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1.
Immersive virtual settings are evolving to become new “spaces of life”. Humans inhabit these different virtual worlds through their avatars, and tend to gather into communities. However, the behavioral factors underlying the cognitive process of immersion in virtual worlds are still far to be understood. We here investigated these factors using the Star Wars Role-Play community of the virtual setting of Second Life as a model. More specifically, our studies focused on the immersion process in the “Hutt Space”, a portion of the Star Wars Galaxy ruled by the alien species of the Hutts, which combines the trademark aspects of Star Wars universe. Using both quantitative and qualitative methods, we identified some of the factors which favor the immersion process. Our results suggest that the different behavioral factors contributing to the immersion process can be organized in three structuring dimensions: commitment, cohesion, and coherence. We also unveil a compensatory mechanism between appearance and behavioral factors in creation and maintenance of social groups in virtual worlds. Finally, we point out some of the behavioral aspects of the evolution from passive media engagement (spectators), to active media engagement (actors), and suggest a theoretical framework to investigate how human inhabit immersive virtual spaces.  相似文献   

2.
The purpose of this study was to examine social evaluations (i.e., perceptions of empathy and positivity) following peoples’ interactions with digital human representations. Female research participants engaged in a 3-min interaction while immersed in a 3-D immersive virtual environment with a “peer counselor.” Participants were led to believe that the peer counselor was either an embodied agent (i.e., computer algorithm) or an avatar (i.e., another person). During the interaction, the peer counselor either smiled or not. As predicted, a digitally-rendered smile was found to affect participants’ social evaluations. However, these effects were moderated by participants’ beliefs about their interaction partner. Specifically, smiles enhanced social evaluations of embodied agents but degraded them for avatars. Although these results are consistent with other findings concerning the communicative realism of embodied agents and avatars they uniquely demonstrate that people’s beliefs alone, rather than actual differences in virtual representations, can impact social evaluations.  相似文献   

3.
4.
Highly immersive three-dimensional virtual worlds have emerged as a popular medium for human social interactions. These environments enable multimodal sensory engagement and provide an immersive graphical representation of physical space where users can interact via avatars. However, when compared to two-dimensional virtual settings such as chats, virtual worlds impose constraints on social interactions due to the physical distance between individuals. Using the popular platform of Second Life as a model, we examined how humans manage this interindividual distance in virtual worlds. Taking advantage of methods developed in population ecology, we investigated how avatars are distributed in relation to each other to populate a virtual world. Our results revealed a striking dichotomy in the spatial relationships between avatars. Considerable aggregation, largely independent of population density, was observed alongside surprisingly marked physical isolation. These findings demonstrate that the spatial proximity to others determines how humans inhabit virtual worlds.  相似文献   

5.
Massively Multiuser On-line Learning (MMOL) Platforms, often called “virtual learning worlds”, constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of collaborative evaluation in an MMOL setting with 21 graduate students enrolled in university courses in technology-mediated teaching and learning. This study was carried out using a prototype of a 3D MMOL platform built around an interactive space called “MadriPolis”. This space was used to recreate an adequate scenario for a collaborative experience about Learning Object evaluation using the mainstream Learning Object Review Instrument (LORI), which is based on a Convergent Participation Model (CPM). The same experience was carried out using a conventional LCMS (Learning Content Management System) platform with the aim of contrasting the outcomes and interaction patterns in the two settings. This study makes use of Social Network Analysis (SNA) measures to describe the interactions between tutors and learners. By dwelling on the advantages of immersive environments, SNA indexes revealed that these interactions were rather dense and that student participation was rather broad-based in the case of the MMOL. The results suggest that MMOL platforms could be used in collaborative evaluation tasks as a means to enhance both tutor interaction patterns and the strength of the group's relationship.  相似文献   

6.
People experience different levels of presence (e.g.  and ), and different levels of cybersickness (Sharples, Cobb, Moody, & Wilson, 2008) even though they are immersed in the same virtual environment setting. In the current study, we raised the question how differences in individual characteristics might relate to differences in sensed presence for a virtual environment related to public speaking. The individual characteristics included in the experiment were related to visual abilities, personality traits, cognitive styles, and demographic factors. We recruited 88 participants, who were first immersed in a non-stereoscopic neutral environment, and then in a public speaking world: once with stereoscopic rendering and once without stereoscopic rendering, in a counter-balanced order. The results showed that immersive tendency and monocular visual ability were significantly correlated with presence and these correlations were consistent among the three virtual environments. Immersive tendencies and its subscale “involvement” were also found to be significantly correlated with cybersickness in all three worlds. Screening people on these variables may help to recognize the users who are more likely to benefit from virtual reality applications and may help to reduce the number of dropouts during virtual reality exposure therapy.  相似文献   

