Search results - virtual worlds

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It's not whether you win or lose, but how you play the game: the role of virtual worlds in education

http://ella.slis.indiana.edu/~sstoerge/virtualworlds.htm

This is an annotated bibliography produced by Sharon Stoerger of Indiana University's School of Library and Information Science. It documents various academic studies, online articles and books relating to the use of virtual worlds and video gaming in educational settings. It includes some of the more commonly cited sources related to the use of this type of technology for the purpose of teaching and learning. Each entry comes with a brief commentary that distils the essence of the source and relates it to the wider debate about the topic. Entries are arranged alphabetically by author down the page, with a summary bibliography of all the sources cited at the bottom, with relevant Internet links.
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Journal of virtual worlds research

http://jvwresearch.org/

'The Journal of Virtual Worlds Research' is an open access academic journal. Articles are free, and are offered as PDF files. At November 2008, this peer-reviewed journal has two themed issues online: 'Virtual Worlds Research, Past, Present & Future'; 'Consumer Behavior in Virtual Worlds'; and a call for the third issue on the 'Culture of Virtual Worlds'. The website also has all the details one would expect to find from a major academic journal, including a detailed guide to policies, and an impressive listing of the JVWR Editorial Team. The website also has an 'Editors Blog', a useful 'Events Blog', and podcasts may be added at some future date. This will be a useful resource for those seeking current transdisciplinary scholarship on a variety of topics relevant to virtual worlds.
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Web 2.0 and the 3D web (virtual worlds and Second Life)

http://healthcybermap.org/sl.htm

This site, managed by Maged N. Kamel Boulos of the University of Plymouth, provides a frequently updated collection of educational resources on Web 2.0 developments as they pertain to health. Social networking and 3-dimensional virtual worlds, especially Second Life, feature prominently. There are links to PowerPoint presentations, conference proceeedings, educational 'locations' in Second Life, videos (many from YouTube), news items, blogs and mailing lists.
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Children in virtual worlds

http://www.childreninvirtualworlds.org.uk/

'Children in Virtual Worlds' is the website of a joint conference held by the BBC, the Arts & Humanities Research Council (AHRC), and the University of Westminster. The one-day conference was held in May 2008, in a climate of increasing moral panic on the topic by media commentators and pressure groups. The conference proceedings are being placed online, and at mid July 2008 the following academic papers are available: 'New research on virtual worlds for children'; 'Children in virtual worlds: legal issues'; 'Researching virtual worlds: let's talk about ethics'; 'Learning from online worlds: teaching in Second Life'; 'Immersion and play in virtual and actual places'; and a report on the BBC's 'Adventure Rock' online world (formerly CBBC World). Most of these papers are in PDF form, but there is also some video from the conference. The website also contains full details of the conference programme. The papers this website contains will be useful for those researching new forms of interactive media, the changing media consumption of young childhood in the UK, and also the knowledges and attitudes about virtual worlds that young people may bring with them in the near-future when they enter higher education.
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Virtual medical worlds

http://www.hoise.com/vmw/01/articles/index.html

Virtual Medical Worlds (VMW) is a full-text monthly electronic journal on telemedicine and high performance computing and networking for readers interested in computer applications in medical environments. Back issues are available from November 1997 to present. The journal is available in HTML, and contents are searchable. The site includes a calendar of events and resource links. VMW is produced by an editorial team, and an advisory board of professionals in telemedicine, in partnership with Euromed, HPCnet and Primeur.
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al'Ka-mie

http://www.alkamie.co.uk/

London-based visual theatre company, al'Ka-mie combine dance, performance art and digital projection to create 'fantastic narrative and surreal imagery'. Additionally they actively pursue a research agenda exploring the spaces where real and virtual performance meets. In particular there is a video clip of the Virtual/Real Interface Project (VRIP) where five dance artists explore virtual worlds created via three dimensional modelling software and stock images. Aimed at audiences and promoters the website acts as a showcase for the company, with biographies of its two directors, Robyn Stuart and Brian Curson, and various collaborators. The website also describes the company's education work, and has details of past and future performances.
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Business communicators of Second Life wiki

http://slbusinesscommunicators.pbwiki.com/#SecondLifeRelatedWeblogs

"This wiki is intended to be a collaborative resource for anyone interested in business and communications applications of Second Life, virtual worlds or 3D user interfaces. " It is run by Linda Zimmer (Znetlady Isbell in Second Life) who works for Marcom.interactive, a consultancy. Users can contribute Second Life links with comments. There are links for tourism, marketing, brands, creative services, universities, non-profits, blogs and more. Users can link to Linda's blog.
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Second Life Business Review

