalia Torras, Rosa Mayordomo Highlights ► Modest levels of cognitive achievement associated with self-regulation are found. ► This study focus on the techno-pedagogical support and on the regulation process. ► Results show patterns of hetero-regulation and self-regulation. 26. Social and attitudinal determinants of viral marketing dynamics Original Research Article Pages 2292-2300 Carmen Camarero, Rebeca San José Highlights ► Viral dynamics is determined by the individual’s social capital and prior attitudes. ► Connectedness in the email network does not impact viral dynamics. ► Integration in the email network favors receiving and forwarding messages. ► Close relationships encourage opening and forwarding messages. ► The attitudes towards viral messages are critical to opening-forwarding messages. 27. Learning demand and job autonomy of IT personnel: Impact on turnover intention Original Research Article Pages 2301-2307 Sheng-Pao Shih, James J. Jiang, Gary Klein, Eric Wang Highlights ► Job-demand control theory adds interaction terms to IT worker turnover models. ► IT Job autonomy and IT job learning demands interact to impact motivation and exhaustion. ► Turnover intention is reduced with an increase to learning motivation. 28. Examining users’ preferences towards vertical graphical toolbars in simple search and point tasks Original Research Article Pages 2308-2321 Rafał Michalski Highlights ► Users’ preferences expressed towards toolbar-like graphical structures are examined. ► Both objective and subjective measures were employed. ► Users comparatively fast change their attitudes according to the experience gained. ► Different groups of behavior were identified before and after performing tasks. 29. Facebook as a toolkit: A uses and gratification approach to unbundling feature use Original Research Article Pages 2322-2329 Andrew D. Smock, Nicole B. Ellison, Cliff Lampe, Donghee Yvette Wohn Highlights ► We test motivational predictors of the use of specific Facebook features and overall use of Facebook. ► Different motivations for using Facebook predict the use of different features. ► Motivations for the general use of Facebook differ from motivations for the use of specific features. ► Granular approaches to studying Facebook use reveal patterns otherwise hidden when only general use is studied. 30. Team shared mental model as a contributing factor to team performance and students’ course satisfaction in blended courses Original Research Article Pages 2330-2338 Tristan E. Johnson, Ercan Top, Erman Yukselturk Highlights ► Examines shared mental model, team performance, and course satisfaction change. ► SMM and course satisfaction changed over time but not statistically significant. ► Team performance increased significantly over the courses. ► Teammates and task attitudes closely linked with performance and satisfaction. 31. The change in user and IT dynamics: Blogs as IT-enabled virtual self-presentation Original Research Article Pages 2339-2351 Jinyoung Min, Heeseok Lee Highlights ► We investigate how self-concept influences the virtual self-presentation behavior. ► We tested the research model and hypotheses with data collected from 312 bloggers. ► Self-concept affects IT-enabled virtual self-presentation and the use of IT artifacts. ► Our findings provide the new perspective of heterogeneous IT user concept. 32. The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital Original Research Article Pages 2352-2363 Zhi-Jin Zhong Highlights ► Collective MMORPG play positively influences gamers’ online social capital. ► Collective MMORPG play elicits positive impact on offline civic engagement. ► Effect of collective play on offline bonding social capital is not significant. ► Effect of collective play on offline bridging social capital is not significant. ► Effect of online social capital on offline social capital is not significant. 33. m-Brand loyalty and post-adoption variations for the mobile data services: Gender differences Original Research Article Pages 2364-2371 Ya-Ching Lee Highlights ► The author extends the value brand model in assessing post-adoption intentions for the MDS. ► Post-adoption intentions are positively and directly influenced by intangible attributes. ► Product deliverables and intangible attributes indirectly affect post-adoption intentions. ► Moderating effects of gender differences on post-adoption intentions are found. 34. Mediating roles of self-presentation desire in online game community commitment and trust behavior of Massive Multiplayer Online Role-Playing Games Original Research Article Pages 2372-2379 Seung-bae Park, Namho Chung Highlights ► We model on users self-presentation in Massive Multiplayer Online Role-Playing Games (MMORPGs). ► Game design quality, interactivity and personal innovativeness are antecedents of self-presentation. ► Interactivity in MMORPGs has the biggest impacts on self-presentation. ► Personal innovativeness and game design quality also are influential. ► Self-presentation desire caused trust of online games and eventually led to even stronger commitments to gamers. 35. Social evaluations of embodied agents and avatars Original Research Article Pages 2380-2385 Rosanna E. Guadagno, Kimberly R. Swinth, Jim Blascovich Highlights ► We examined social evaluations of women’s interactions with digital humans. ► Women interacted with a virtual “peer counselor” who smiled or not. ► Smiling affected social evaluations that varied by participants’ beliefs. ► Smiling enhanced social evaluations for agents but degraded them for avatars. ► People’s beliefs alone, not actual differences, can impact social evaluations. 36. Does online psychological test administration facilitate faking? Original Research Article Pages 2386-2391 Rachel Grieve, Hidee Tania de Groot Highlights ► We examined whether online or traditional test administration influences fakability. ► Administration mode did not influence scores when faking good. ► Administration mode did not influence scores when faking bad. ► Online and pen-and paper presentation appear equivalent when an individual is faking. ► Future research should investigate other measures and faking scenarios. 37. Computer skills instruction for pre-service teachers: A comparison of three instructional approaches Original Research Article Pages 2392-2400 Joyce Hwee Ling Koh Highlights ► Three approaches of computer skills instruction increased computer self-efficacy. ► Independent problem-solving had the largest effects on computer self-efficacy. ► Teachers were more motivated when independent problem-solving was used. ► Technology integration self-efficacy increased with mastery experiences. 38. Ethical decision-making in the Internet context: Development and test of an initial model based on moral philosophy Original Research Article Pages 2401-2409 Cheolho Yoon Highlights ► An ethical decision-making model was proposed based on moral theories. ► Four scenarios were developed. ► The five moral philosophy variables affected ethical judgment. ► Justice, utilitarianism, and ethical judgment affected behavioral intentions. Short Communication 39. Using eye-tracking technology to investigate the redundant effect of multimedia web pages on viewers’ cognitive processes Pages 2410-2417 Han-Chin Liu, Meng-Lung Lai, Hsueh-Hua Chuang Highlights ► Using voice-over reduced viewers’ cognitive load levels. ► Viewers were likely to filter out redundant onscreen text information. ► Viewers viewed pictorial information globally with a voice-over description.
