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Minangkabau Visual Identity Principle in Virtual World
2018
International Journal of Culture and History (EJournal)
The declaration of their ethnicity in a non boundary world is how they imagining themselves in the real world. The approach of this research is cultural studies with virtual ethnography method. ...
The ethnic value believed by the Minangkabau people is how they identifying their ethnic self in virtual world. ...
The author also acknowledges all the research respondents, the member of Palanta Urang Awak Minangkabau in Facebook as the Minangkabau ethnic society in cyberspace. ...
doi:10.18178/ijch.2018.4.2.116
fatcat:cs3t5cztnfatxmloe53qjg4mt4
Cyber-Traveler, Welcome to Hyperreality: Where Consumerism, Capitalism and Identity Design in Virtual Worlds
2022
Proceedings of the First International Conference on Literature Innovation in Chinese Language, LIONG 2021, 19-20 October 2021, Purwokerto, Indonesia
unpublished
It enables us to investigate the relationship between the application's real-world identity and its virtual-world identity in their avatar relate to consumerism and capitalism inside. ...
Virtual worlds are a relatively new but rapidly increasing class of complex design and interaction platforms. ...
Consumerism and Capitalism design in the virtual world to make virtual identity more perfect. ...
doi:10.4108/eai.19-10-2021.2316568
fatcat:r3cowjbjnzfzxl65kqnjvq6hgm
Delivering Virtual Ethnicity Drama: A Pedagogical Design For Bridging Digital And Diversity Barriers
2015
American Journal of Business Education
This study examines an original dramaturgical method for creating virtual world experience called virtual world drama. ...
Findings suggest that virtual world drama deepens the specificity of ethnic culture analysis and broadens the spectrum of ethnic culture awareness. ...
Little consideration has been given to multicultural/ethnic aptitude in the virtual world marketing literature, either to design avatar identity or depict virtual world interactions. ...
doi:10.19030/ajbe.v8i4.9425
fatcat:pzmqlahswncghoq3ab6eeqjgki
A Hybrid Model of Experiential Learning within the Social Virtual World of Second Life
2019
Journal of Virtual Worlds Research
using the virtual world. ...
This study examined how multi-user virtual worlds can enhance learning, by extending and refining a prior VR-based model to include two new constructs: virtual identity, and social constructivism. ...
using the virtual world, and develop a general or unified theoretical framework. ...
doi:10.4101/jvwr.v12i2.7364
fatcat:ohju3awfvvcfhpzidxlpc6thmi
The Evolution and Development of Self in Virtual Worlds
2013
International Journal of Cyber Behavior Psychology and Learning
Does the concept of Self, transform and evolve in virtual worlds into something different than it is in the "real world?" ...
This article explores such questions in the context of the evolution and development of the concept of Self in virtual worlds. ...
A virtual world designed and populated by healthy individuals who have a balanced concept of Self and clear sense of identity will be very different from one designed and populated by pathological individuals ...
doi:10.4018/ijcbpl.2013010101
fatcat:ozzjo5fkrvbonetwxfljsge3je
Playing the game
2004
Computers & society
This is a conceptual paper, and raises a number of issues and problems that must be considered when designing virtual worlds. Our aim is to develop guidelines for the design of fair virtual societies. ...
They enable the formation and maintenance of virtual societies, which must be healthy in order to be prosperous and useful. ...
We return to this point later when we discuss the design of virtual worlds. ...
doi:10.1145/1052791.1052794
fatcat:i4erbjcygvahpohv5sjm3l4ubi
Embodied Experiences in Virtual Worlds Role-Play as a Conduit for Novice Teacher Identity Exploration: A Case Study
2015
Identity. An International Journal of Theory and Research
Our findings indicate that well-designed experiences in collaborative virtual worlds coupled with meaningful reflection of those experiences have the potential to allow novice teachers to feel and act ...
We present a descriptive case study of teacher-embodiment during a role-play parent-teacher conference in a collaborative virtual world. ...
In well-designed virtual worlds, experiences can be simulated to be near realistic. ...
doi:10.1080/15283488.2014.989441
fatcat:2kwyjxo2ljgqhjjqh7sjdvjxdq
Situated Learning in Virtual Worlds and Identity Reformation
[chapter]
2011
Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds
This chapter reviews two casestudies in order to identify key points of interplay between physical world and virtual world identities and how this impacts on identity reformation. ...
However, academics' role in identity reformation within these new learning contexts is posed as the current barrier to virtual world learning. ...
