The Journal of Virtual Worlds Research最新文献

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Virtual Trolling On Political Debate Of 2018 Brazilian Presidential Election: Which “wing” can be blamed? 2018年巴西总统选举政治辩论中的虚拟喷子:哪个“派别”应该受到指责?
The Journal of Virtual Worlds Research Pub Date : 2019-12-24 DOI: 10.4101/jvwr.v13i1.7402
Bruno Conrado Demartini Antunes, Alexandre Cappellozza
{"title":"Virtual Trolling On Political Debate Of 2018 Brazilian Presidential Election: Which “wing” can be blamed?","authors":"Bruno Conrado Demartini Antunes, Alexandre Cappellozza","doi":"10.4101/jvwr.v13i1.7402","DOIUrl":"https://doi.org/10.4101/jvwr.v13i1.7402","url":null,"abstract":"Social media is already one of the main sources of information for online users. In this context, the political debate has taken account of social media during the 2018 Brazil Presidential Election, where Brazilian virtual militants exchanged the debate to clash themselves. Offenses had the characteristics of trolling: a marginalized Internet culture that is increasingly appearing in the mainstream of social media This study aims to analyze how trolling actions could be perceived during the 2018 Brazilian elections, polarized between right and left-wings, by performing social network analysis using data from Twitter. Our results show that personal attacks intended to defame the participants and their ideologies before elections. Their influences on social media have shaped the patterns of attacks among militants on digital platforms, as well as endangering democratic values because of their ideals. The Brazilian presidential elections of 2018 demonstrate that trolling behavior produces a bellicose discourse on social media, where all sides influence and attack each other, which can lead to undemocratic discourses. Therefore, trolling behavior resulted in voters who were more concerned with debasing their opponents than paying attention to their presidential candidate proposals.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122046011","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}
引用次数: 0
Virtuality and Offense in a Crime Scene of Technology 技术犯罪现场中的虚拟与犯罪
The Journal of Virtual Worlds Research Pub Date : 2019-12-24 DOI: 10.4101/jvwr.v13i1.7405
Noah McClain
{"title":"Virtuality and Offense in a Crime Scene of Technology","authors":"Noah McClain","doi":"10.4101/jvwr.v13i1.7405","DOIUrl":"https://doi.org/10.4101/jvwr.v13i1.7405","url":null,"abstract":"Can projections of technology, constituting virtual worlds, make our actions criminal? This article examines the interpretation of human action jointly with and through its technological context in ways that frame human criminality. I draw from a case of the criminalization of devices used for a “hustle” of the urban poor in the New York City subway. The case demonstrates how people can unwittingly be made into avatars said to act with purpose and awareness in technological domains even when those domains are not actually available to them in any sensory - or even informational – capacity. I show how a technological domain treated as a crime-scene may be a projection, a virtual world conjured through arguments, diagrams and accounts made for legal audiences, only loosely coupled with “the real.” A significant consequence of these problems is that criminality can be engineered – or just imagined as engineered - around human acts, in which mere projections of technology are taken for granted as a found, natural context of action which in turn defines human criminality. Real humans stand to pay real costs for virtual projection f technology and their actions within them. With more and more of everyday life conducted through complex – often proprietary – technologies, distinguishing between the construction of avatars acting in virtual worlds versus people wittingly acting through “real” technological contexts will pose a significant social challenge","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"114 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116437563","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}
引用次数: 0
Augmented Reality Plant & Animal Cells: Design and Evaluation of an Educational Augmented Reality Application 增强现实植物和动物细胞:一个教育增强现实应用的设计和评估
The Journal of Virtual Worlds Research Pub Date : 2019-12-15 DOI: 10.4101/jvwr.v12i3.7382
M. Kouzi, O. Bani-Taha, Victoria McArthur
