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This introduction to virtual worlds defines them as "a synchronous, persistent network of people represented as avatars," highlighting their dependence on real-time human interactions. An avatar is a digital representation with agency, enabling users to perform actions within these environments. The concept of shared activities requires synchronous communication, while acknowledging the role of both synchronous and asynchronous interactions through various messaging forms. The lecture includes examples and insights on platforms like Second Life, along with standards for community interaction and user experience.
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EDIT 424 An Introduction to Virtual Worlds
Definition “A synchronous, persistent network of people, represented as avatars, facilitated by networked computers.” (Bell 2008) An avatar is any digital representation (graphical or textual), beyond a simple label or name, that has agency (an ability to perform actions) and is controlled by a human agent in real time Shared activities necessitate synchronous communication People are central to virtual worlds A virtual world cannot be paused
Synchronous and Asynchronous Interactions Text chat, instant messaging, email, voice chat, gestures
Second Life Second Life – the onnline 3D virtual world http://youtu.be/z3gHCupXSMs
Second Life • Age restrictions: • 13 – 15 Years - only if affiliated with a Sponsoring Organization • 16- 17 Years - may only access areas of the service is rated ‘General’ in accordance with maturity ratings • Community Standards address: • Intolerance • Harassment • Assault • Disclosure • Adults regions, groups and listings • Disturbing the peace
http://sites.google.com/site/secondliferesources/education-linkshttp://sites.google.com/site/secondliferesources/education-links
Second Life Second Life with Jass Easterman (Sue Gregory) Lecturer Faculty of The Professions School of Education, UNE http://www.virtualclassrooms.info/ Second Life with Jass Easterman - deBono in Second Life http://www.youtube.com/watch?v=6Uhu-6H4c8o
Reference Bell, M.W. (2008). Virtual Worlds Research: Past, Present & Future. Journal of Virtual Worlds Research, Vol(1). Retrieved from http://jvwresearch.org/page/volume_1_issue_1