516,382 research outputs found

    Bitcoin: the wrong implementation of the right idea at the right time

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    This paper is a study into some of the regulatory implications of cryptocurrencies using the CAMPO research framework (Context, Actors, Methods, Methods, Practice, Outcomes). We explain in CAMPO format why virtual currencies are of interest, how self-regulation has failed, and what useful lessons can be learned. We are hopeful that the full paper will produce useful and semi-permanent findings into the usefulness of virtual currencies in general, block chains as a means of mining currency, and the profundity of current ‘media darling’ currency Bitcoin as compared with the development of block chain generator Ethereum. While virtual currencies can play a role in creating better trading conditions in virtual communities, despite the risks of non-sovereign issuance and therefore only regulation by code (Brown/Marsden 2013), the methodology used poses significant challenges to researching this ‘community’, if BitCoin can even be said to have created a single community, as opposed to enabling an alternate method of exchange for potentially all virtual community transactions. First, BitCoin users have transparency of ownership but anonymity in many transactions, necessary for libertarians or outright criminals in such illicit markets as #SilkRoad. Studying community dynamics is therefore made much more difficult than even such pseudonymous or avatar based communities as Habbo Hotel, World of Warcraft or SecondLife. The ethical implications of studying such communities raise similar problems as those of Tor, Anonymous, Lulzsec and other anonymous hacker communities. Second, the journalistic accounts of BitCoin markets are subject to sensationalism, hype and inaccuracy, even more so than in the earlier hype cycle for SecondLife, exacerbated by the first issue of anonymity. Third, the virtual currency area is subject to slowly emerging regulation by financial authorities and police forces, which appears to be driving much of the early adopter community ‘underground’. Thus, the community in 2016 may not bear much resemblance to that in 2012. Fourth, there has been relatively little academic empirical study of the community, or indeed of virtual currencies in general, until relatively recently. Fifth, the dynamism of the virtual currency environment in the face of the deepening mistrust of the financial system after the 2008 crisis is such that any research conclusions must by their nature be provisional and transient. All these challenges, particularly the final three, also raise the motivation for research – an alternative financial system which is separated from the real-world sovereign and which can use code regulation with limited enforcement from offline policing, both returns the study to the libertarian self-regulated environment of early 1990s MUDs, and offers a tantalising prospect of a tool to evade the perils of ‘private profit, socialized risk’ which existing large financial institutions created in the 2008-12 disaster. The need for further research into virtual currencies based on blockchain mining, and for their usage by virtual communities, is thus pressing and should motivate researchers to solve the many problems in methodology for exploring such an environment

    Emotional Qualities of VR Space

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    The emotional response a person has to a living space is predominantly affected by light, color and texture as space-making elements. In order to verify whether this phenomenon could be replicated in a simulated environment, we conducted a user study in a six-sided projected immersive display that utilized equivalent design attributes of brightness, color and texture in order to assess to which extent the emotional response in a simulated environment is affected by the same parameters affecting real environments. Since emotional response depends upon the context, we evaluated the emotional responses of two groups of users: inactive (passive) and active (performing a typical daily activity). The results from the perceptual study generated data from which design principles for a virtual living space are articulated. Such a space, as an alternative to expensive built dwellings, could potentially support new, minimalist lifestyles of occupants, defined as the neo-nomads, aligned with their work experience in the digital domain through the generation of emotional experiences of spaces. Data from the experiments confirmed the hypothesis that perceivable emotional aspects of real-world spaces could be successfully generated through simulation of design attributes in the virtual space. The subjective response to the virtual space was consistent with corresponding responses from real-world color and brightness emotional perception. Our data could serve the virtual reality (VR) community in its attempt to conceive of further applications of virtual spaces for well-defined activities.Comment: 12 figure

    Virtual Reality of Earthquake Ground Motions for Emergency Response

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    Ground motions interface earthquake science and engineering to advance understanding of seismic hazards and risk. Virtual reality provides an attractive tool to extend knowledge of the research community to a larger audience. This work visualizes emergency response under extreme motions, in the CAVE of the MARquette Visualization Laboratory. The visualization (a) displays ground motions (from the science community), (b) inputs these motions to structural models (from the engineering community) and illustrates the resulting responses, (c) translates structural responses to damage states of building elements, (d) creates a virtual room subjected to the perception associated with such earthquake shaking, and (e) introduces the human element of emergency response in this immersive environment. Building upon previous work on earthquake simulations, performance-based earthquake engineering (PBEE), building information modeling (BIM), and earthquake awareness, this study integrates elements of PBEE and BIM within the CAVE environment to provide visual information for decision making. Real-time or near real-time information via earthquake early warning (EEW) and structural health monitoring (SHM) further facilitates response within a limited time frame. As advanced technologies contribute to the future of community resilience, visualization plays an emerging role in connecting earthquake science, engineering, and policy