{"title":"Augmented Reality Plant & Animal Cells: Design and Evaluation of an Educational Augmented Reality Application","authors":"M. Kouzi, O. Bani-Taha, Victoria McArthur","doi":"10.4101/jvwr.v12i3.7382","DOIUrl":"https://doi.org/10.4101/jvwr.v12i3.7382","url":null,"abstract":"In this paper, we present a usability evaluation of a custom AR educational tool designed to improve students’ understanding of the similarities and differences between plant and animal cells. We argue that the design of the Augmented Reality Plant & Animal Cells (ARPAC) tool promotes a self-driven approach to learning by presenting textbook content as interactive, 3D models that can be uncovered by exploring sections of their school textbooks with our app. Furthermore, the design of ARPAC can be mapped easily onto other subjects, providing teachers with additional pedagogical tools to utilize in the classroom. Preliminary results of a usability study support our initial design of a textbook-driven AR application to support learning in science subjects.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130021525","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}
引用次数: 4
The Proto-Governance of Minecraft Servers Minecraft服务器的原始治理
The Journal of Virtual Worlds Research Pub Date : 2019-12-13 DOI: 10.4101/jvwr.v12i3.7365
Louis Rolfes, K. Passig
{"title":"The Proto-Governance of Minecraft Servers","authors":"Louis Rolfes, K. Passig","doi":"10.4101/jvwr.v12i3.7365","DOIUrl":"https://doi.org/10.4101/jvwr.v12i3.7365","url":null,"abstract":"There is a widespread assumption that the times when self-regulating internet communities allowed users to experiment with new forms of societal organization are over. Today, many commercial platforms impose rules on ‘their’ communities and leave little room for users to organize themselves. And yet, there are still environments that allow freedom for communities to explore new forms of living together. One of these environments is the multiplayer online game Minecraft. In Minecraft, players, not the game company, manage their servers through traditional legal instruments and software plugins. This provides us with the rare opportunity to examine self-made rulesets without first having to disentangle them from the non-negotiable rules of the commercial platform. We carried out an exploratory qualitative analysis of a selection of rulesets and focus on two major aspects related to server governance: the interplay between traditional legal rules and algorithmic governance mechanisms and the forms of government that players establish. We found that written and encoded rules seem to complement but not replace each other. Minecraft servers are mostly “benevolent dictatorships,” with some server rulesets indicating a willingness of staff to abide by power-limiting rules in similar ways as constitutional documents limiting the power of the monarch.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114858787","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}
引用次数: 3
User Characteristics, Trait vs. State Immersion, and Presence in a First-Person Virtual World 第一人称虚拟世界中的用户特征、特征与状态沉浸和存在感
The Journal of Virtual Worlds Research Pub Date : 2019-12-13 DOI: 10.4101/jvwr.v12i3.7366
Lynna J. Ausburn, J. Martens, C. Baukal, Ina Agnew, Robert F. Dionne, Floyd B. Ausburn
{"title":"User Characteristics, Trait vs. State Immersion, and Presence in a First-Person Virtual World","authors":"Lynna J. Ausburn, J. Martens, C. Baukal, Ina Agnew, Robert F. Dionne, Floyd B. Ausburn","doi":"10.4101/jvwr.v12i3.7366","DOIUrl":"https://doi.org/10.4101/jvwr.v12i3.7366","url":null,"abstract":"Virtual reality and virtual worlds (VWs) are powerful technologies currently helping to define the digital world. These technologies are characterized by user control, immersion, and a sense of presence or “being there.” They have been examined from a variety of theoretical perspectives, technical and user variables, and psychological approaches. The purpose of this study was to extend VW research by relating the roles of user age and gender directly to the VW-critical features of immersion and perceived presence, an approach that has not been widely addressed in previous research. This study used a photo-real, on-screen, first-person VW in which users “enter” and “walk through” a VW via mouse navigation, viewing it through their own eyes rather than through an avatar. It used a quasi-experimental design with 35 adult subjects who reported their age and gender and were tested for perceived immersion and presence in a VW showing a 360-degree city panorama. Data were analyzed using t-tests, chi-squares, Pearson correlations, and interview comments to examine relationships among age and gender, immersion, and presence in the VW. Findings supported conclusions relating to the relevance of age and gender as user variables in VWs and the role of technology characteristics in VWs’ effective use. The study also opened a potential new line of inquiry by raising previously unaddressed questions about the importance of the psychological trait vs. state nature and measurement of immersion and presence in VWs. Suggestions for further research are offered.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"49 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134050736","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}