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#alert #journal #FB #VWs #SL #motivation #education 2 of 3 ----- 13. Exploring the value of purchasing online game items Original Research Article Pages 2178-2185 Bong-Won Park, Kun Chang Lee Highlights ► We develop a new construct – the “integrated value of purchasing game items”. ► This integrated value affects users’ intention to purchase game items. ► Character identification is related to the intention to purchase game items. 14. A comparative study of four input devices for desktop virtual walkthroughs Original Research Article Pages 2186-2191 J.-F. Lapointe, P. Savard, N.G. Vinson Highlights ► We compare four travel techniques for desktop virtual walkthroughs. ► Each travel technique uses a different input device and we used a directed search task. ► The four input devices are: mouse, keyboard, joystick, gamepad. ► The mouse interface reduces time, travel distance compared to the other techniques. ► The gamepad interface increases the number of collision with the environment. 15. Employee job attitudes and organizational characteristics as predictors of cyberloafing Original Research Article Pages 2192-2199 Benjamín Liberman, Gwendolyn Seidman, Katelyn Y.A. McKenna, Laura E. Buffardi Highlights ► Job attitudes of job involvement and intrinsic involvement negatively related to cyberloafing. ► Perceived cyberloafing of one’s coworkers positively related to cyberloafing. ► Managerial support for internet usage positively related to cyberloafing. ► Employee attitudes towards cyberloafing positively related to cyberloafing. ► Participation in non-Internet loafing behaviors positively related to cyberloafing. 16. Media multitasking and the effectiveness of combining online and radio advertising Original Research Article Pages 2200-2206 Hilde A.M. Voorveld Highlights ► I examine effects of combining banners and radio ads during media multitasking. ► In an experiment, participants were exposed to banners, radio ads, or both. ► Regarding affective and behavioral effects, combining online and radio ads was best. ► Regarding cognitive reactions, combining media is not better than using banners alone. ► Multitasking interfered with the ability to recall and recognize auditory information. 17. Smartphones as smart pedagogical tools: Implications for smartphones as u-learning devices Original Research Article Pages 2207-2214 Dong-Hee Shin, Youn-Joo Shin, Hyunseung Choo, Khisu Beom Highlights ► The factors influence users to use smartphones as a ubiquitous learning tool. ► A modified unified theory of acceptance and usage technology model is used. ► The results reveal the possibility of a smartphone as an enabler of u-learning. 18. Antecedents of an experienced sense of virtual community Original Research Article Pages 2215-2223 Lisbeth Tonteri, Miia Kosonen, Hanna-Kaisa Ellonen, Anssi Tarkiainen Highlights ► Reading and posting messages in virtual communities have a positive impact on sense of virtual community. ► The expected benefits of reading and posting messages are different. ► Reading messages is mainly driven by the expectation of cognitive benefits. ► Posting messages is driven by the anticipation of both social and personal integrative benefits. 19. The role of social motivations in e-learning: How do they affect usage and success of ICT interactive tools? Original Research Article Pages 2224-2232 Blanca Hernandez, Teresa Montaner, F. Javier Sese, Pilar Urquizu Highlights ► Social motivations determine e-learners’ attitude and their degree of usage of ICT interactive tools. ► Social influence and altruism are the most important social motivations. ► Recognition by the instructor exerts a positive effect on e-learners’ attitude. ► Sense of community and recognition by peers do not influence e-learners’ behavior. 20. I trust not therefore it must be risky: Determinants of the perceived risks of disclosing personal data for e-government transactions Original Research Article Pages 2233-2242 Ardion Beldad, Menno de Jong, Michaël Steehouder Highlights ► Trust in government organizations is negatively related to privacy risk perceptions. ► Personal data sensitivity strongly determines privacy risk perceptions. ► Level of Internet experience does not influence privacy risk perceptions. 21. The links that bind: Uncovering novel motivations for linking on Facebook Original Research Article Pages 2243-2248 Kanghui Baek, Avery Holton, Dustin Harp, Carolyn Yaschur Highlights ► 217 Facebook users’ primary motivation for linking on Facebook is information sharing. ► They also post links for convenience and entertainment, pass time, interpersonal utility, control, and promoting work. ► Users who desire to share information are more likely to post links on Facebook. ► Users with higher education who desire to share information are more likely to post news links. ► Users who are interested in promoting their work post job-related links. 22. A semantic analysis approach for assessing professionalism using free-form text entered online Original Research Article Pages 2249-2262 Roger Blake, Oscar Gutierrez Highlights ► We develop a conceptualization of professionalism from a known theoretical construct. ► We show a semantic method to measure the professionalism of free-form text responses. ► We demonstrate that method for assessing a professional development program. 23. Error analysis of task performance with laptop in vibration environment Original Research Article Pages 2263-2270 Ramasamy Narayanamoorthy, V. Huzur Saran Highlights ► Detailed study on the effect of vibration on accuracy of object selection task. ► Reports the effect of object sizes and its positions on accuracy of task under vibration. ► Multi-axis, higher magnitude vibration, and smaller size objects induce more errors. ► The effects of angle of approach are sensitive to mouse movement direction. 24. Conceptualizing personal web usage in work contexts: A preliminary framework Original Research Article Pages 2271-2283 Sunny Jung Kim, Sahara Byrne Highlights ► We investigate non-work-related internet usage in work contexts. ► Personal web usage (PWU) is an umbrella concept of this social phenomenon. ► PWU, cyberloafing, and non-work-related computing are relatively positive concepts. ► We develop three types of internet deviant behavior scales. ► We construct a framework of personal web usage in work contexts.