    Virtual Leadership: Required Competencies for Effective Leaders

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    There are countless books, articles, and resources available which attempt to identify the competencies and qualities of effective leaders. Traditionally, leaders have been at the center of a community, be it work, church, or social groups. In these communities, face-to-face meetings and close personal interaction have dominated the way leaders interact with their members. However, with the advent of the internet and the host of communication tools that followed, teams today are becoming increasingly dispersed and diverse. Studies are now being done to understand how leadership has or should evolve in order to meet the changing needs and demands of these new and different communities. Some argue that leadership in the virtual environment is simpler as fewer tools are available to virtual leaders. Others may argue that access to fewer tools makes virtual leadership more complex and challenging than traditional leadership. This paper will explore leadership in virtual settings and how it’s changing as more teams move away from traditional team environments. I’ll review the responsibilities and roles of virtual leaders in an effort to better highlight the core competencies needed in today’s virtual settings. I’ll also look at competencies required of global virtual leaders and I’ll address how these competencies can be cultivated to ensure leaders are more effective in leading teams in these new environments

    Letter to the editor: virtual community of researchers and prevention experts: approximating drug research and practice fields

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    This paper presents the key findings of a virtual community of addiction experts set up to share evidence- based programmes of prevention on novel psychoactive substance (NPS) use in Portugal. Using a theoretical framework that combines contributions from a virtual community of practice and learning in a virtual environment, with prevention science, this paper traces how members interact in order to improve their prevention intervention domains and approaches, and consider the political and practical implications.info:eu-repo/semantics/publishedVersio

    Komunikasi Kelompok dalam Virtual Community

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    This study aims to analyze communication in virtual communities that are reviewed from a business, health and career-linkedIn perspective. This research uses the literature review method through literature search both books and international and national journals. The results showed that the virtual community was established and developed through Computer Mediated Communication (CMC) on various platforms. Virtual communities develop because individuals have the same goal. They bind themselves to join and exchange ideas, information in a virtual community because there are common motives and goals to be achieved. There are several similarities and differences that bind individuals to join virtual communities from a business, health and career-linked perspective. Trust and security are the main keys of individuals joined in virtual communication in various fields. In addition, in the business perspective, two reasons individuals join online trade are the use of a conducive community and virtual social environment. While in the context of health, the reason the community joins is the ease of accessing health information, trust and security of user data. Finally, in the context of career-linked development, individuals tie themselves into the community because this platform has advantages in forming social network capital, knowledge capital to form friendships. Virtual communities on various platforms (business, health and careers) continue to grow and are increasingly being asked by users. Keywords: community; social media; users; virtua

    Virtual reality based behavioural learning for autistic children

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    Autism is a disorder in the growth and development of a brain or central nervous system that covers a large spectrum of impairment, symptoms and skills. The children who are suffering from autism face difficulties in communicating and adapting well in the community as they have trouble in understanding what others think and feel. Therefore, there is a need to design effective e-learning method to ease the communication process and to deliver required knowledge to autistic children. Past researchers have highlighted that a virtual reality based learning environment, a computer simulated environment, can facilitate the learning process among autistic children. It is also recognized that the virtual agent plays an important role in virtual worlds as it eases the communication process between the virtual environment (VE) and children with autism. This research aimed to design an effective learning environment for autistic children by developing a virtual environment prototype using face-to-face interviews and picture exchange communication system (PECS) methodology for data collection which was analysed using quantitative tests. The findings suggest that the toilet virtual environment topped the list for being the most popular learning environment among autistic children for behavioural training. The designed prototype identifies autistic children’s and their parents’ needs and also addresses limitations in an existing virtual environment

    Reflections on the use of Project Wonderland as a mixed-reality environment for teaching and learning

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    This paper reflects on the lessons learnt from MiRTLE?a collaborative research project to create a ?mixed reality teaching and learning environment? that enables teachers and students participating in real-time mixed and online classes to interact with avatar representations of each other. The key hypothesis of the project is that avatar representations of teachers and students can help create a sense of shared presence, engendering a greater sense of community and improving student engagement in online lessons. This paper explores the technology that underpins such environments by presenting work on the use of a massively multi-user game server, based on Sun?s Project Darkstar and Project Wonderland tools, to create a shared teaching environment, illustrating the process by describing the creation of a virtual classroom. It is planned that the MiRTLE platform will be used in several trial applications ? which are described in the paper. These example applications are then used to explore some of the research issues arising from the use of virtual environments within an education environment. The research discussion initially focuses on the plans to assess this within the MiRTLE project. This includes some of the issues of designing virtual environments for teaching and learning, and how supporting pedagogical and social theories can inform this process
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