引用次数: 4
Extending the self: Player-avatar relations and presence among U.S. and Chinese gamers 扩展自我:美国和中国玩家与角色的关系和存在感
The Journal of Virtual Worlds Research Pub Date : 2019-12-13 DOI: 10.4101/jvwr.v12i3.7395
Zhenyang Luo, D. Westerman, J. Banks
{"title":"Extending the self: Player-avatar relations and presence among U.S. and Chinese gamers","authors":"Zhenyang Luo, D. Westerman, J. Banks","doi":"10.4101/jvwr.v12i3.7395","DOIUrl":"https://doi.org/10.4101/jvwr.v12i3.7395","url":null,"abstract":"This study investigated how player-avatar interaction (PAX) and player-avatar relationship (PAR) are associated with spatial presence, social presence, and self-presence in video games, and additionally how the associations differ between Chinese and American players. American and Chinese players were recruited to answer a survey king about these variables. The survey was translated from English to Chinese for the different samples. Regression models and ANOVA analysis were used to analyze data, and the results revealed several significant associations between dimensions of PAX and the three types of presence. Additionally, results indicated that player-avatar relationships characterized by identity play and extension are generally associated with higher level of presence than the other two relationship types. Cultural differences were also found, with American and Chinese players differing in how PAR associated with social presence. Thus, the present study adds more understanding to presence in video game, avatar-moderated gameplay, and cross-cultural differences in video gaming, and suggests avenues for future research.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"300 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133644799","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}
引用次数: 0
GaeltechVR: Measuring the Impact of an Immersive Virtual Environment to Promote Situated Identity in Irish Language Learning GaeltechVR:衡量沉浸式虚拟环境对促进爱尔兰语言学习的影响
The Journal of Virtual Worlds Research Pub Date : 2019-12-13 DOI: 10.4101/jvwr.v12i3.7356
Naoise Collins, Brian Vaughan, C. Cullen, Keith Gardner
{"title":"GaeltechVR: Measuring the Impact of an Immersive Virtual Environment to Promote Situated Identity in Irish Language Learning","authors":"Naoise Collins, Brian Vaughan, C. Cullen, Keith Gardner","doi":"10.4101/jvwr.v12i3.7356","DOIUrl":"https://doi.org/10.4101/jvwr.v12i3.7356","url":null,"abstract":"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 their attitudes, motivation, and confidence as Irish language learners. This paper describes the design of GaeltechVR: an immersive Irish language VR experience designed for the VIVE Pro. It also gives the results of a mixed-methods study to measure the impact in a local adult Irish language learner context. A questionnaire on situated attitudes and motivation to language learning (Ushioda & Dornyei, 2009) was adapted for the Irish context to investigate a small scale sample of the local context’s attitudes to Irish language learning. The participant’s gameplay was recorded for analysis along with questionnaires on presence (Witmer & Singer, 1998), simulator sickness and an adapted questionnaire on their attitudes after the intervention. Using best practice in design-based research experiments (Nelson, Ketelhut, Clarke, Bowman, & Dede, 2013) the study had two main goals: To investigate the usability of the design of GaeltechVR and to measure the impact of the intervention on attitudes, identity and motivation in the local Irish language learning context.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130521600","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}
引用次数: 4
Editorial Assembled 2019 编辑汇编2019
The Journal of Virtual Worlds Research Pub Date : 2019-12-13 DOI: 10.4101/jvwr.v12i3.7406
Angie M. Cox, F. Nunes, M. Feng, Jason Coley