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#alert #journal #FB #VWs #SL #motivation #education 1 of 3 ----- Computers in Human Behavior Volume 27, Issue 6, Pages 2067-2418 (November 2011) 1. Editorial Board / Publication information Page IFC Review 2. A meta-analysis of e-learning technology acceptance: The role of user types and e-learning technology types Review Article Pages 2067-2077 Boštjan Šumak, Marjan Heričko, Maja Pušnik Highlights ► We synthesize existing e-learning acceptance literature. ► TAM is the most common theory in e-learning acceptance literature. ► We conduct a meta-analysis of the causal effect sizes for TAM-related paths. ► User and technology related factors have a moderating role in several paths. ► PEOU and PU influence user’s ATU similarly for different user and e-learning types. Regular Articles 3. Fostering sharing of unshared knowledge by having access to the collaborators’ meta-knowledge structures Original Research Article Pages 2078-2087 Tanja Engelmann, Friedrich W. Hesse Highlights ► An empirical study was conducted in a computer-supported collaborative setting. ► Seeing the partners’ meta-knowledge structures is helpful for distributed groups. ► It fosters sharing, processing, and applying of unshared knowledge. ► However, it is not sufficient to increase collaborative problem-solving. 4. Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel Original Research Article Pages 2088-2097 Matti Mäntymäki, Jari Salo Highlights ► Millions of teenagers actively participate in social virtual worlds. ► Teenagers’ participation in social virtual worlds is strongly driven by their intrinsic motivation. ► Purchasing virtual items results from sustained participation and perceived network externalities. ► Attitude is a surprisingly weak predictor of teenagers’ usage of social virtual worlds. 5. Providing assistance to older users of dynamic Web content Original Research Article Pages 2098-2107 Darren Lunn, Simon Harper Highlights ► We highlight a tool designed to assist older users interacting with Web 2.0 content. ► We evaluate the tool with users. ► Some users perceive themselves to be better at using technology than they are. ► Technology can assist users when interacting with dynamic content. ► Involving users can lead to tools users think they want rather than tools they need. 6. Computer based assessment: Gender differences in perceptions and acceptance Original Research Article Pages 2108-2122 Vasileios Terzis, Anastasios A. Economides Highlights ► Gender differences regarding computer based assessment’s acceptance are examined. ► Perceived Ease of Use and Perceived Playfulness are the most important variables for women. ► Perceived Playfulness and Perceived Usefulness are the most important constructs for men. ► This model explains approximately 50% of the variance of behavioural intention for each gender. 7. Interactive gaming reduces experimental pain with or without a head mounted display Original Research Article Pages 2123-2128 Nakia S. Gordon, Junaid Merchant, Catherine Zanbaka, Larry F. Hodges, Paula Goolkasian Highlights ► Virtual gaming decreased subjective pain relative to positive emotion induction. ► Virtual gaming was equally effective whether presented on a HMD or blank wall. ► Virtual gaming is likely effective because of engagement in environment 8. Effects of IS characteristics on e-business success factors of small- and medium-sized enterprises Original Research Article Pages 2129-2140 Li-Min Chang, She-I Chang, Chin-Tsang Ho, David C. Yen, Mei-Chen Chiang Highlights ► System quality indicates a positive effect on computer self-efficacy. ► Both system quality and service quality have a strong impact on outcome expectations. ► Computer self-efficacy causes positive impact on outcome expectations. ► Outcome expectations is significantly correlated to user satisfaction. 9. The interaction effects of familiarity, breadth and media usage on web browsing experience Original Research Article Pages 2141-2152 Jengchung Victor Chen, Chinho Lin, David C. Yen, Kyaw-Phyo Linn Highlights ► We model 2 × 2 × 2 experimental design with content familiarity, site bread, and media richness in the website systems. ► Both main effects and the interaction effects of the experimental factors are significant. ► Website design should not be solely focus on one factor. ► Should assort all of the factors accordance with the objective of business. 10. A study on the goal value for massively multiplayer online role-playing games players Original Research Article Pages 2153-2160 Yu-Ling Lin, Hong-Wen Lin Highlights ► The study illustrates the values of massively multiplayer online role playing games (MMORPGs) players. ► We drew on the Means-end Chains (MECs) model as a theoretical basis. ► Content analysis was used to analyze the “Attribute-Consequence-Value” for MMORPGs players. ► We show how a value can be related to a MMORPGs’ consequence. ► The structures of values are set up by hierarchical value map. 11. The mediator role of self-disclosure and moderator roles of gender and social anxiety in the relationship between Chinese adolescents’ online communication and their real-world social relationships Original Research Article Pages 2161-2168 Jin-Liang Wang, Linda A. Jackson, Da-Jun Zhang Highlights ► We examined the predictive effect of online communication on self-disclosure. ► We examined if gender and social anxiety affect this predictive effect. ► Gender moderates the relationship between online communication and self-disclosure. ► Anxiety moderates online communication’s predictive effect on self-disclosure. 12. Introducing synchronous e-discussion tools in co-located classrooms: A study on the experiences of ‘active’ and ‘silent’ secondary school students Original Research Article Pages 2169-2177 Christa S.C. Asterhan, Tammy Eisenmann Highlights ► We report on an in vivo classroom study that compared secondary school students experiences with face-to-face and computer-mediated, synchronous formats for critical debate. ► Overall, synchronous online discussion format are found to have several advantages over their face-to-face counterparts, in particular in the social-interactive realm. ► Differences were found between students that are usually active or inactive in F2F classroom discussion formats. ► Students that are usually inactive in F2F discussions showed a stronger preference for the online format on most academic and social-interactive dimensions.