Ultimately, when designing elearning contexts we need to understand the strong links that remain, although hidden, between virtual world identities and physical world identities. ...
doi:10.1007/978-0-85729-361-9_14
fatcat:pmjfsumr5babjhwc22u25e73ay
Towards a Conceptual Framework for the Development of Immersive Experiences to Negotiate Meaning and Identity in Irish Language Learning
2018
2018 IEEE Games, Entertainment, Media Conference (GEM)
The onset of virtual reality systems allows for new immersive content which provides users with a sense of presence in their virtual environment. ...
language identity ...
Game designers create the rules for the players' experience making the game experience an interaction between the game designer and the player. In the virtual world of the game, doing is essential. ...
doi:10.1109/gem.2018.8516523
dblp:conf/gamesem/CollinsVGC18
fatcat:taqaqp5kwfaynddejgf7kjtlga
GaeltechVR: Measuring the Impact of an Immersive Virtual Environment to Promote Situated Identity in Irish Language Learning
2019
Journal of Virtual Worlds Research
This study investigates how a design-based research methodology is best suited to measuring the impact of a designed virtual reality experience to improve situated identity in Irish learners focusing on ...
intervention on attitudes, identity and motivation in the local Irish language learning context. ...
Design-based research is the methodological toolkit that addresses these concerns in virtual world design for research. ...
doi:10.4101/jvwr.v12i3.7356
fatcat:tdmodrcqjrhxbo5o7vxarxbsqa
Intercultural Collaborative Learning in Virtual Worlds
[chapter]
2011
Transforming Virtual World Learning
Based on the evaluation results, suggestions are provided for a cultureaware design of virtual worlds to facilitate intercultural collaborative learning and the development of intercultural literacy. ...
from working in an intercultural virtual team, what problems occurred, and how they resolved them. ...
Similar effects may be found in virtual worlds that are designed according to physical-world models. ...
doi:10.1108/s2044-9968(2011)0000004015
fatcat:wjg6gt66ajhnthmvc3euxijgpa
Computer-Simulated 3D Virtual Environments in Collaborative Learning and Training: Meta-Review, Refinement, and Roadmap
[chapter]
2016
Progress in IS
Special acknowledgments are addressed to Tzafnat Shpak and Yesha Sivan for inviting the authors to submit this extended chapter as part of an ongoing research agenda on 3D virtual worlds for collaborative ...
The analysis and results presented in this study are entirely the authors' responsibility. ...
Virtual space design, Educational models and activities 3 5 Training students and the public in first aid with 3D virtual worlds. ...
doi:10.1007/978-3-319-22041-3_15
fatcat:b3gll7w6srccdikzv7znhticdq
Consumer Adoption of Cross Reality Systems
2010
2010 International Symposium on Ubiquitous Virtual Reality
Cross reality systems bring together the sensor and actuator networks of ubiquitous computing with the social and creative spaces of virtual worlds. ...
Although the strengths of ubiquitous computing and virtual worlds complement each other, their primary weaknesses are the same: their full utility isn't realized until the technology is fully developed ...
Just as narrative is a strong force in game design [18] , expression of identity is a strong force in virtual world design. ...
doi:10.1109/isuvr.2010.26
fatcat:jyfzhujmzzacxi4vs74rq7haf4
Creation of the Social Identity through the Dressing and the Representation of the Virtual Body in Virtual Internet Communities
2016
Academic Journal of Interdisciplinary Studies
An avatar is a gamer's/participant's virtual representation and manifestation in a 3D virtual world such as Second Life, World of Warcraft and others. ...
Most users of virtual worlds create images that look like them, which lead to greater self-awareness of their body, and perceive their avatars as similar to their own reflection in the mirror. ...
The identities that are created perhaps are fluid and chimerical but it seems that many users in the virtual world like to keep them. ...
doi:10.5901/ajis.2016.v5n3s1p233
fatcat:37ecg5kvxvervp7isk7chenfdq
The Machine as an Extension of the Body: When Identity, Immersion and Interactive Design Serve as Both Resource and Limitation for the Disabled
2021
Human-Machine Communication
This raises further questions about how virtual world technologies can both increase and potentially create barriers to accessibility for individuals who find freedom in their technologically embodied ...
This research explores how the technological affordances of emerging social virtual environments and VR platforms where individuals from an online disability community are represented in avatar form, correspond ...
Her work, funded through the National Science Foundation, focuses on embodiment and digital social capital formed among disability communities in the 3-D virtual world where individuals are able to represent ...
doi:10.30658/hmc.2.6
fatcat:klkfixr44rf5zisiaj6ip3pcka
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