http://www.slbusinessreview.com/

Despite its title, this blog is mostly in French. However, it makes interesting reading for anyone who can follow French. Written by consultant Stephane Bayle, it looks at virtual worlds in business and education in France and sometimes other countries. eg. French universities using Second Life in their business schools; companies using Second Life. There are links to many other blogs on related subjects.
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Audience and producer engagement with immersive worlds (case study : adventure rock)

http://www.artlab.org.uk/ahrc-bbc-project.htm

This Web page describes a jointly AHRC and BBC-funded research project investigating the development of a virtual world for children, Adventure Rock. Launched by the BBC Children’s Department in 2008, Adventure Rock offers “exploration and creative opportunities for children to experiment with music, drawing and animation, alongside a dedicated website and message board community”. This research project worked with 75 7-11 year olds to explore their needs and opinions of the world, which were analysed alongside parents’ responses and the views of BBC producers. Initial findings were presented at the ‘Children and Virtual Worlds’ conference in May 2008 and the website includes links to the papers presented.
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Heidelberg journal of religions on the internet

http://online.uni-hd.de/

Heidelberg Journal of Religions on the Internet is a unique full-text ejournal, examining new and old religions and rituals as they are expressed on the Internet. At May 2009 there are three issues online, and these are themed: 'Being Virtually Real? Virtual Worlds from a Cultural Studies Perspective'; 'Special Issue on Theory and Methodology'; and 'Special Issue on Rituals on the Internet'. Articles are available as abstracts, and as full-text PDF files. The journal is published from Germany, but is published in English. Example article titles include: 'Virtual Religion : An Approach to a Religious and Ritual Topography of Second Life'; 'Communicating Spiritual Experience with Video Game Technology'; 'Discovering the Invisible Internet : Methodological Aspects of Searching Religion on the Internet'; and 'Authority in the Virtual Sangat : Sikhism, Ritual and Identity in the Twenty-First Century', among many others. The website has detail of the editor, Editorial Board, and submission guidelines. This will be a journal of interest not only to those in Religious Studies, but also to those in Performance Studies, Cultural Studies, Game Studies, and Media Studies.
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Robbie Cooper

http://www.robbiecooper.org/

This is the website of photographer and video artist Robbie Cooper. The website includes details of his two projects, 'Alter ego' and 'Immersions'. 'Alter ego' is a study of videogame players and their avatars, and it combines photographs (there are 20 examples here) and screenshots to make of gamers and their avatars, with texts exploring their relationship with their onscreen other. 'Immersions' records the reactions (filmed from the point of view of the screen) of "kids as they play videogames". The artistic project will form part of a piece of research at Bournemouth University Media School called 'War and Leisure' filming and analysing the reactions of children to images (news reports and videogames) of war. The website also includes a blog, which features postings related to Cooper's practice.
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SimTeach : information and community for educators using M.U.V.E.'s

http://www.simteach.com/

SimTeach is a personal website by university lecturer Jeremy Kemp. It is aimed at teachers who are entering free consumer-facing virtual environments, such as Second Life, in order to use them for educational and research purposes. The focus is on use by those working in higher education. The makers of Second Life, Linden Labs, use the SimTeach website to host their official wiki and forum for educators who are using Second Life. There is also an external weblink to a YouTube-hosted collection of educational video material created by Jeremy Kemp. Kemp also keeps a weblog about the educational use of Multi-User Virtual Environments (MUVEs), although as of May 2007 the weblog had not been updated since November 2006.
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Nick Yee's homepage

http://www.nickyee.com/

Nick Yee decribes himself as "a recent Ph.D. graduate from Stanford University where I studied online games and immersive virtual reality. I am interested in social interaction and self-representation in virtual environments". His website contains a full-text copy of a journal paper that arose out of his June 2007 Phd, titled 'The Proteus Effect: behavioural modification by transformations of digital self-representation'. This thesis examined the links between the use of avatars in chat rooms and videogames, and the links with behavior. The website also offers fifteen other full-text PDF papers by Yee for free download, mostly on topics around videogames, gaming communities and identity. The website also has very brief details of Yee's 'Daedalus Project', a six-year survey of "more than 40,000 MMORPG players".
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Performing presence : from the live to the simulated