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#SL #ESL #education ----- Title: Language learning resources and developments in the Second Life metaverse Author: Santiago Dominguez-Noriega, J. Enrique Agudo, Paula Ferreira, Mercedes Rico Address: Computer Systems and Telematics Engineering Department, University of Extremadura, Avda. Santa Teresa de Jornet, 38 06800 – Merida, Spain. ' Computer Systems and Telematics Engineering Department, University of Extremadura, Avda. Santa Teresa de Jornet, 38 06800 – Merida, Spain. ' Department of English Philology, University of Extremadura, Avda. Santa Teresa de Jornet, 38 06800 – Merida, Spain. ' Department of English Philology, University of Extremadura, Avda. Santa Teresa de Jornet, 38 06800 – Merida, Spain Journal: International Journal of Technology Enhanced Learning 2011 - Vol. 3, No.5 pp. 496 - 509 Abstract: Under the auspices of the 3D virtual platform Second Life, our proposal, centred on the learner capacity to act within online environments, consists of applying innovative ideas for second language acquisition and examines the potential of various pedagogical aspects in the design of tandem English/Spanish language courses for specific professional sectors. To reach this goal, we have created new scenarios and developed applications (e.g., role-play activities in personalised settings, automated avatars/bots, game-based tests adapted to the virtual world, the integration of the Moodle platform in a virtual area, etc.), aimed at exploring these possibilities for language training. Keywords: tandem learning; Second Life; virtual worlds; virtual communities; web based communities; online communities; internet; world wide web; learning resources; metaverse; virtual platforms; learner capacity; online environments; innovative ideas; innovation; second languages; language acquisition; pedagogical aspects; pedagogy; course design; English language; Spanish language; language courses; professions; scenario creation; software applications; role-play; personalised settings; bots; web robots; WWW robots; Moodle; language training; automated avatars; game-based tests; University of Extremadura; Spain; universities; higher education; 3D; three dimensions; three dimensional; technology enhanced learning. DOI: 10.1504/IJTEL.2011.042101
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#alert #VWs #SL ----- Google Scholar Alerts scholaralerts-noreply@google.com to me show details Aug 31 (1 day ago) Scholar Alert: [ "virtual worlds" education ] ----- Second Life as a support element for learning electronic related subjects: A real case LM Beltrán S, RS Gutiérrez… - Computers & Education, 2011 ... The purpose of choosing this 126 type of frame is that it is not sought to provide a definite judgment about the applicability of 127 virtual worlds in education but the pedagogical potential and restrictions that the use of this 128 media can have. ... ----- Understanding student engagement in 3D virtual learning environments J Wan, M Reddy… - International Journal, 2011 ... ' Newport Business School, University of Wales, City Campus, Newport, NP20 2BP, UK. ' Newport School of Education, University of Wales, Caerleon Campus, Newport, NP18 3QT, UK. Journal: International Journal of Technology Enhanced Learning 2011 - Vol. 3, No.5 pp. ... ----- Language learning resources and developments in the Second Life metaverse S Dominguez-Noriega, JE Agudo, P Ferreira… - International Journal, 2011 Inderscience Publishers: publishers of distinguished academic, scientific and professional journals. ----- Managing Virtual Environments in Libraries: Second Life and Information Literacy N Tsoubrakakou… - Open access to STM information: trends, models, and …, 2011 ... This paper emphasizes on the educa- tional role of virtual games within library services and refers to Second Life, as one of the most widely known virtual worlds implemented by libraries. ... Through these worlds, user interaction is enhanced and distance education is empowered ... ----- Retail relationships in a digital age K Keeling, D Keeling… - Journal of Business Research, 2011 ... Though not widely used, they have been a feature of some websites for several years (eg, Anna on IKEA). Virtual sales assistants (3D avatars) in 3D virtual worlds are less known to many Internet users. ... Gender, Employment status, Education, Age, Income. ... ----- Localizing the Internet: An Anthropological Account J Postill - 2011. Anthropology Of Media Series Editors:John Postill and Mark Peterson The ubiquity of media across the ... [HTML] Do-it-yourself-whiteboards as a Creative Approach to Innovative Media Education: Exploring Wiimote Hacks as a Didactic Tool D Reimann, W Fütterer… ... and Practice of Integrated Art and Computer Science in Education” (ArtDe-Com) funded under the “Cultural Education in the Media Age” federal programme (KuBiM) of the Bund-Länder- Commission (BLK) with his class on digital media and virtual worlds in art education. ... ----- Confrontations: Philosophical Reflections and Aphorisms DF Ferrer ... of poetry. I have already learned to walk, run, dance, fly on earth, but I am also ready to go weightless. These writings are attempts to go from mountain peak to mountain peak in the whole process of self-education. Before I could ... -----
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#SL #VWs #healthcare #training ----- Integrating Genomics Into Undergraduate Nursing Education. --- By: Daack-Hirsch, Sandra; Dieter, Carla; Quinn Griffin, Mary T.. ----- Journal of Nursing Scholarship, 2011 3rd Quarter, Vol. 43 Issue 3, p223-230, 8p; ----- Abstract: Purpose: To prepare the next generation of nurses, faculty are now faced with the challenge of incorporating genomics into curricula. Here we discuss how to meet this challenge. Organizing Construct: Steps to initiate curricular changes to include genomics are presented along with a discussion on creating a genomic curriculum thread versus a standalone course. Ideas for use of print material and technology on genomic topics are also presented. Information is based on review of the literature and curriculum change efforts by the authors. Conclusions: In recognition of advances in genomics, the nursing profession is increasing an emphasis on the integration of genomics into professional practice and educational standards. Incorporating genomics into nurses' practices begins with changes in our undergraduate curricula. Information given in didactic courses should be reinforced in clinical practica, and Internet-based tools such as WebQuest, SecondLife, and wikis offer attractive, up-to-date platforms to deliver this now crucial content. Clinical Relevance: To provide information that may assist faculty to prepare the next generation of nurses to practice using genomics. [ABSTRACT FROM AUTHOR]; DOI: 10.1111/j.1547-5069.2011.01400.x; (AN 65034878)
