63,787 research outputs found
Gaming Business Communities: Developing online learning organisations to foster communities, develop leadership, and grow interpersonal education
This paper explores, through observation and testing, what possibilities from gaming can be extended into other realms of human interaction to help bring people together, extend education, and grow business. It uses through action learning within the safety of the virtual world within Massively Multiplayer Online Games. Further, I explore how the world of online gaming provides opportunity to train a wide range of skills through extending Revansâ (1980) learning equation and action inquiry methodology. This equation and methodology are deployed in relation to a gaming community to see if the theories could produce strong relationships within organisations and examine what learning, if any, is achievable.
I also investigate the potential for changes in business (e.g., employee and customer relationships) through involvement in the gaming community as a unique place to implement action learning. The thesis also asks the following questions on a range of extended possibilities in the world of online gaming: What if the world opened up to a social environment where people could discuss their successes and failures? What if people could take a real world issue and reâcreate it in the safe virtual world to test ways of dealing with it? What education answers can the world of online gaming provide
Improving Big Data Visual Analytics with Interactive Virtual Reality
For decades, the growth and volume of digital data collection has made it
challenging to digest large volumes of information and extract underlying
structure. Coined 'Big Data', massive amounts of information has quite often
been gathered inconsistently (e.g from many sources, of various forms, at
different rates, etc.). These factors impede the practices of not only
processing data, but also analyzing and displaying it in an efficient manner to
the user. Many efforts have been completed in the data mining and visual
analytics community to create effective ways to further improve analysis and
achieve the knowledge desired for better understanding. Our approach for
improved big data visual analytics is two-fold, focusing on both visualization
and interaction. Given geo-tagged information, we are exploring the benefits of
visualizing datasets in the original geospatial domain by utilizing a virtual
reality platform. After running proven analytics on the data, we intend to
represent the information in a more realistic 3D setting, where analysts can
achieve an enhanced situational awareness and rely on familiar perceptions to
draw in-depth conclusions on the dataset. In addition, developing a
human-computer interface that responds to natural user actions and inputs
creates a more intuitive environment. Tasks can be performed to manipulate the
dataset and allow users to dive deeper upon request, adhering to desired
demands and intentions. Due to the volume and popularity of social media, we
developed a 3D tool visualizing Twitter on MIT's campus for analysis. Utilizing
emerging technologies of today to create a fully immersive tool that promotes
visualization and interaction can help ease the process of understanding and
representing big data.Comment: 6 pages, 8 figures, 2015 IEEE High Performance Extreme Computing
Conference (HPEC '15); corrected typo
Detection of Deception in a Virtual World
This work explores the role of multimodal cues in detection of deception in a virtual world, an online community of World of Warcraft players. Case studies from a five-year ethnography are presented in three categories: small-scale deception in text, deception by avoidance, and large-scale deception in game-external modes. Each case study is analyzed in terms of how the affordances of the medium enabled or hampered deception as well as how the members of the community ultimately detected the deception. The ramifications of deception on the community are discussed, as well as the need for researchers to have a deep community knowledge when attempting to understand the role of deception in a complex society. Finally, recommendations are given for assessment of behavior in virtual worlds and the unique considerations that investigators must give to the rules and procedures of online communities.</jats:p
âIn the gameâ? Embodied subjectivity in gaming environments
Human-computer interactions are increasingly using more (or all) of the body as a control device. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural or mimetic form of movement into gaming devices. We go on to reflect on the nature of player âembodimentâ in digital gaming environments by applying insights from the phenomenology of Maurice Merleau-Ponty. Three conditions for digital embodiment are proposed, with implications for Callejaâs (2011) Player Involvement Model (PIM) of gaming discussed
Project:Filter - using applied games to engage secondary schoolchildren with public policy
Applied games present a twenty-first-century method of consuming information for a specific purpose beyond pure entertainment. Objectives such as awareness and engagement are often used as intended outcomes of applied games in alignment with strategic, organizational, or commercial purposes. Applied games were highlighted as an engagement-based outcome to explore noPILLS, a pan-European policy research project which presented policy pointers and suggested methods of interventions for reducing micropollution within the wastewater treatment process. This paper provides an assessment of a video game which was developed for the purpose of public engagement with policy-based research. The video game, Project:Filter, was developed as a means of communicating noPILLS to secondary school children in Scotland as part of a classroom-based activity. Knowledge development and engagement were identified using Interpretative Phenomenological Analysis to evidence topical awareness, depth of understanding, and suggested methods of intervention. Analysis of observations also provided insights into challenges surrounding logistics, pedagogy, social interactions, learning, and gender as contributing factors to the schoolchildrenâs experiences of Project:Filter. The intention of this paper is two-fold: firstly, to provide an example of developing video games from policy-based research; and secondly, to suggest methods of phenomenological assessment for identifying play-based engagement
Is Virtual Marriage Acceptable? A Psychological Study Investigating The Role of Ambiguity Tolerance and Intimacy Illusion in Online Dating among Adolescents and Early Adults
Marriage is one of the most important topics in the education field since life in this world is structured by interaction among families and between families and other social institutions. Dissatisfaction and unsustainability of marriage have led the urgency of premarital education in various countries. The problem is that the spread of virtual reality has made marriage itself to become more complex and experience reinterpretation and reconfiguration, moreover with the emergence of new kind of marriage in the digital era, i.e. virtual marriage. Everybody who has observed, known, or even tried, certainly asks the question, âCould (or: should) I accept virtual marriage?â . This study was aimed to investigate the role of tolerance of ambiguity and illusion of intimacy in online dating in predicting the acceptance of virtual marriage. There were 420 adolescents and young adults (212 males, 208 females; Mage=21.10 years old, SDage=1.459 years; 338 students, 82 employees or entrepreneurs) in the Greater Jakarta, Indonesia, participated in this study. It was found that the acceptance was not predicted by the ambiguity tolerance, but by the illusion of intimacy in online dating. The psychometric issues, substantive discussion, and recommendation are presented at the end of this article. The trend of virtual marriage should not be allowed to roll away, by autopilot, without loaded by strategies in designing an online game as one of the pivotal educational technologies that needs to shape appropriate character and attitude for it
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The therapeutic use of videogames within secure forensic settings: a review of the literature and application to practice
Engagement in leisure pursuits that involves the use of tools and objects and the exploration of a new environment can provide a success experience that leads to increased feelings of competence and mastery. Such experiences are considered important in the rehabilitation of forensic clients. The findings from videogame research within a general population are compared with those among mental health and forensic clients. Within the general population, videogames may provide opportunities for social interaction and the expression of creativity and humour as well as offering a graded approach to building computer skills. Within a forensic population, videogames have been found to be a normalising, age-appropriate and culturally appropriate activity, useful in engaging clients and improving self-concept and locus of control. The findings suggest that videogame play offers access to a safe virtual environment that encourages exploration and mastery and that it may be a useful therapeutic tool in secure settings where such opportunities are often limited. The use and potential contraindications of videogames within a forensic setting, the content of certain games and their possible influence on behaviour and the implications for future research are also discussed
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