http://presence.stanford.edu/

'Performing Presence: from the Live to the Simulated' is part of the Presence Project, an international research project run by researchers working at the University of Exeter, University College London, and Stanford University is the U.S.A. The basic question the project seeks to answer is "What creates a sense of presence? ... the presence of a live performer ... the presence of the past ... in a memory ... in ruined remains ... the sense of 'being there' in an online community ...?" The website contains full details of the project, its research staff, research groups and aims. There is extended documentation about six notable new media practitioners, including Blast Theory, and details of six workshops held on project themes. There is an extensive and up-to-date project bibliography, with about 30 external links to Web sites and full-text papers. The website also has a forum and several weblogs. RSS news feeds are available. The Presence Project runs from October 2005 to June 2010, and is funded in part by the Arts and Humanities Research Council (AHRC).
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University of Edinburgh Virtual Management School

http://www.homepages.ed.ac.uk/grahami/elearning/index.html

This is the website of the Virtual Management School at Edinburgh. They are creating a presence in Second Life, which will be run by lecturer Shale Bing. There is also a link to Shale's blog, which discusses his progress with using Second Life. He writes "It is hoped that the use of a virtual world in management education may provide a valuable forum where people can share their expertise about both practical management and the management courses taught in the University. It is seen as being of particular potential benefit to students who, because they are on exchange away from Edinburgh or taking part-time courses, are at risk of losing contact with the University community." Members of Second Life can visit the school.
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eLab City

http://www.elabcity.com/

eLab City is a project of the Sloan Center for Internet Retailing at the University of California, Riverside. It is a live work-play community online. It is a two-island simulation in Second Life, for the study of Internet retailing. It is seeking a core of resident avatars who will take part in the project. Full details are given on their website. News is offered in a blog-style format.
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A little grafting of Second Life into a legal research class

http://www.llrx.com/features/secondlife.htm

Online article on the use of the Second Life virtual world in the teaching of legal research skills written by Rob Hudson who is Head of Information Services, Nova Southeastern University, Shepard Broad Law Center - Law Library & Technology Center in Florida. The article was published in May 2008 in the features section of LLRX.com. The author describes the various ways in which he incorporated Second Life in the teaching of his International Legal Research Skills class. Methods described include tours of virtual offices of international law firms, courts, libraries and government agencies in Second Life, attendance at a Second Life guest lecture and a student presentation from within Second Life. The article considers the benefits and disadvantages of using Second Life to enhance traditional classroom instruction. LLRX.com (Law Library Resource Xchange) is a free online web journal for legal information professionals.
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OpenSimulator

http://opensimulator.org/wiki/Main_Page

OpenSimulator is a 3D Application Server. It can be used to create a virtual world which can be accessed through a variety of clients, on multiple protocols. The website includes user and developer documentation, FAQs, support forums, news, and screenshots.

OpenSimulator is released under a BSD License, making it both open source, and commercially friendly to embed in products.
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Transliteracy research group : creative writing and new media archive

http://www.hum.dmu.ac.uk/transliteracy/index.php/home

This is the website of the Transliteracy Research Group at De Montfort University in the U.K. The website contains a freely accessible archive of 31 guest lectures presented from 2006 to 2009, as part of the M.A. in Creative Writing and New Media at the Faculty of Humanities, De Montfort University. Lectures are presented in a variety of file formats, including PDF files. Some are available as Quicktime video, and are accompanied with a text summary and Web links. Example lecture titles include: 'Text as Surface in Immersive 3D Environments'; 'Web 2.0 Narratives'; 'Changing Techniques for a New Medium'; 'Using Digital Storytelling Techniques for Creative Nonfiction'; and 'The Good The Bad and The Ugly: an introduction to writing in games', among others. Lectures are licensed under a Creative Commons licence. There are also profiles of each guest lecturer. There is an associated Transliteracy weblog, linked from the sidebar and top menu.
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Virtual Developing Country (VDC)

http://www.bized.co.uk/virtual/dc/

The Virtual Developing Country is a case study centred on Zambia. This site, which is located in the Virtual Worlds section of the Biz/ed educational site, introduces students to many of the issues and ideas central to development economics. There are three main parts: background information, virtual field trips and the actual resources - worksheets, data, photos, a development glossary and maps. The field trips involve a number of different destinations. VDC is suitable for post-16 economics students and teachers. It could be used for geography and social sciences as well as economics.
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Modelling virtual urban environments : CASA working paper 01 : Centre for Advanced Spatial Analysis at University College London