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#SL #VWs #alert ----- Google Scholar Alerts scholaralerts-noreply@google.com to me Scholar Alert: [ "virtual worlds" education ] ----- [PDF] COI in Virtual Worlds-Survey R McKerlich… - 2011 COI in Virtual Worlds Thank you for taking the time to complete this survey. We are educational researchers at Athabasca University in Canada. We are working to develop tools that allow researchers, teachers and students to assess the learning that occurs in formal education ... ---------- [PDF] Managing Expectations in Complex Virtual Communities S Ranathunga, S Cranefield… - Postgraduate Day, 2011 ... of human social interactions. An increasing number of individuals and organisations are using virtual worlds for diverse applications in areas such as education, health, business, and entertainment. The co-existence of individuals ... ---------- Three-dimensions vs. two-dimensions intervention programs: the effect on the mediation level and behavioural aspects of children with intellectual disability S Eden, M Bezer - European Journal of Special Needs Education, 2011 ... was found that in most of the scenarios there was a distinct advantage for the participants in the 3D IVR group – they were more focused on the assignment, more immersed physically in the virtual worlds and were ... Journal of Cognitive Education and Psychology , 5(2): 144–157. ... ---------- University Librarians respond to changes in higher education: Discussions on three aspects SS Chang… - New Library World, 2011 ... (2007, p.xi): Most recognize that the convergence of the classroom and communications technology has the potential to transform higher education for the better. However, blended ... resources in virtual worlds, such as Second Life, academic librarians are ... ---------- Constructing the new classroom: College student perceptions of classes using Second Life KW Bowers - 2012 ... This is a valuable step in developing assessments forms and learning strategies that make the best use of all that virtual worlds have to offer education. Advisor: Cleary, Johanna. School: UNIVERSITY OF FLORIDA. Source: DAI-A 72/10, p. , Apr 2012. Source Type: Ph.D. ... ---------- A Review of “Teaching media in primary schools” SA Amasha - Language and Education, 2011 ... purpose, as Bazalgette candidly states, is to 'convert those (educators) who are still doubtful about the value of media education for younger ... texts as page based (eg newspapers, comic strips and web pages) or time based (eg non-print advertisements, virtual worlds and radio ... ---------- Pedagogy and praxis: simulations and skill sets SB Pettine, KA Cojanu… - On the Horizon, 2011 ... Chodos, D., Naeimi, P., Stroulia, E. (2009), "Pedagogy, education and innovation in 3-D virtual worlds", Journal of Virtual Worlds Research, available at: https://journals.tdl.org/jvwr/ article/view/375/450 (accessed February 12, 2011), Vol. 2 No.1, . ... ---------- Prosocial behaviour in avatar-mediated interaction: the influence of character gender on material versus emotional help-giving M Lehdonvirta, V Lehdonvirta… - On the Horizon, 2011 ... Journal search Search in this title: On the Horizon. ISSN : 1074-8121. Online from: 2000. Subject Area: Education. ... In online games and virtual worlds, this typically happens through the use of an avatar: a character that represents the user in the virtual environment. ... ---------- Proactive Ambient Social Media for Supporting Human Decision Making T Nakajima, T Yamabe… - Ubiquitous Intelligence and Computing, 2011 ... This research was supported by Waseda University Global COE Program 'International Research and Education Center for Ambient SoC' sponsored by MEXT, Japan. Page 2. ... The proactive ambient social media need to harmonize virtual worlds into the real world. ... ---------- A Behavior Model Based On Information Transmission for Crowd Simulation T Dong, Y Liu… - Transactions on Edutainment VI, 2011 ... 1 Introduction Crowd simulation now becomes an important research area, which has a wide application in education, entertainment, architecture, training, urban engineering and virtual heritage. ... Journal of Computer Animation and Virtual Worlds 15(3), 311–318 (2004) 16. ... ---------- [PDF] USING AHP FOR DETERMINING PRIORITY IN SEAMLESS STRATEGY: A CASE STUDY OF THE CLICK-AND-MORTAR BOOKSTORE CW Chen, CL Chan… - International Journal of Electronic Business, 2011 ... Gulati and Garino [4] also suggested that retailers who can execute click-and-mortar strategies that bridge the physical and virtual worlds will be success in the future. Page 2. 96 International Journal of Electronic Business Management, Vol. 9, No. 2 (2011) ... ---------- eGovernment Trends in the Web 2.0 Era and the Open Innovation Perspective: An Exploratory Field Study S Assar, I Boughzala… - Electronic Government, 2011 ... private arena, Web 2.0 technologies (eg blogs, wikis, RSS1 , social networking platforms, folksonomy, podcasting, mashups, virtual worlds, etc.) are ... based on a diverse set of characteristics, including organizational type, area of activities, their profile, education, work experience ... ---------- [PDF] INCREASING SAVING BEHAVIOR THROUGH AGE-PROGRESSED RENDERINGS OF THE FUTURE SELF H HERSHFIELD, DG GOLDSTEIN, WF SHARPE… - 2011 ... other people in the US Scores on the ladder have been predicted by employment grade, education, household and personal income, household wealth, satisfaction with standard of living, and feelings of financial security (Adler et al. 2008) (M = 7.08, SD = 1.70). ... ---------- Movement Classes from Human Motion Data K Lee, J Park… - Transactions on Edutainment VI, 2011 ... The motion capture technology opened a new way of expressing highly realistic motion within virtual worlds for computer games and movies ... Science Research Program through the National Research Foundation of Korea(NRF) funded by the Ministry of Education, Science and ... ---------- [DOC] Bridging the knowing-doing gap Episode 2: Taking Action Learning online with 3D virtual worlds, Learning Management Systems and discussion forums. L McKeown ... Action Learning online with 3D virtual worlds, Learning Management Systems and discussion forums. Lindy McKeown lindy@gil.com.au. Educational Consultant, PhD candidate, University of Southern Queensland, and part time Learning Place Mentor, Education Queensland. ... ---------- [PDF] A Brave New (Virtual) World! C Sarmma - Smart Learning-The Way ahead ... 