{"title":"Crossing the Line: Terrorism in Cyberspace and Targets in Real-Space","authors":"L. Constantine","doi":"10.1109/CW.2011.49","DOIUrl":"https://doi.org/10.1109/CW.2011.49","url":null,"abstract":"The boundaries between virtual reality and physical reality are becoming ever more blurred as activities in cyber worlds bleed into everyday life and sophisticated software now crosses the line from digital interaction to physical destruction. This paper examines what might be learned from the real-world exploits of the sophisticated software worm known as Stuxnet and from the speculations and extrapolations of fictional counterparts.","PeriodicalId":231796,"journal":{"name":"2011 International Conference on Cyberworlds","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129573726","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
E. Bergervoet, F. V. D. Sluis, B. V. Dijk, A. Nijholt
{"title":"Let the Game Do the Talking: The Influence of Explicitness and Game Behavior on Comprehension in an Educational Computer Game","authors":"E. Bergervoet, F. V. D. Sluis, B. V. Dijk, A. Nijholt","doi":"10.1109/CW.2011.30","DOIUrl":"https://doi.org/10.1109/CW.2011.30","url":null,"abstract":"An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves. These games rely on a constructivist approach to learning, where the learner constructs knowledge through concrete experiences. Endogenous educational games which are specifically developed for educational purposes mostly make this purpose explicit: they make it clear in advance what is about to be learned. This research tried to find out how such an explicit purpose influences the game behavior and comprehension by developing two versions of an endogenous educational game about over fishing, one with and one without an explicit purpose. It showed that children who played the explicit version got more shallow knowledge and showed more active game behavior. The players who showed more explorative game behavior acquired more deep knowledge about the game.","PeriodicalId":231796,"journal":{"name":"2011 International Conference on Cyberworlds","volume":"82 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127020452","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Crossing Over: Oscilllations between the Virtual and the Real","authors":"D. Harrison","doi":"10.1109/CW.2011.29","DOIUrl":"https://doi.org/10.1109/CW.2011.29","url":null,"abstract":"At CADRE, the Centre for Art, Design, Research and Experimentation sited in the School of Art and Design at the University of Wolver Hampton, there are a number of projects in the process of exploring ways of bridging the virtual to the real world. This work includes that carried out on our Second Life (SL) Island, Kriti, concerning forms of creative practice, and also the collaborative Shift-Life project and the longitudinal Deconstructing Duchamp research study. The latter two projects have an investment in applying animal/human-like behaviours to virtual objects to reveal their inter-relationships, and also any social behaviours which might occur, in accordance with mixed reality interventions. This paper then, will give an overview of a cluster of art practice-based research activities in place at CADRE, with the understanding that the interests of each project may just converge at some future stage on Kriti Island.","PeriodicalId":231796,"journal":{"name":"2011 International Conference on Cyberworlds","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121499008","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Use of Online Virtual Environments to Assess the Appeal of Interactive Elements within Buildings","authors":"M. N. Adi, D. Roberts","doi":"10.1109/CW.2011.15","DOIUrl":"https://doi.org/10.1109/CW.2011.15","url":null,"abstract":"Would a building be more appealing if it had interactive elements? Would that encourage people to visit it again, spend more time in it and promote it to others? Or would interactivity be a trivial presence in a building? Our previous study showed that people could concentrate better when surrounded by moving patterns that give an impression of moving walls. Whether people are more likely to return to architecture that is interactive and the appeal of interactive architecture over a non interactive counterpart has not been tested before. Before building such architecture we use simulation to gain an initial understanding. While our first study was carried out in a large surround screen projection environment, this study makes use of second life as a place where people can visit at will. Two identical buildings were designed for the experiment with one of them having interactive elements. They were then placed in an online virtual environment that is accessible by the public and they were monitored for four months. Initial results indicate that people prefer the interactive building over the non-interactive one. Appeal was measured by number of visitors, number of visits, time spent in each visit, number of groups that visited and returned to each building. We also used feedback provided by a separate focus group as well. The results demonstrate the importance of interactive elements in generating more interest and traffic for buildings and events.","PeriodicalId":231796,"journal":{"name":"2011 International Conference on Cyberworlds","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130475340","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"One and Three Virtual Chairs: Kosuth in Second Life","authors":"A. Schianchi","doi":"10.1109/CW.2011.20","DOIUrl":"https://doi.org/10.1109/CW.2011.20","url":null,"abstract":"A recreation of Kosuth's “One and three chairs†in a virtual world updates the idea of the seminal work dealing with the concepts of original, reproduction, language, and conceptual art.","PeriodicalId":231796,"journal":{"name":"2011 International Conference on Cyberworlds","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130733729","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Entropy and Volume-Based Approach for Identifying Malicious Activities in Honeynet Traffic","authors":"M. Sqalli, S. Firdous, Z. Baig, Farag Azzedin","doi":"10.1109/CW.2011.35","DOIUrl":"https://doi.org/10.1109/CW.2011.35","url":null,"abstract":"Honey nets are an increasingly popular choice deployed by organizations to lure attackers into a trap network, for collection and analysis of unauthorized network activity. A Honey net captures substantial amount of data and logs for analysis in order to identify malicious activities perpetrated by the hacker community. The analysis of this large amount of data is a challenging task. Through this paper, we propose a technique