7.
The present study approaches the Internet as a social space, where university students make use of computer mediated communication (CMC) applications, i.e. e-mail, instant messaging and social network sites, in order to satisfy social and academic needs. We focus on university students, because they represent one of the most avid groups of CMC users and additionally, because they are expected to carry their perceptions of media with them into the work place and their social life. In order to investigate this issue, we conducted an empirical research using, as a target group, a sample of students from a specific Greek University. Grounded in the “uses and gratifications” perspective, we investigated the various profiles of CMC use by students along with (a) the students’ perceptions about social and academic usefulness of CMC applications, (b) the extent up to which these perceptions are correlated with students’ prior experience with the use of CMC applications, and (c) how both of these factors can predict the frequency of present use of CMC for social or academic purposes respectively. The results reveal that although these three CMC applications constitute “functional alternatives” (media that satisfy similar needs) they are different to the degree of their “functionality” for the gratification of social and academic needs. Furthermore, the degree of CMC use by students is not correlated with the years of CMC experience, but with the profile of use that students dynamically adopt according to their daily needs and preferences. The results provide evidence for the current CMC use by university students and can be useful for the implementation of further academic policies regarding CMC use in Higher Education settings.  相似文献   

8.
An increasing number of individuals of all ages maintain important interpersonal relationships through blogs. Wide variation exists in how people disclose and manage their privacy on these blogs, particularly concerning the choices made about leaving information permanently visible on blogs or retrieving it sometime after an initial posting. This study applies Communication Privacy Management (CPM) theory to explore the process of privacy rule adaptation for blogging by examining situations that have triggered bloggers to change their privacy rules to enact blog post deletion practices (“blog scrubbing”). Overall, open-ended responses from 356 bloggers were content analyzed. Chi-square analysis revealed differences in the frequency of triggers that changed the blogging post privacy rules and the proactive versus reactive nature of blogging privacy management deletion practices. Bloggers’ critical incidents that activate privacy rule changes demonstrate that impression management triggers, personal safety identity triggers, relational triggers, and legal/disciplinary triggers resulted in greater alteration of individual privacy rules used to protect these bloggers from the privileged online community of individuals granted access to an individual’s blog. Thus, bloggers essentially “scrubbed” their blog site and adapted their typical privacy rules with new ones that better protected them from the online community regarding that particular blogged information.  相似文献   

9.
User innovation is the key to the development and vitality of technology. As Huatong Sun wrote, “expanding the scope of localization practices and linking user localization efforts” to design cycles—including pedagogical design—will help bridge the gap between what teachers/designers create and what skills users/students need and want. This article theorizes the role of modern composition students and teachers as co-constructors of productive spaces for learning critical inquiry based on students’ statuses as digital natives. It focuses on a class of first-year composition students who reshaped an assignment to fit their own needs within the physical classroom and also enacted a shift to a virtual classroom. While doing so, they provided ways for each class member to individualize space within that digital environment, and they focused their project on examining the ways in which social networking forums colonize their daily lives. This article argues that by letting student innovation drive pedagogical practice—just as social media creators let user innovation drive the digital structures they produce—composition teachers can be assured of having a text for critique that blurs the lines between “private” student underlife and “public” classroom practice and legitimizes the creation of student-produced learning spaces. Using critical and cyberfeminist theories as lenses, this article draws conclusions about the future of computer usage in composition pedagogy based on students’ abilities to re-appropriate physical and digital classroom space.  相似文献   

10.
Our article profiles the evolution of a fully online writing course designed for adult learners in our university's Prior Learning Assessment Program. Based on our own observations and experiences teaching adult learners online, we question if the virtual learning environment presents different challenges and prospects for the adult learner versus the traditional student learner, along with an extension and complication of the more social metaphors of “virtual community.” Moreover, because of the changing demographic from traditional to adult students, we argue that this change also fosters a change in the relationship between teachers and students. In chronicling this relationship, we note problems when the labor of adult education becomes invisible to those supervising online instructors. Because of these “invisible” labor issues, we argue that successful online instruction must include a range of interactions between students and instructors that extend the more public concept of community to better acknowledge the importance of personal, private interaction. Thus, we conclude with a call to rethink our online writing pedagogies to be more flexible to adult learner needs and learning styles, simultaneously recognizing the impact of adult online education on faculty workload.  相似文献   

