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Minangkabau Visual Identity Principle in Virtual World

Elda Franzia, Faculty of Art and Design, Trisakti University, Kampus A, Jl. Kyai Tapa no. 1, Jakarta 11440, Indonesia
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

Dini Anggraheni, Stefani Rosaria, Mustasyfa Kariadi
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Conference on Literature Innovation in Chinese Language, LIONG 2021, 19-20 October 2021, Purwokerto, Indonesia   unpublished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

E. Vincent Carter
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

K. Brant Knutzen
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

Richard H. Wexler, Suzanne Roff-Wexler
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

Phillip J. Brooke, Richard F. Paige, John A. Clark, Susan Stepney
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

Anton Puvirajah, Brendan Calandra
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]

Anne Adams, Lluïsa Astruc, Cecilia Garrido, Breen Sweeney
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

Naoise Collins, Brian Vaughan, Keith Gardiner, Charlie Cullen
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

Naoise Collins, Brian Vaughan, Charlie Cullen, Keith Gardner
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]

Béatrice S. Hasler
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]

António Correia, Benjamim Fonseca, Hugo Paredes, Paulo Martins, Leonel Morgado
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

Joshua Harlan Lifton
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

Zoi Arvanitidou
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

Donna Davis, Shelby Shelby
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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