{"title":"Editorial Assembled 2019","authors":"Angie M. Cox, F. Nunes, M. Feng, Jason Coley","doi":"10.4101/jvwr.v12i3.7406","DOIUrl":"https://doi.org/10.4101/jvwr.v12i3.7406","url":null,"abstract":"The Journal of Virtual World Research Assembled 2019 issue, presents six striking studies that spread over a plethora of subjects, all aimed to expand the Virtual World knowledge bank for the benefit of practitioners and academics alike. These studies broaden the understanding of a Virtual World user’s experience associated with presence and immersion, governance within the worlds, learning success mechanisms, as well as users’ interactions and relationships. Each of these topics provides traction in obtaining the highest advances in the application of Virtual Worlds within society.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"372 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123938792","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}
引用次数: 0
One Game – One Effect? What Playing “World of Warcraft” Means for Adolescents and Their Development 一款游戏产生一种效果?玩“魔兽世界”对青少年的意义及其发展
The Journal of Virtual Worlds Research Pub Date : 2018-04-11 DOI: 10.4101/JVWR.V11I1.7305
Florian Flueggen, Stephanie Doyle, Hermann Veith
{"title":"One Game – One Effect? What Playing “World of Warcraft” Means for Adolescents and Their Development","authors":"Florian Flueggen, Stephanie Doyle, Hermann Veith","doi":"10.4101/JVWR.V11I1.7305","DOIUrl":"https://doi.org/10.4101/JVWR.V11I1.7305","url":null,"abstract":"Playing online computer games is a common leisure activity for adolescents. The aim of this study was to contribute to the understanding of how playing these games influences adolescents' development. The method used was interviews with six participants who had played the Massive-Multiplayer-Online-Role-Playing-Game “World of Warcraft” when they were adolescents. The transcripts of the interviews were analyzed drawing on grounded theory methods and on factors identified from developmental psychology. From the analysis it appeared that: (1) all six players had played the game differently and found individual ways to express themselves in the game; (2) these individual playstyles seemed to be related to the players’ personalities; and (3) in contrast to common claims in the popular media, playing the game probably supported a healthy development by providing social and personal aspects that their normal lives lacked. The main implication of these findings is that it cannot be assumed that all players use the same game in the same way, or that one game has the same effect on all players. While it makes research on the effect of games more complex, this observation is essential in understanding the diverse influences of computer games.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132031230","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}
引用次数: 2
Using 3D Worlds in Prison: Driving, Learning and Escape 在监狱中使用3D世界:驾驶,学习和逃跑
The Journal of Virtual Worlds Research Pub Date : 2018-04-11 DOI: 10.4101/JVWR.V11I1.7304
H. Farley
{"title":"Using 3D Worlds in Prison: Driving, Learning and Escape","authors":"H. Farley","doi":"10.4101/JVWR.V11I1.7304","DOIUrl":"https://doi.org/10.4101/JVWR.V11I1.7304","url":null,"abstract":"Affordable hardware and increased processing power have resulted in a surge in the number and adoption of virtual reality applications and immersive virtual environments. These applications are able to immerse the user in an environment other than that of their immediate geographical location. The one population that is unable to move even within their own geographical location are prisoners. Prisoners are secluded away from the general population, unable to travel, attend education beyond the prison walls or interact with a wide variety of people. At least to a certain extent, these constraints are able to be overcome with the use of virtual reality and immersive virtual environments. This paper briefly examines the constraints experienced by prisoners and the technical limitations of the prison environment. It explores the very few cases where these technologies are already used within the prison setting. A number of potential uses for virtual reality within prisons are proposed, including the justification for these approaches and a description of how these technologies are being used outside of the prison setting.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127819912","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}
引用次数: 8
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