based on the entropy and volume thresholds of selected network features to efficiently analyze Honey net data, and identify malicious activities. Our technique consists of both feature-based and volume-based schemes to identify malicious activities in the Honey net traffic. Through deployment of our proposed approach, a detailed analysis of various traffic features is conducted and the most appropriate features for Honey net traffic are thereupon selected. The anomalies are identified using entropy distributions and volume distributions, along with their corresponding threshold levels. The proposed scheme proves to be effective in identifying most types of anomalies seen in Honey net traffic.","PeriodicalId":231796,"journal":{"name":"2011 International Conference on Cyberworlds","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122679625","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Building a Collaborative Virtual Environment: A Programming Language Codesign Approach","authors":"Jafar Al-Gharaibeh, C. Jeffery, Hani Bani-Salameh","doi":"10.1109/CW.2011.37","DOIUrl":"https://doi.org/10.1109/CW.2011.37","url":null,"abstract":"Developing 3D virtual environments requires an advanced level of programming expertise. In many cases, working on such an application involves a wide range of programming activities such as 3D graphics, networking, user interfaces and audio programming. At the same time, such applications are usually real time and performance critical. The complexity of developing such an application comes from two sources: first, the programming language used in development with its strengths and also the limitations it imposes. The second is the requirements of the virtual environment itself, with its dynamics and size. Some languages are more suitable than others for any given application domain, but in general once a programming language is selected, the main focus is the application itself and not the language used. This paper presents an approach where a virtual environment (CVE) and its implementation language (Unicon) evolved together over the course of the project development, derived from emerging functional and performance requirements. The Unicon language was improved and new features were added over time to meet new demands and address the complexities that arose at the application level. This approach was combined with developing a framework to build virtual worlds with a social integrated development environment and to populate those worlds with non-player characters.","PeriodicalId":231796,"journal":{"name":"2011 International Conference on Cyberworlds","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128918483","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rasika Ranaweera, Michael Frishkopf, Michael Cohen
{"title":"Folkways in Wonderland: A Cyberworld Laboratory for Ethnomusicology","authors":"Rasika Ranaweera, Michael Frishkopf, Michael Cohen","doi":"10.1109/CW.2011.33","DOIUrl":"https://doi.org/10.1109/CW.2011.33","url":null,"abstract":"In this paper we describe a musical cyber world -- a collaborative, immersive virtual environment for browsing musical databases -- together with an experimental design launching a new sub discipline: the ethnomusicology of controlled musical cyberspaces. Research in ethnomusicology, the ethnographic study of music in its socio-cultural environment, has typically been conducted through qualitative fieldwork in uncontrolled, real-world settings. Recently, ethnomusicologists have begun to attend to the study of virtual environments, including pre-existing cyber worlds (such as video games). However, in this paper, we adopt an unprecedented approach by designing a custom musical cyber world to serve as a virtual laboratory for the ethnographic study of music. By constructing an immersive cyber world suitable for ethno musicological fieldwork, we aim for much greater control than has heretofore been possible in ethno musicological research, leading to results that may suggest better ways of designing musical cyber worlds for research, discovery, learning, entertainment, and e-commerce, as well as contributing towards our general understanding of the role of music in human interaction and community-formation. Such controlled research can usefully supplement traditional ethnography in the real world.","PeriodicalId":231796,"journal":{"name":"2011 International Conference on Cyberworlds","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125125334","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Function-Based Haptic Interaction in Cyberworlds","authors":"Lei Wei, A. Sourin","doi":"10.1109/CW.2011.19","DOIUrl":"https://doi.org/10.1109/CW.2011.19","url":null,"abstract":"Polygon and point based models dominate in virtual reality. These models also affect haptic rendering algorithms which are often based on collision with polygons. We use mathematical functions to define and implement geometry (curves, surfaces and solid objects), visual appearance (3D colors and geometric textures) and various tangible physical properties (elasticity, friction, viscosity, and force fields). The function definitions are given as analytical formulas (explicit, implicit and parametric), function scripts and procedures. Since the defining functions are very small we can efficiently use them in collaborative virtual environments to exchange between the participating clients. We proposed an algorithm for haptic rendering of virtual scenes including mutually penetrating objects with different sizes and arbitrary location of the observer without a prior knowledge of the scene to be rendered. The algorithm is based on casting multiple haptic rendering rays from the Haptic Interaction Point (HIP), and it builds a stack to keep track on all colliding objects with the HIP. The algorithm uses collision detection based on implicit function representation of the object surfaces. The proposed approach allows us to be flexible when choosing the actual rendering platform. The function-defined objects and parts constituting them can be used together with other common definitions of virtual objects such as polygon meshes, point sets, voxel volumes, etc. We implemented an extension of X3D and VRML which allows for defining complex geometry, appearance and haptic effects in virtual scenes by functions and common polygon-based models, with various object sizes, mutual penetrations, arbitrary location of the observer and variable precision.","PeriodicalId":231796,"journal":{"name":"2011 International Conference on Cyberworlds","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115395771","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}