1000 organizations [1]. Gartner estimates that by 2012, 70% of organizations would have established their own virtual worlds [2]. Despite ... Typically, motivation in such learning experiences is maintained because unlike most formal training or education experiences, learning is ... ---------- [PDF] Using Virtual World in Education: The case of Second Life V Appaneni… ... But certain aspects need to be examined thoroughly like how virtual spaces are influencing education, how students and teachers understand learning in virtual worlds while interacting through avatars where communication lacks body language and is limited to seeing, hearing ... ---------- [PDF] PRESENCE IN COMPUTER GAMES: DESIGN REQUIREMENTS B Bostan… ... According to Ondrejka (2006), since computer game players spend significant portions of their lives immersed within virtual worlds, computer games ... Education levels are, 32.2% high school or below, 31.8% some college or vocational school, 24.3% bachelors degree and 11.7 ... ---------- Investigating Video Game Characters as Role Models in Science, Technology, Engineering and Mathematics S Turkay, D Hoffman, N Gunbas… ... Paper presented at the annual meeting of the Association for Education in Journalism and Mass Communication, Marriott Downtown, Chicago, IL. ... researching the effects of customization, as a way of user control, on engagement and motivation in games and virtual worlds. ... ---------- [PDF] A Conceptual View Of The Building Blocks To Develop A Web-Based Training And Educational Tool T Sulbaran ... reality has been used successfully for many applications such as flight simulations, medical training, scientific simulations, education and more. Recently, virtual reality has made a significant impact on the Internet. People are able to not only create virtual worlds or environments ... ----- ----------
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#SL #VWs #education ----- Surfing for Knowledge: Virtual Libraries and Books on the Web. By: Wicks, Pamela. Community & Junior College Libraries, Apr-Jun2011, Vol. 17 Issue 2, p75-86, 12p; Abstract: Virtual environments such as SecondLife (SL) may provide a way to connect with today's digital native and increase the readership of the community college student, both in virtual and real world libraries. Many colleges and universities already have a presence in SL. Books and services typically found in a 'brick and mortar' library can be provided in these virtual libraries, including the ability to 'read' a book. Limitation to these spaces include funding and training of the virtual librarian. Future research is needed to determine the best way to serve community college students in these digital spaces and the training required of the virtual librarian. [ABSTRACT FROM AUTHOR]; DOI: 10.1080/02763915.2011.593459; (AN 64391580)
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#SL #education ----- Daniel Livingstone posted in the Virtual Worlds Facebook group: 4:35am Aug 19 -- SLOODLE 2.0.1 alpha released - linking Second Life and Moodle 2.0 - Great work by Edmund Edgar and Fire Centaur ----- http://www.facebook.com/l/6AQB2zQT6AQBb8RIHFHAk1oIo8si3oDNnJEwB8n90gWXQxA/www.sloodle.org/moodle/mod/forum/discuss.php?d=3469 http://www.sloodle.org/moodle/mod/forum/discuss.php?d=3469 ----- http://www.sloodle.org
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#youtube #SL #SLCC ----- http://www.youtube.com/user/draxtordespres ----- Second Life Community Convention 2011 - This is NOT a game!!! From: draxtordespres | Aug 16, 2011 | 73 views The annual Second Life Community Convention is over, this year it was held in Oakland, California. Now that many blog posts have been written about gamification of the world, new products separate of Second Life to be introduced, more web initiatives, more stability for SL and the fact that it is growing by about 15.000 new users every day it is time for Draxtor to tell the real story of SLCC 2011 - the parties, the hallway brainstormings, the beloved British humor.....stick around.
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#VWs #SL #socialmedia #interview ----- THE VISIONARY. Authors: KAHN, JENNIFER Source: New Yorker; 7/11/2011, Vol. 87 Issue 20, p46-53, 7p, 1 Color Photograph Document Type: Article Subject Terms: *COMPUTER scientists *INTERNET *ONLINE social networks *TECHNOLOGY SOCIAL aspects People: LANIER, Jaron Abstract: The article presents a profile of Jaron Lanier, an author and computer scientist who was involved in the development of virtual reality and is a consultant for the software company Microsoft Research. Lanier's ideas on the social impact of the Internet and online social networking websites are shared. His book "You Are Not a Gadget: A Manifesto" is discussed. Other topics include a history of virtual reality technology, Lanier's childhood, his parents, and career at Microsoft. Full Text Word Count: 5074 ISSN: 0028792X Accession Number: 62548310 Database: Academic Search Premier Section: PROFILES ----- Lanier is often described as "visionary," a word that manages to convey both a capacity for mercurial insight and a lack of practical job skills. In the nineteen-eighties, he helped pioneer the field of virtual reality, and he is often credited with having coined the term. He has also dabbled in film. In 2001, he advised the writers of "Minority Report," Steven Spielberg's film about a dystopian future. Since 2006, he has worked as a consultant at Microsoft Research. More recently, he has become the go-to pundit for people lamenting the social changes wrought by modern technology. Last year, he published "You Are Not a Gadget: A Manifesto," a provocative critique of digital technologies, including Wikipedia (which he called a triumph of "intellectual mob rule") and social-networking sites like Facebook and Twitter, which he has described as dehumanizing and designed to encourage shallow interactions. Teen-agers, he writes, may vigilantly maintain their online reputations, but they do so "driven more by fear than by love." In our conversation about Facebook's face-recognition software, he added, "It'll just create a more paranoid society with a fakey-fakey social life--much like what happened in Communist countries, where people had a fake social life that the Stasi could see, and then this underground life."
