Social software - Virtual worlds
1 Virtual Worlds are services where it is possible to meet and interact with
other people in a virtual environment reminiscent of the real world. Thus
the term Virtual Reality. Typically, the user manipulates an avatar through
the world, interacting with others using chat or voice chat.
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Computer-generated imagery - Virtual worlds
1 Some, but not all, virtual worlds allow for multiple users.
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Virtual world - Virtual worlds and real life
1 Some virtual worlds have off-line, real world
components and applications
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Virtual community - Virtual worlds
1 Virtual worlds are the most interactive of all
virtual community forms
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Virtual community - Virtual worlds
1 Second Life is one of the most popular virtual worlds on the
Internet.
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Virtual community - Virtual worlds
1 Business based virtual worlds also may provide various enterprise
features such as Single Sign on with third party providers, or Content
Encryption.
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Simulation argument - Online gaming and virtual worlds
1 The origins of today's virtual worlds and virtual communities lie in the interactive fiction and adventure
games of the 1970s
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Libraries in Second Life - When real and virtual worlds collide: a Second Life library
1 When Real and Virtual Worlds Collide: A Second Life Library is a research paper carried out by Chase Baity, Pam Chappell, David Rachlin, C
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Virtual World Language Learning - Approaches to language education in virtual worlds
1 Such approaches may combine the use of virtual worlds with other
online and offline tools, such as 2D virtual learning environments (e.g
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Virtual World Language Learning - Approaches to language education in virtual worlds
1 Virtual worlds such as Second Life are used for the immersive,
collaborative and task-based, game-like opportunities they offer language
learners. As such, virtual world language learning can be considered
to offer distinct (although combinable) learning experiences.
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Virtual World Language Learning - Approaches to language education in virtual worlds
1 * 'Creative': A less-developed approach to language learning in
virtual worlds is that of constructing objects as part of a language
learning activity. There is currently little documentation of such
activities.
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Designing Virtual Worlds
1 It has been called the bible of MMORPG design and spoken of as excellent, seminal,
widely read, the standard text on the subject, the most comprehensive guide to gaming
virtual worlds and a foundation text for researchers and developers of virtual worlds
that is strongly recommended for anyone actually thinking about building one of these places and describes the minimum level of
competency you should have when discussing design issues for virtual worlds
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Designing Virtual Worlds
1 Designing Virtual Worlds has been noted for its arguments that the fundamentals of player
relationships to the virtual world and each other are independent of technical issues and are
characterized by a blending of online and offline identity, that players do not know what will provide them with a positive game experience, that being the designer's role, and that the purpose of virtual worlds is the player's exploration of self, as well as for its expansion of the earlier 4-type Bartle Test|
Bartle gamer style taxonomy into an 8-type model and its focus on the practicalities of its subject.
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Hyperlinks in virtual worlds - Hypergrid in OpenSim
1 OpenSimulator also uses an architecture known as
[http://opensimulator.org/wiki/Hypergrid Hypergrid], which allows users to teleport between multiple OpenSim-based virtual
worlds by providing a hyperlinked map which indexes public
grids.[http://opensimulator.org/wiki/Hypergrid Hypergrid] This allows for public grids to
retain teleportation links to each other without having to be on the same grid.
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Virtual worlds
1 In general, virtual worlds allow for multiple
users.
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Virtual worlds
1 Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer
conferencing and text based chatrooms. Sometimes, emoticons or 'smilies' are
available to show feeling or facial expression. Emoticons often have a keyboard shortcut.
Edward Castronova is an economist who has argued that synthetic worlds is a better term for these cyberspaces, but this term has not
been widely adopted.
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Virtual worlds - History
1 The concept of virtual worlds significantly predates computers. The Roman naturalist,
Pliny the Elder, expressed an interest in perceptual
illusion.[http://www.itleadership.org/category/tags/pliny Pliny: A Virtual World] In the twentieth
century, the cinematographer Morton Heilig explored the creation of the Sensorama, a
theatre experience designed to stimulate the senses of the audience—vision, sound, balance, smell, even touch (via wind)--and so draw them
more effectively into the productionshttps://store.theartofservice.com/the-virtual-worlds-toolkit.html
Virtual worlds - History
1 While classic sensory-imitating virtual reality relies on tricking the
perceptual system into experiencing an immersive environment, virtual
worlds typically rely on mentally and emotionally engaging content which
gives rise to an immersive experience.
