295,327 research outputs found

    Social movements in world of warcraft

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    Virtual worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. In this paper we explore how collective action on a global scale is enabled by these virtual worlds. We used qualitative research to examine the organization of one social movement in World of Warcraft (WoW), the most widely used massively multiplayer online role playing game in the world. Using New Social Movement Theory, our paper suggests that there are a number of differences between real world and virtual world social movements, namely in their (a) locality, (b) issues, (c) periods of activity, (d) hierarchies, and (e) membership

    Chaotic worlds: an analysis of World of Warcraft

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    Virtual worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual world. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we analyze players’ outcomes with WoW using chaos theory. Our paper suggests that players are highly sensitive to initial conditions which are impacted by style of play and the social structure of groups

    Moving between virtual and real worlds: second language learning through massively multiplayer online role playing games (MMORPGs)

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    Massively Multiplayer Online Role Playing Games (MMORPGs) bring players together in a large virtual community. This type of online gaming can serve many purposes such as entertainment, social interaction, information exchange and education and is now an integral part of many people's lives particularly the younger generation. This research study investigates the use of openly available MMORPGs to supplement second language teaching for higher education students. MMORPGs provide informal virtual worlds in which students can communicate in their second language with people from across the globe. The research approach combines ethnography and action research in the virtual and real worlds. In the real world the researcher observes the interaction with the MMORPGs by the students both through their informal discussion in the classroom and through screen video captures of their game play in the MMORPG. In addition the researcher takes on the role of a character within the MMORPG allowing for observation inside the virtual world from the viewpoint of another game character. Through action research, the researcher observes, plans and then interacts with the students' MMORPG characters within the game. This enables the researcher to provide anonymous but tailored support to the students including advice on the game play, a confidence boost where needed, a friendly face where needed and some support around language issues. In the real world, action research is also used to provide tutorial exercises and discussions based on the students' experiences with the MMORPG, facilitating further enhancement opportunities for their language development. This paper concludes that MMORPGs provide a safe, relaxed and engaging environment in which students can practice and improve their language skills

    COMPUTER AIDED DESIGN IN URBAN ARHITECTURE 3D MODELING

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    The gap from the PC made sketches with the help of the china ink pen and ruler to the digitised drawing boards, high diagonal monitors and 3D projecting is truly spectacular. The increasingly efficient and more specialized programs allow the architects a whole range of facilities providing drawing commands and changes very easy to use, automatic rating, operating simultaneously in multiple windows, building sections and extracts of the plan, 3D views design and even projecting in virtual reality. Applications made to date using virtual reality technologies are characterized, essentially, by generating artificial world and immerging the user into this world. Evolution and effectiveness of such systems are conditioned, first, by the increased hardware performance (computers and specialized devices for interaction) so as to ensure a full immersion of man in the virtual world and, implicitly, a real-time communication with him.Computer aided design, Architecture, C# interface, urban 3D modeling, urban design. Journal: Theoretical and Empirical Researches in Urban Management

    VIOLA: concept of a new cognitive framework to enhance the capabilities of interactive service robots using virtual worlds

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    This paper proposes formative plans for the concept of a framework called VIOLA (Virbots for Independent Online Living Applications) with the potential to integrate an artificial cognitive system (ACS) with real and virtual worlds. The aim is to endow a robot with advanced perception, action and social interaction capabilities, achieved through translating learning and social interaction techniques currently utilised only in virtual worlds, to real world systems. The framework would aspire to enhance human-robotic interaction through the application of accelerated virtual learning outcomes to real-world social interactions and scenarios. A home-based implementation of this framework may demonstrate the capabilities of the concept to illustrate a socially aware cognitive system simultaneously driving and learning from multiple virtual robots (Virbots), and robots, on both functional and social levels

    “Virtual world anonymity and foreign language oral interaction”

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