11.
Past research suggests that “situatedness”, i.e. the context, as well as the social interaction that occurs within it, play an important role in cognitive processes such as learning and decision-making. Thus far, IT tools have been limited in the level and type of situatedness they facilitate. The advent of virtual worlds has changed this. Virtual worlds provide open, three-dimensional platforms for creating and designing real life-like spaces; they also allow for interaction between users in the form of “avatars” in that space. This research study focuses on virtual worlds as platforms for learning and decision-making. We propose a model that explains how individuals in a group learn and make decisions through a process that is influenced by the two unique characteristics of virtual worlds that enable situatedness: the facilitation for designing real life-like spaces, and the facilitation of rich many-to-many interactions.We draw on theories of situated cognition, social cognition, and flow to explicate the influence of these characteristics on the process of learning and decision-making. Data was collected by means of a quasi-experiment in Second Life (SL). Results from this study extend and validate the predictions of situated theories of decision-making within the context of a virtual world environment and suggest guidelines for practitioners who wish to use such environments to support organizational learning and decision-making. Perhaps the most compelling of these is to focus on maximizing the immersion of the individual in the activity by stimulating his or her perceptions of others and activity-related cues in the environment.  相似文献   

12.
We inquire into how visual signage may make aspects of ubiquitous computing technologies visible and how digital tools and platforms impact that visual design and semiosis. We explore how visual interfaces have been designed and mediated within a design-research project that looked at technologies for mediating between digital media and the physical environment. Referring to visual and media theory, and to social semiotics, we problematize the role of interfaces and interaction with respect to advertising, services, and signage in urban settings. We link our interpretation to critical reflection on designed symbols that express potentials and implications of an emerging technology. This is elaborated as pointing towards a kind of research-by-design practice that we call “discursive design.”  相似文献   

13.
Virtual worlds (VWs) have emerged as a new context for gaming, collaboration, social networking but also commercial activity. This paper focuses on the latter, and investigates how consumers behave in this virtual context when selecting stores they visit or buy from. The paper explores store selection criteria in virtual world stores and extends earlier research in both offline and online commercial environments, taking into account the novel IT capabilities that VWs exploit. Theoretical insights drawn from the marketing and information systems literature have been used to guide the design of a survey conducted in the virtual world Second Life. In addition to identifying the factors influencing store selection, the paper investigates how these differ between shoppers and non-shoppers, and identifies the factors that affect the amount of money spent in virtual world shopping environments. The findings suggest that “Core Store Features” and “Security and Privacy” constitute the most important store selection factors in virtual environments and that sales in VWs are predicted by the frequency of visiting and the time spent within VWs’ stores. Building on these findings, the paper discusses theoretical and practical implications and further research perspectives in the context of (3D) online commerce.  相似文献   

14.
This essay argues that musicians have been at the forefront of the multimedia revolution. Rather than limit multimedia's creative locus to individuals working with a small range of tools/instruments, we address the increasing dispersion of productive processes across communities, technologies, and spaces. New media culture has reached a point where one can compose on a laptop, sample, loop, and create mashups and heretofore-unknown musics. These developments indicate that contemporary re/mix/digital music culture offers vocabularies, models, and practices for new media writing and culture generations beyond the tradition of text-based composition or the singular work of art. The article traces a genealogy from Wagner's notion of the “total art work” up to contemporary digital/remix to show how new media extend techniques that have long been developing. Just as the dispersion of production across communities and technologies transforms musical aesthetics, so also the aesthetic experience itself changes. New media culture is less resonant with interpretation than with engagement, and to explain this experiential difference the article develops the concepts of “worlding” and “prosumer.” Additionally, this article considers musical and multimedia attempts to incorporate new input streams, including those too often categorized (and excluded) as noise. Such input streams, in combination with other feedback-driven and distributed forms of production, can be theorized as part of an expansive, immersive, and experiential approach to new media we articulate as worlding.  相似文献   

15.
Early research on online self-presentation mostly focused on identity constructions in anonymous online environments. Such studies found that individuals tended to engage in role-play games and anti-normative behaviors in the online world. More recent studies have examined identity performance in less anonymous online settings such as Internet dating sites and reported different findings. The present study investigates identity construction on Facebook, a newly emerged nonymous online environment. Based on content analysis of 63 Facebook accounts, we find that the identities produced in this nonymous environment differ from those constructed in the anonymous online environments previously reported. Facebook users predominantly claim their identities implicitly rather than explicitly; they “show rather than tell” and stress group and consumer identities over personally narrated ones. The characteristics of such identities are described and the implications of this finding are discussed.  相似文献   

