50,119 research outputs found

    Virtually Enabled: How Title III of the Americans with Disabilities Act Might Be Applied to Online Virtual Worlds

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    The rise and popularity of online virtual worlds, such as World of Warcraft and Second Life, holds significant promise for people with disabilities. For people who are unable to easily leave home or travel, virtual worlds provide a public venue, wherein people may interact freely without the social stigma that accompanies disability. However, access to these virtual worlds may be inhibited by physical, visual, or aural impairments, and virtual-world developers can be hostile to modifying their products to mitigate these difficulties. Thus, some disability advocates have turned to Title III of the Americans with Disabilities Act, arguing that places of public accommodation should include both concrete and virtual places, and that the providers of online services should be held to Title III\u27s accessibility provisions. This Note discusses the history of Title III jurisprudence as it applies to places of public accommodation other than physical structures, and the current circuit split over whether the Americans with Disabilities Act may apply at all when there is no physical structure. Some circuits argue that, in order for Title III to apply, the discriminatory access must bear some nexus with a place of public accommodation enumerated by the statute. The other circuits have, at least in dicta, permitted the application of Title III to electronic or online places, but have distinguished between requiring accessibility to products and services offered, and requiring alteration of the products and services themselves to accommodate people with disabilities. Because of the nature of online virtual worlds, neither line of precedent is especially amenable in application. Therefore, this Note looks to alternative definitions of place offered in other student notes for solutions apposite to online virtual worlds. The solution this Note offers looks to the character of the virtual world as a platform for the sale of products in commerce

    Virtually Enabled: How Title III of the Americans with Disabilities Act Might Be Applied to Online Virtual Worlds

    Get PDF
    The rise and popularity of online virtual worlds, such as World of Warcraft and Second Life, holds significant promise for people with disabilities. For people who are unable to easily leave home or travel, virtual worlds provide a public venue, wherein people may interact freely without the social stigma that accompanies disability. However, access to these virtual worlds may be inhibited by physical, visual, or aural impairments, and virtual-world developers can be hostile to modifying their products to mitigate these difficulties. Thus, some disability advocates have turned to Title III of the Americans with Disabilities Act, arguing that places of public accommodation should include both concrete and virtual places, and that the providers of online services should be held to Title III\u27s accessibility provisions. This Note discusses the history of Title III jurisprudence as it applies to places of public accommodation other than physical structures, and the current circuit split over whether the Americans with Disabilities Act may apply at all when there is no physical structure. Some circuits argue that, in order for Title III to apply, the discriminatory access must bear some nexus with a place of public accommodation enumerated by the statute. The other circuits have, at least in dicta, permitted the application of Title III to electronic or online places, but have distinguished between requiring accessibility to products and services offered, and requiring alteration of the products and services themselves to accommodate people with disabilities. Because of the nature of online virtual worlds, neither line of precedent is especially amenable in application. Therefore, this Note looks to alternative definitions of place offered in other student notes for solutions apposite to online virtual worlds. The solution this Note offers looks to the character of the virtual world as a platform for the sale of products in commerce

    De-Roling from Experiences and Identities in Virtual Worlds

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    Within dramatherapy and psychodrama, the term ā€˜de-rolingā€™ indicates a set of activities that assist the subjects of therapy in ā€˜disrobingā€™ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ā€˜de-rolingā€™ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural practices such as religious rituals and spatial design. After this introductory section, we propose a tentative answer as to why game studies and virtual world research largely ignored processes of ā€˜rolingā€™ and ā€˜de-rolingā€™ that separate the lived experience of role-play from our everyday sense of the self. The concluding sections argue that de-roling techniques are likely to become more relevant, both academically and in terms of their practical applications, with the growing diffusion of virtual technologies in social practices. The relationships we can establish with ourselves and with our surroundings in digital virtual worlds are, we argue, only partially comparable with similar occurrences in pre-digital practices of subjectification. We propose a perspective according to which the accessibility and immersive phenomenological richness of virtual reality technologies are likely to exacerbate the potentially dissociative effects of virtual reality applications. This text constitutes an initial step towards framing specific socio-technical concerns and starting a timely conversation that binds together dramatherapy, psychodrama, game studies, and the design of digital virtual worlds

    Integration of Assistive Technologies into 3D Simulations: Exploratory Studies

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    Virtual worlds and environments have many purposes, ranging from games to scientific research. However, universal accessibility features in such virtual environments are limited. As the impairment prevalence rate increases yearly, so does the research interests in the field of assistive technologies. This work introduces research in assistive technologies and presents three software developments that explore the integration of assistive technologies within virtual environments, with a strong focus on Brain-Computer Interfaces. An accessible gaming system, a hands-free navigation software system, and a Brain-Computer Interaction plugin have been developed to study the capabilities of accessibility features within virtual 3D environments. Details of the specification, design, and implementation of these software applications are presented in the thesis. Observations and preliminary results as well as directions of future work are also included

    Web GIS in practice V: 3-D interactive and real-time mapping in Second Life

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    This paper describes technologies from Daden Limited for geographically mapping and accessing live news stories/feeds, as well as other real-time, real-world data feeds (e.g., Google Earth KML feeds and GeoRSS feeds) in the 3-D virtual world of Second Life, by plotting and updating the corresponding Earth location points on a globe or some other suitable form (in-world), and further linking those points to relevant information and resources. This approach enables users to visualise, interact with, and even walk or fly through, the plotted data in 3-D. Users can also do the reverse: put pins on a map in the virtual world, and then view the data points on the Web in Google Maps or Google Earth. The technologies presented thus serve as a bridge between mirror worlds like Google Earth and virtual worlds like Second Life. We explore the geo-data display potential of virtual worlds and their likely convergence with mirror worlds in the context of the future 3-D Internet or Metaverse, and reflect on the potential of such technologies and their future possibilities, e.g. their use to develop emergency/public health virtual situation rooms to effectively manage emergencies and disasters in real time. The paper also covers some of the issues associated with these technologies, namely user interface accessibility and individual privacy
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