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Virtual worlds - History
1 [http://research.microsoft.com/scg/papers/3DVW.htm “From MUDs To
Virtual Worlds”], Microsoft Research, March 23, 1995
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Virtual worlds - History
1 Some prototype virtual worlds were WorldsAway, a two-dimensional chat
environment where users designed their own avatars; Dreamscape, an interactive community featuring a virtual world by CompuServe; Cityspace, an educational networking and 3D computer graphics
project for children; and The Palace (computer program)|The Palace, a 2-
dimensional community driven virtual world
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Virtual worlds - Hardware
1 Unlike most video games, which are usually navigated using various free-ranging human interface devices (HIDs), virtual worlds are usually navigated (as of 2009) using HIDs which are designed and oriented
around flat, 2-dimensional graphical user interfaces; as most comparatively-inexpensive computer mouse (computing)|mice are manufactured and distributed
for 2-dimensional UI navigation, the lack of 3D-capable HID usage among most virtual world users is
likely due to both the lack of penetration of 3D-capable devices into non-niche, non-gaming markets as well as the generally-higher pricing of such devices
compared to 2-dimensional HIDs
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Virtual worlds - Hardware
1 Like video gamers, users of virtual world clients may also have a difficult
experience with the necessity of proper graphics hardware (such as
the more advanced graphics processing units distributed by Nvidia
and Advanced Micro Devices|AMD) for the sake of reducing the
frequency of less-than-fluid graphics instances in the navigation of virtual
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Virtual worlds - Medical
1 Virtual worlds also enable them to experience and act beyond the
restrictions of their illness and help to relieve stress.
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Virtual worlds - Medical
1 Virtual worlds can help players become more familiar and
comfortable with actions they may in real-life feel reluctant or
embarrassed
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Virtual worlds - Language
1 Language learning is the most widespread type of education in virtual worlds.
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Corporate use of Second Life - What can be done with virtual worlds that cannot be done otherwise
1 Virtual worlds have a limited use and value during accumulation of
knowledge stage, utilized perhaps to conduct classes in a virtual
classroom
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Corporate use of Second Life - What can be done with virtual worlds that cannot be done otherwise
1 At this stage virtual worlds are irreplaceable. They provide an
opportunity to create highly realistic simulations, allowing trainees to
practice working with both equipment or other
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Corporate use of Second Life - What can be done with virtual worlds that cannot be done otherwise
1 Virtual Worlds: Strategies for Online Instruction. Jossey-
Bass
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Corporate use of Second Life - What can be done with virtual worlds that cannot be done otherwise
1 ability to study at a trainee's own pace, 24/7, makes virtual worlds in some cases superior to practicing in
real world.
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Virtual Community of Practice - Virtual Worlds
1 Virtual worlds provide training simulations for what could otherwise be hazardous situations.
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Virtual Community of Practice - Virtual Worlds
1 Companies are using virtual worlds to exchange information and ideas.Heiphetz,
Alex and Woodhill, Gary (2010). Training and Collaboration with Virtual Worlds. New York: McGraw-Hill In addition, virtual worlds are
being used for technical support and business improvements. Case studies document how virtual worlds are used to provide teamwork and training simulations that would not have otherwise been as accessible. Examples of virtual worlds used include the following:
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Internet linguistics - Virtual worlds
1 Virtual worlds provide insights into how users are adapting the usage of natural language for communication
within these new mediums
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Internet linguistics - Virtual worlds
1 Virtual worlds are good tools for language learning among the
younger learners because they already see such places as a natural
place to learn and play.
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Virtual business - Virtual worlds
1 Some virtual businesses operate solely in a virtual world. Environments such as Second Life have enough economical
activity to be viable for commerce and one can make a living from sales of virtual property, products and services to virtual
customers in these virtual worlds.Tapscott, Don., Williams, D. Anthony. (2006).
Wikinomics. London England: Penguin Group. ISBN 978-1-59184-138-8
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