16.
Is it possible to experience more presence in doing the same thing in virtual reality than in reality? According to the well known definition of presence as “disappearance of mediation”, the answer is no: technology is a barrier, a mediating tool that can only reduce the level of presence experienced in an interaction. However, the increasing diffusion of a technology like augmented reality that adds a technological layer of information to the real world suggests the opposite: the experience of “being there” may be influenced by the ability of “making sense there”.To explore this issue we used a sample of 20 university students to evaluate the level of presence experienced in two different settings: an immersive virtual reality job simulation and a real world simulation that was identical to its VR counterpart (same interviewer, same questions) but without technological mediation and without any social and cultural cues in the environment that may give a better meaning to both the task and its social context.Self-report data, and in particular the scores in the Spatial Presence and the Ecological Validity ITC-SOPI scales, suggest that experienced presence was higher during the virtual interview than in the real world simulation. This interpretation was confirmed by subjective (higher in VR) but not by objective (Skin Conductance) anxiety scores. These data suggest a vision of presence as a social construction, in which reality is co-constructed in the relationship between actors and their environments through the mediation of physical and cultural artifacts.  相似文献   

17.
Virtual worlds, where thousands of people can interact simultaneously within the same three-dimensional environment, represent a frontier in social computing with critical implications for business, education, social sciences, and our society at large. In this paper, we first trace the history of virtual worlds back to its antecedents in electronic gaming and on-line social networking. We then provide an overview of extant virtual worlds, including education-focused, theme-based, community-specific, children-focused, and self-determined worlds – and we analyze the relationship among these worlds according to an initial taxonomy for the area. Recognizing the apparent leadership of Second Life among today's self-determined virtual worlds, we present a detailed case study of this environment, including surveys of 138 residents regarding how they perceive and utilize the environment. Lastly, we provide a literature review of existing virtual world research, with a focus on business research, and a condensed summary of research issues in education, social sciences, and humanities.  相似文献   

18.
Blogs can be used as a conduit for customer opinions and, in so doing, building communities around products. We attempt to realise this vision by building blogs out of product catalogues. Unfortunately, the immaturity of blog engines makes this endeavour risky. This paper presents a model-driven approach to face this drawback. This implies the introduction of (meta)models: the catalogue model, based on the standard Open Catalog Format, and blog models, that elaborate on the use of blogs as conduits for virtual communities. Blog models end up being realised through blog engines. Specifically, we focus on two types of engines: a hosted blog platform and a standalone blog platform, both in Blojsom. However, the lack of standards in a broad and constantly evolving blog-engine space, hinders both the portability and the maintainability of the solution. Hence, we resort to the notion of “abstract platform” as a way to depart from the peculiarities of specific blog engines. Additionally, the paper measures the reuse gains brought by MDE in comparison with the manual coding of blogs.  相似文献   

19.
As communication technologies continue to evolve, more people will engage in virtual social interactions. With this trend comes an increasing need for research on behavior within virtual worlds. This study contributes to that agenda by focusing on the influence of physical attributes of a virtual setting and gender on verbal behavior expressed by mixed-gender dyads in a virtual world. Computerized text analyses revealed linguistic differences as a function of both the physical and social complexity of virtual settings and gender. The latter differences included both quantitative and qualitative features of written communication. These results add important new discoveries to the literature on virtual psychology and highlight the value of using text analysis tools to investigate virtual interactions.  相似文献   

20.
In the digital age, the identities and structures of virtual communities develop outside the traditional definitions of geography and physical constraints. Among the best models to study the identification process in virtual communities are the communities of fans of imaginary universes. Steampunk—neo-Victorian fiction with a science fiction twist—has for instance given rise to a large community, which is very active both in real life and in virtual spaces, for instance in the online 3D immersive platform Second Life. By collecting and analysing hundreds of visual artifacts generated by members of the steampunk community of Second Life, we found a repertoire of visual and lexical characteristics with which to identify the community. In addition, examining the characteristics displayed by visual productions from other communities allowed us to map relationships between different communities based on their aesthetics. This data suggests that the quantification of visual clues points out to interlocking relationships between different community aesthetics, forming a network where differences are visible, but fluidity still dominates. Furthermore, our results could serve as a model to study how communities in different media (immersive universes, games, social media based on visual materials such as Pinterest or Instagram) generate their own visual identity.  相似文献   

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