30,359 research outputs found
Embodied in a metaverse: "anatomia" and "body parts"
In this paper, the artist/author wishes to examine corporeality in the virtual realm, through the usage of the (non)-physical body of the avatar. Two sister art installations created in the virtual world of Second LifeÂź, both of which are meant to be accessed with site specific avatars, will provide the creative platform whereby this investigation is undertaken. While the installation âAnatomiaâ wishes to propel the visitor towards reflections of an introverted nature, involving the fragility of the physical self; âbody partsâ seeks to challenge the residents of virtual environments into connecting with the virtual manifestations, i.e., avatars, of others in an emotionally expressive/intimate manner
Taxation of Virtual Assets
The development of vast social networks through Massively Multiplayer Online Role-Playing Games has created in-game communities in which virtual assets have real-world values. The question has thus arisen whether such virtual assets are legal subjects of taxation. This iBrief will detail and discuss the various exclusions to taxable income, and analyze their application to the possibility of creating potential tax liability based on in-kind exchanges of virtual assets
Health literacy practices in social virtual worlds and the influence on health behaviour
This study explored how health information accessed via a 3D social virtual world and the representation of âselfâ through the use of an avatar impact physical world health behaviour.
In-depth interviews were conducted in a sample of 25 people, across 10 countries, who accessed health information in a virtual world (VW): 12 females and 13 males. Interviews were audio-recorded via private in-world voice chat or via private instant message. Thematic analysis was used to analyse the data.
The social skills and practices evidenced demonstrate how the collective knowledge and skills of communities in VWs can influence improvements in individual and community health literacy through a distributed model. The findings offer support for moving away from the idea of health literacy as a set of skills which reside within an individual to a sociocultural model of health literacy. Social VWs can offer a place where people can access health information in multiple formats through the use of an avatar, which can influence changes in behaviour in the physical world and the VW. This can lead to an improvement in social skills and health literacy practices and represents a social model of health literacy
Heavy Hero or Digital Dummy? Multimodal PlayerâAvatar Relations in Final Fantasy 7
This article analyses the player-avatar relation in Final Fantasy 7, drawing on multimodality theory to analyse textual structures both in the game and in the discourse of player-interviews and fan writing. It argues that the avatar is a two-part structure, partly designed in conventional narrative terms as a protagonist of popular narrative, and partly as a vehicle for interactive game-play. The former structure is replete with the traditions and designs of Japanese popular narrative, oral formulaic narrative and contemporary superhero narratives; and is presented to the player as an offer act â a declarative narrative statement. The latter is a construct of evolving attributes and economies characteristic of roleplaying games; and is presented to the player as a demand act â a rule-based command. Though these two functions separate out in the grammar of player and fan discourse, it is their integration which provides the pleasure of gameplay and narrative engagement
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Foreign language learning in Second Life and the implications for resource provision in academic libraries
This project focuses on foreign language learning in Second Life and the implications for resource provision in academic libraries. In this context Second Life does not refer to the later years in life but to an online virtual world frequented by thousands of people simultaneously. Hislope sees it as âan excellent potential resource for supplementing foreign language classesâ and this project aims to establish whether academic libraries have a role to play in this.The Arcadia Programme has been funded by a generous grant from the Arcadia Fund. http://www.arcadiafund.org.u
Body parts
In this project, the artist wishes to examine corporeality in the virtual realm, through the usage of the (non)-physical body of the avatar. An art installation created in the virtual world of Second LifeÂź, which is meant to be accessed with site specific avatars, will provide the creative platform whereby this investigation is undertaken. Thus, âbody partsâ seeks to challenge the residents of virtual environments into connecting with the virtual manifestations, i.e., avatars of others in an emotionally expressive/intimate manner
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