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#VWs #SL ----- Lucke, Ulrike, and Raphael Zender. "3D interactions between virtual worlds and real life in an e-learning community." Advances in Human-Computer Interaction (2011). Academic OneFile. Web. 21 July 2011. -- 3D interactions between virtual worlds and real life in an e-learning community.(Research Article). Advances in Human-Computer Interaction (Annual 2011)(7004 words) Show details Abstract: Virtual worlds became an appealing and fascinating component of today's internet. In particular, the number of educational providers that see a potential for E-Learning in such new platforms increases. Unfortunately, most of the environments and processes implemented up to now do not exceed a virtual modelling of real-world scenarios. In particular, this paper shows that Second Life can be more than just another learning platform. A flexible and bidirectional link between the reality and the virtual world enables synchronous and seamless interaction between users and devices across both worlds. The primary advantages of this interconnection are a spatial extension of face-to-face and online learning scenarios and a closer relationship between virtual learners and the real world. ----- http://find.galegroup.com/gtx/infomark.do?type=retrieve&prodId=AONE&userGroupName=nclivegwu&version=1.0&source=gale&digest=7905f6faca271748ab880b391a712d10&docId=A261631757&docType=IAC&tabID=T002
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#SL #alerts #VWs ----- Exploring factors of media characteristic influencing Flowin learning through virtual worlds -- B Choi… - Computers & Education, 2011 The results of this study show that distinct media characteristics of virtual worlds affecting engagement were labeled 'interactivity', 'representational fidelity', 'immediacy of communication', 'consistency', and 'persistence' after the exploratory factor analysis. Another result of this ... ----- Improve English Learning outcome by Using Automatic Dialogue Agents in Second Life Z Cai - 2011 ... 1, pg. 68-71 [16] Petrakou, A. (2009). Interacting through avatars: Virtual worlds as a context for online education. ... Second Life: an overview of the potential of 3-D virtual worlds in medical and Health education. Health Information & Libraries Journal, 24(4), 233–245. ... ----- Using situated learning with peer competition to enhance students' learning motivation TH Wu - 2011 ... Project. J. Educational Technology Systems, Vol. 37(3) 251-258. 2008. 〔13〕Petrakou, A. Interacting through avatars: Virtual worlds as a context for online education. Computers & Education, 54, 1020-1027. 2010. 〔14〕Jamaludin ... ----- COLLABORATIVE DEVELOPMENT IN THE VIRTUAL WORLD: DISCOURSE, DIGITAL ARTEFACTS AND THE CONSTRUCTION OF INTERSUBJECTIVE MEANING M Cahalane, P Finnegan… - 2011 ... Vygotsky L. (1986). Thought and Language. Massachusetts Institute of Technology. Wankel, C. and Kingsley, J. (2009). Higher Education in Virtual Worlds: Teaching and Learning in Second Life. Emerald Group Publishing Limited. Ward, TB and Sonneborn, MS (2009). ... ----- Virtualization and new geographies of knowledge in higher education: possibilities for the transformation of knowledge, pedagogic relations and learner identities CA Taylor… - British Journal of Sociology of Education, 2011 ... In these three very particular ways, Yolande's blog gives her a virtual public voice and provides a valuable instance of the use of virtual space to transform what constitutes doctoral education. ... 5.2 Materiality and embodiment: virtual worlds/real worlds. ... ----- Role changing for librarians in the new information technology era HC Sun, K Chen, C Tseng… - New Library World, 2011 ... It seems fairly obvious that libraries have a central role in education, learning and training (Bargellini and Bordoni, 2001) by ... Many librarians “agree that the experiential and theoretical knowledge gained during [a] collective exploration of virtual worlds would be a sufficiently ... ----- [PDF] Computer-based instructional games about aggression and courtship of the Siamese fighting fish T Jeenthong, C Kowasupat, P Phichai… - ThaiSim 2011, 2011 ... Simulation & Gaming, 41 (6), 898-920. Dickey, MD (2005). Three-dimensional virtual worlds and distance learning: Two case studies of active worlds as a medium for distance education. British Journal of Educational Technology, 36 (3), 439-451. Page 27. ... ----- Towards an integrated generative design framework V Singh… - Design Studies, 2011 ... al., 1999 ). These behaviours have potential applications to design agents immersed in virtual worlds for tasks such as layout planning and way-finding. 2. Comparison of five generative design techniques. The following sections ... ----- System, Method and Computer Program for Weight, Lifestyle and/or Disease Management Integrating Nutrition, Exercise and Behaviour Management J Ruby, L Pérusse, K Hood, M Bamford, J Dugoua… - US Patent 20,110,172,497, 2011 A system, method and computer program for integrated, personalized disease management is provided. The method involves capturing individual attributes, analyzing the individual attributes to establish. ----- The Law and Technology Enterprise: Uncovering the Template to Legal Scholarship on Technology K Tranter - Law, Innovation and Technology, 2011 ... Louise Brown (1978–85), and virtual worlds (2004–8). What is shown is that the three literatures share a common structure in which the crisis event was captured by positive law doing public policy work, notwithstanding the 50-year timespan and the diversity of technologies ... ----- Affect, Technology and Convivial Learning Environments P Goodyear - New Perspectives on Affect and Learning …, 2011 ... but also] productive institutions such as factories that produce tangible commodities like corn flakes or electric current, and produc- tive systems for intangible commodities such as those which produce “education,” “health,” “knowledge,” or ... Researching learning in virtual worlds. ... ----- [PDF] The Effect of Using E-Learning Tools in Online and Campus-based Classrooms on Student Performance E Galy, C Downey… - Journal of Information Technology Education, 2011 ... Current trends in education confirm that instructors are shifting away from authoritarian and non- interactive courses. ... Web 2.0 technologies include wikis, blogs, podcasts, social networks, video-sharing sites such as YouTube, and virtual worlds such as Second Life. ... ----- [PDF] Steering a Tractor by Means of an EMG-Based Human-Machine Interface J Gomez-Gil, I San-Jose-Gonzalez… - Sensors, 2011 ... Entertain. Comput. 2009, 1, 85-94. 60. Scherer, R.; Lee, F.; Schlogl, A.; Leeb, R.; Bischof, H.; Pfurtscheller, G. Toward self-paced brain-computer communication: Navigation through virtual worlds. IEEE Trans. Biomed. Eng. 2008, 55, 675-682. 