http://www.casa.ucl.ac.uk/publications/workingPaperDetail.asp?ID=1

This is the first in a series of working papers, from the Centre for Advanced Spatial Analysis, University College London. The paper explores "the way in which virtual reality (VR) systems are being broadened to encompass a wide array of virtual worlds, many of which have immediate applicability to understanding urban issues through geocomputation". The text is supported by bibliographic references. The paper is provided in PDF format and can be viewed using Adobe Acrobat Reader.
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Digital technology, learning and 'game formats': computer games, motivation and gender in learning contexts

http://www.lkl.ac.uk/research/carr.html

Digital technology, learning and 'game formats' is a research project at the London Knowledge Lab looking at the motivating pleasures or frustrations of computer games, so that their pedagogic potentials can be exploited. Areas for research include the relationship between game theory and games-for-learning, the role gender in gaming, game playing settings (in the home, classroom or online) and making friends in virtual worlds such as Second Life. The website includes further details about work of the project and materials from related events including presentations in a variety of formats.
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MZTV museum of television

http://www.mztv.com/

Based on the collections of Moses Znaimer, the MZTV Museum of Television is a unique collection of televisions as design objects. Artefacts range from the 1920s origins of television to the advent of solid state electronics in the 1970s and the collection includes rare and landmark sets, such as 'Felix the Cat' and the 1939 Worlds Fair 'Phantom Teleceiver'. Some items can be viewed from the collection as three-dimensional models, allowing the user to zoom and rotate the image. The website acts as a virtual museum, with a number of Flash-based 'permanent exhibits' including 'Television in Quotes'; 'Timeline of Television History'; 'Pioneers of Television' and 'Television in the World of Tomorrow' which explores the ground breaking public demonstration of TV at the 1939 New York World Fair. The site takes a North American view of television history, so tends to downplay the role of individuals and companies in the development of the medium, but provides a well illustrated introduction to the subject.
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VI computer law world conference : gikii

http://www.law.ed.ac.uk/ahrc/complaw/gikii.asp

'GikII' was a workshop at the VI Computer Law World Conference in 2006, and it claims to have been "the first workshop in the world where the worlds of law, technology and popular culture came together. We want to discuss whether geek law exists; by the end of the workshop we had created it." The workshop was organised by Lilian Edwards, co-Director of the AHRC Centre for Research into Intellectual Property and Technology. The Web page contains the full-text proceeedings of the workshop, in PDF and Powerpoint formats. Of particular interest to those in the arts and humanities will be the papers on 'virtual property' in online worlds, 'fan fiction' and fan subtitling of Japanese anime, and the three papers titled: "Defence against the Dark Arts: How the British Response to the Terrorist Threat Is Parodied in J K Rowling's 'Harry Potter and the Half Blood Prince'"; "From '1984' to 'V for Vendetta' via 'Minority Report'"; and "Killer Robots, Evil Scientists and Other Tales of Woe: How Technophobia in Culture Affects the Law".
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Stephen King

www.stephenking.com

The online resource 'Stephen King' is a comprehensive fan site dedicated to the life and work of this popular American writer, author of horror, science fiction and fantasy books. Among King's best known titles are Carrie (1974), The Shining (1977), Misery (1987), Dolores Clairborne (1993) and The Green Mile series (1996). Apart from numerous nominations, the author is the recipient of many international literary awards, such as, to name just a few, the Canadian Booksellers Association Award for Lifetime Achievement (2007), British Fantasy Society Award For Outstanding Contribution to the Genre (1981), Horror Writers Association Best Novel Award for 'Misery' (1987). This website provides biographical information (The Author), an extensive bibliography of King's works, literary and other (The Library), and news about publications and promotional events (News) as well as the author's public appearances (The Author). There is also an interesting section 'The Dark Tower', dedicated to this particular book series. 'Dark Tower' pages provide synopses, illustrations, and a glossary of words used in the stories. Another section, 'The Office', takes King's fans on a tour around a virtual office which reproduces the writer's actual work place. This page is still under construction (November 2009). The resource 'Stephen King' also includes links to online resources for artists, such as the website for the Haven Foundation that supports free lance artists. As a source of bibliographic material, 'Stephen King' website will be of use to students of contemporary and horror or science fiction literature. Broadly informative and abundant in trivia, it will be also interesting to all enthusiasts of King's literary worlds.
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