1,079 research outputs found

    Towards virtual communities on the Web: Actors and audience

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    We report about ongoing research in a virtual reality environment where visitors can interact with agents that help them to obtain information, to perform certain transactions and to collaborate with them in order to get some tasks done. Our environment models a theatre in our hometown. We discuss attempts to let this environment evolve into a theatre community where we do not only have goal-directed visitors, but also visitors that that are not sure whether they want to buy or just want information or visitors who just want to look around. It is shown that we need a multi-user and multiagent environment to realize our goals. Since our environment models a theatre it is also interesting to investigate the roles of performers and audience in this environment. For that reason we discuss capabilities and personalities of agents. Some notes on the historical development of networked communities are included

    RFCs, MOOs, LMSs: Assorted Educational Devices\ud

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    This paper discusses implicit social consequences of four basic internet protocols. The results are then related to the field of computer-assisted teaching. An educational on-line community is described and compared to the emerging standard of web-based learning management.\u

    Peripatetic electronic teachers in higher education

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    This paper explores the idea of information and communications technology providing a medium enabling higher education teachers to act as freelance agents. The notion of a ‘Peripatetic Electronic Teacher’ (PET) is introduced to encapsulate this idea. PETs would exist as multiple telepresences (pedagogical, professional, managerial and commercial) in PET‐worlds; global networked environments which support advanced multimedia features. The central defining rationale of a pedagogical presence is described in detail and some implications for the adoption of the PET‐world paradigm are discussed. The ideas described in this paper were developed by the author during a recently completed Short‐Term British Telecom Research Fellowship, based at the BT Adastral Park

    Personality, presence, and the virtual self: A five-factor model approach to behavioral analysis within a virtual environment

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    For several decades, researchers have explored the existence of the virtual self, or digital embodiment of self found within an avatar. It was surmised that this new component of one’s overall identity not only existed in conjunction with the public and private persona, but was replete with the necessary physical and psychological characteristics that facilitate a broad range of cognitive, cultural, and socio-emotional outcomes found within a virtual environment (e.g., Second Life, World of Warcraft). However, little is known with regard to whether these characteristics do indeed impact behavioral outcomes. For this reason, this study employed an observational assessment method to explore the virtual self as more than a set of characteristics attributed to an avatar, but rather as a relationship between personality (i.e., individual and avatar) and actualized behavior exhibited within a virtual environment. Further, presence measures were introduced to better understand whether feelings of immersion impact this relationship. Results indicated a burgeoning virtual self, linking personality with behavior along the domain of agreeableness. In other words, behavior is not solely the product of the environment but also is influenced by participant predispositions. Findings also suggest that the construct presence may now need to incorporate variables that account for this virtual self. Implications for educators, instructional designers, and psychologists are discussed

    Gamers’ Sensations of Spatial, Social, And Co-Presence While Playing Online Video Games

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    There is an increasing number of video gamers who are playing games online. Previous research has demonstrated that off line gamers experience sensations of presence “the illusion of non-mediation” (Lombard & Ditton, 1997). The current study, explores through focus groups, the type of presence online gamers report experiencing. The results demonstrate that online gamers report having sensations that can be classified into all three main presence types: spatial (physical), social, and co-presence

    Gamers’ Sensations of Spatial, Social, And Co-Presence While Playing Online Video Games

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    There is an increasing number of video gamers who are playing games online. Previous research has demonstrated that off line gamers experience sensations of presence “the illusion of non-mediation” (Lombard & Ditton, 1997). The current study, explores through focus groups, the type of presence online gamers report experiencing. The results demonstrate that online gamers report having sensations that can be classified into all three main presence types: spatial (physical), social, and co-presence

    Computer-mediated knowledge communication

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    New communication technologies enable an array of new working and learning scenarios in which knowledge is being communicated. This article deals with the question to what extent these technologies can impede or facilitate knowledge communication. First, the various computer-based communication technologies will be classified. Second, effects of the medium on knowledge communication will be discussed based on results of studies of the current special priority program "Net-based Knowledge Communication in Groups". Third and last, computer-based possibilities to facilitate computer-mediated knowledge communication will be reviewNeue Kommunikationstechnologien ermöglichen eine Reihe neuer Arbeits- und Lernszenarien in denen Wissen kommuniziert wird. Dieser Beitrag beschÀftigt sich damit, inwiefern diese Technologien Wissenskommunikation einschrÀnken oder fördern können. Dazu werden in einem ersten Schritt die verschiedenen computerbasierten Kommunikationstechnologien untergliedert. In einem zweiten Schritt werden Wirkungen des Mediums auf die Wissenskommunikation diskutiert. Dazu werden u. a. die Ergebnisse von Studien des aktuellen Forschungsschwerpunkts "Netzbasierte Wissenskommunikation in Gruppen" berichtet. In einem dritten und letzten Schritt werden computerbasierte Möglichkeiten zusammengefasst, computervermittelte Wissenskommunikation zu förd

    Social networking and digital gaming media convergence : classification and its consequences for appropriation

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    Within the field of Information Systems, a good proportion of research is concerned with the work organisation and this has, to some extent, restricted the kind of application areas given consideration. Yet, it is clear that information and communication technology deployments beyond the work organisation are acquiring increased importance in our lives. With this in mind, we offer a field study of the appropriation of an online play space known as Habbo Hotel. Habbo Hotel, as a site of media convergence, incorporates social networking and digital gaming functionality. Our research highlights the ethical problems such a dual classification of technology may bring. We focus upon a particular set of activities undertaken within and facilitated by the space – scamming. Scammers dupe members with respect to their ‘Furni’, virtual objects that have online and offline economic value. Through our analysis we show that sometimes, online activities are bracketed off from those defined as offline and that this can be related to how the technology is classified by members – as a social networking site and/or a digital game. In turn, this may affect members’ beliefs about rights and wrongs. We conclude that given increasing media convergence, the way forward is to continue the project of educating people regarding the difficulties of determining rights and wrongs, and how rights and wrongs may be acted out with respect to new technologies of play online and offline
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