61. ... ----- [PDF] Follow me! I will be your best friend: global marketers' Twitter use ES Kwon - 2011 ... Facebook), creative work sharing sites (eg, YouTube, Flickr), business networking sites (eg, LinkedIn), collaborative websites (eg, Wikipedia), virtual worlds (eg, Second Life), company-sponsored discussion board/chat rooms, e-mail, consumer product or ... ----- Parents, pre‐schoolers and learning with technology at home: some implications for policy L Plowman, O Stevenson, J McPake, C Stephen… - Journal of Computer …, 2011 ... Becta, Coventry. Marsh J. (2010) Young children's play in online virtual worlds. Journal of Early Childhood Research 8, 23–39. ... In Contemporary Perspectives on Early Childhood Education (ed. N.Yelland), pp. 210–246. Open University Press, Maidenhead. ... ----- International Collaboration and Design Innovation in Virtual Worlds: Lessons from Second Life P Rive… ... "International Collaboration and Design Innovation in Virtual Worlds: Lessons from ... This chapter will explore how design practice and design education can assist geographically dispersed design teams working on collaborative designs in a shared virtual space, using real-time ... ----- Towards an Application of Theory to Virtual Worlds: from the Virtual to the Actual J Green ... Author. Julian Green, University of the West of England, UK. Abstract. This brief paper offers a theoretical look at the theme: 'New Roles of the Instructor and Learner' in relation to social media and 3D virtual worlds and their application to education. ... ----- [PDF] A research agenda for investigating the effectiveness of branding in virtual reality JM Pharr ... For example, it is not known how the participant's age, gender, income, education level, or level of involvement in the virtual experience or ... of virtual-world participants and measure the ability of various types of marketing content already routinely used in virtual worlds to produce ... ----- [PDF] THE EVOLUTION OF SOFTWARE AGENTS AS DIGITAL OBJECTS S THÜRMEL - THE COMPUTATIONAL TURN: PAST, PRESENTS, … ... IACAP 2011 -74- THE EVOLUTION OF SOFTWARE AGENTS AS DIGITAL OBJECTS SABINE THÜRMEL Graduate Center of the TUM School of Education Technical University of ... On the other hand they provide a basis for agency in virtual worlds offering novel experiences. ... ----- Keynote 2/Plenary: Incentivising excellent teaching in a research led environment A Cashmore - Effective Learning ... and Biological Sciences, University of Leicester Annette Cashmore is a National Teaching Fellow, Professor of Genetics Education, and Director of ... Current projects range from exploring the use of virtual worlds to enhance practical teaching, to a collaboration between the HE ... ----- This Google Scholar Alert is brought to you by Google.
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#SL #VWs ----- Leone, Massimo. "The semiotics of religious space in Second Life®." Social Semiotics 21.3 (2011): 337-357. Academic Search Premier. EBSCO. Web. 17 July 2011. ----- Author-Supplied Keywords: places of worship religion Second Life® semiotics virtual participant observation Abstract: Scholarly research on the religious dimension of Second Life® can be conducted with reference to several elements: ties between the religious dimension of Second Life and that of the 'First Life' (an approach privileged by the sociology and the psychology of religion); the transcendent value inherent in the creation of an alternative reality (an approach favored by the philosophy of religion); the enunciation of a 'virtual' religious dimension through the digital artifacts of Second Life (an approach promoted by aesthetics, phenomenology, and semiotics); and so forth. Adopting the point of view of cultural semiotics, the paper summarizes the results of a 'virtual' ethno-semiotic participant observation conducted over six months in portions of the digital 'metaverse' of Second Life where a religious dimension is predominant. The consequent analysis of digital places of worship singles out five main characteristics of their aesthetics, phenomenology, and semiotics: isolation, prototypicality, didacticism, anarchy, and parasitism. [ABSTRACT FROM AUTHOR] Copyright of Social Semiotics is the property of Routledge and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) Author Affiliations: 1Department of Philosophy, University of Torino, Italy ISSN: 10350330 DOI: 10.1080/10350330.2011.564385 Accession Number: 62667638 Database: Academic Search Premier
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#SL #VWs #avatar #identity ----- Martey, Rosa Mikeal, and Mia Consalvo. "Performing the Looking-Glass Self: Avatar Appearance and Group Identity in Second Life." Popular Communication 9.3 (2011): 165-180. Academic Search Premier. EBSCO. Web. 17 July 2011. ----- This article explores avatar appearance of 211 individuals in the virtual world Second Life (SL). Through analysis of observations, online interviews, and a survey, it examines the ways that players use avatars to perform self contextualized by group identities, from gender, race, and sexuality to specific communities, such as furries or role players. Drawing on literature from fashion and dress, we examine how players choose avatar appearance in relation to participation or alignment with groups and their prevailing social norms. We found that although Second Life provides unprecedented freedom in appearance, local social contexts, as much as external ones, created powerful boundaries and expectations, leading many participants to seek socially acceptable appearance that would be interpreted in certain ways as part of their interactions. [ABSTRACT FROM AUTHOR] Copyright of Popular Communication is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) Author Affiliations: 1Colorado State University, 2Massachusetts Institute of Technology, ISSN: 15405702 DOI: 10.1080/15405702.2011.583830 Accession Number: 62666848 Database: Academic Search Premier
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#SL #VWs #education #learning #roleplay #openaccess ----- CORNELIUS, S., GORDON, C., HARRIS, M.. Role engagement and anonymity in synchronous online role play. The International Review of Research in Open and Distance Learning, North America, 12, may. 2011. Available at: <http://www.irrodl.org/index.php/irrodl/article/view/923/1890>. Date accessed: 04 Jul. 2011. ----- Abstract Role play activities provide opportunities for learners to adopt unfamiliar roles, engage in interactions with others, and get involved in realistic tasks. They are often recommended to foster the development of soft skills and a wider perspective of the world. Such activities are widely used as an online teaching approach, with examples ranging from the simple use of email to the employment of virtual worlds and Web 2.0 technologies. This paper provides a case study of a role play activity which employs real-time anonymous discussion forums and aims to improve our understanding of effective role play and the impact of anonymity. This role play has been effective in educating learners about different perspectives on the issue of Quality in Further Education. The context and implementation of the role play are outlined, and the learners’ interactions and experiences are explored using an investigative analysis of discussion transcripts and semi-structured interviews with participants. The findings suggest that role engagement and anonymity are important components for success in synchronous online role play. Evidence is presented that provides an insight into the factors which encourage role engagement, including prior experiences and contributions from peers. The impact of anonymity is also explored since many participants did not regard the study environment as real and attempted to identify their peers. Keywords: Online role play; anonymity; role engagement; Web 2.0; virtual world ----- http://www.irrodl.org/index.php/irrodl/article/view/923/1890
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