53,968 research outputs found

    A Typology of Virtual Research Environments

    Get PDF
    Virtual Research Environments (VREs) are online spaces that support communication and collaboration among scientists. Hundreds of VREs have been constructed using various configurations of research tools and information and communication technologies (ICTs) to serve many disciplines and interdisciplinary inquiry. This study characterizes a large sample of VREs in terms of the research and ICT resources they incorporate and derives a typology of VREs based on their particular ICT configurations. The four types are correlated with previous VRE typologies and disciplinary domains. Results indicate that there are correspondences, but that types of ICT configurations also exhibit complex relationships with function and discipline

    Towards typologies of virtual maltreatment: Sport, digital cultures and dark leisure.

    Get PDF
    A changing technological context, specifically that of the growth of social media, is transforming aspects of leisure behaviour, especially in terms of negative interactions between followers of sport and athletes. There is a growing body of research into the maltreatment of adult athletes, exploring issues such as abusive acts or behaviours against the individual, including acts of physical and/or psychological violence to the person. Existing research however, focuses upon face-to-face behaviours, and to date the nature of abuse in online spaces has been overlooked. It is becoming ever more apparent that virtual environments create optimal climates for abuse to occur due to the ability for individuals to communicate in an instantaneous, uncontrolled and often anonymous manner in virtual worlds. Using a netnographic approach, an analysis of a popular social media platform (Twitter) was conducted to examine the types of abuse present in online environments. This paper presents a conceptual typology, identifying four broad types of abuse in this setting; physical, sexual, emotional and discriminatory; examples of each form are presented. Findings highlight how online environments can pose a significant risk to individual emotional and psychological safety

    Exploring the Design Space of Immersive Urban Analytics

    Full text link
    Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology of urban visual analytics by providing critical 3D context information and creating a sense of presence. In this paper, we propose an theoretical model to characterize the visualizations in immersive urban analytics. Further more, based on our comprehensive and concise model, we contribute a typology of combination methods of 2D and 3D visualizations that distinguish between linked views, embedded views, and mixed views. We also propose a supporting guideline to assist users in selecting a proper view under certain circumstances by considering visual geometry and spatial distribution of the 2D and 3D visualizations. Finally, based on existing works, possible future research opportunities are explored and discussed.Comment: 23 pages,11 figure

    Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences

    Get PDF
    Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth.Youth today are often criticized for their lack of civic participation and involvement in political life. Technology has been blamed, amongst many other causes, for fostering social isolation and youth's retreat into a private world disconnected from their communities. However, current research is beginning to indicate that these might be inaccurate perceptions. The Internet has provided new opportunities to create communities that extend beyond geographic boundaries, to engage in civic and volunteering activities across local and national frontiers, to learn about political life, and to experience the challenges of democratic participation. How do we leverage youth's interest in new technologies by developing technology-based educational programs to promote civic engagement? This chapter explores this question by proposing socio-technical design elements to be considered when developing technology-rich experiences. It presents a typology to guide the design of Internet-based interventions, taking into account both the affordances of the technology and the educational approach to the use of the technology. It also presents a pilot experience in a northeastern university that offered a pre-orientation program in which incoming freshman designed a three-dimensional virtual campus of the future and developed new policies and programs to strengthen the relationship between college campus and neighbor communities

    Modern Trends in the Automatic Generation of Content for Video Games

    Get PDF
    Attractive and realistic content has always played a crucial role in the penetration and popularity of digital games, virtual environments, and other multimedia applications. Procedural content generation enables the automatization of production of any type of game content including not only landscapes and narratives but also game mechanics and generation of whole games. The article offers a comparative analysis of the approaches to automatic generation of content for video games proposed in last five years. It suggests a new typology of the use of procedurally generated game content comprising of categories structured in three groups: content nature, generation process, and game dependence. Together with two other taxonomies – one of content type and the other of methods for content generation – this typology is used for comparing and discussing some specific approaches to procedural content generation in three promising research directions based on applying personalization and adaptation, descriptive languages, and semantic specifications

    PROJECT ÉVORA 3D: RESEARCH, METHODOLOGY, RECONSTRUCTION AND VISUALIZATION

    Get PDF
    The Évora 3D project was born from the collaboration between the Municipality and the University of Évora, through the two research centres of CIDEHUS1 and CHAIA2, with the objective of completing a virtual reconstruction of the city in a longtime frame. In the national and international context, the use of new technologies has led to the diversification of this type of proposal, both at the urban level and in the reconstruction of concrete spaces. The application of this same model to Évora, contemplating several chronological layers, seems to impose itself in a city that, in the medieval and modern periods, was one of the most important of the kingdom, as Court city, and that today is classified as World Heritage Site

    Environmental designs:a typology towards an expanded field

    Get PDF
    In this paper we offer a provisional typology of the primary categories of environmental or ecological relationships depicted, represented or simulated in games. We explore four main approaches to environments in games: environment as backdrop, as resource, as antagonist, and as text. These four provisional types are not clearly delineated, or equally common amongst all games and game genres, nor are they mutually exclusive within particular games. We argue that consideration of ecological notions in gaming reveals their frequent subordination to higher level game design decisions, and that analysis through this typology can reveal the shifting relationships between technologies of simulation and videogame strategies of representation – as well as orient game design towards the possibility for more expansive thinking about environmental relations (and hence, the most significant political issues of our time) as seen in the work of scholars such as Timothy Morton

    Research 2.0 : improving participation in online research communities

    Get PDF
    Web 2.0 thinking and technologies create a number of new opportunities to conduct research broadly labeled as Research 2.0. Research 2.0 is a growing area of academic and commercial interest, which includes research undertaken in online research communities. This research in progress paper explores the practice of online research communities using a case study example operated by the commercial market research company Virtual Surveys Limited (VSL) in the UK on behalf of their client United Biscuits UK Ltd. The preliminary findings are based on VSL and academics working together to improve the online research community participants’ response rate and the quality of contributions. Data collected for this study is based on meetings, participant observation, and a pilot survey of United Biscuits online research community (snackrs.com) members. Using the responses of 112 snackrs.com community members, a preliminary typology of motivational factors is proposed. This can be used to refine the recruitment and development of activities in an online research community. Also, a model for supporting online research communities to ensure longitudinal engagement based on an adaptation of Salmon’s (2004) 5 Stage Model for e-moderation is proposed, extending the 5 stages to 7 – adding the stages of selection and disengagemen

    Video Game Navigation: A Classification System for Navigational Acts

    Get PDF
    Navigation in video games has been a vastly neglected topic in game studies. In this paper a classification system for navigational acts has been developed through theoretical work as well as the analysis of multiple games. The result is an exclusive five-step classification system. Moreover, the development showed that navigational acts are highly dependent on the environment in which they occur. The system is a first step towards a deeper understanding of how the player navigates the gameworld, instead of what she navigates
    corecore