A middleware approach to building large-scale open shared virtual worlds

Author(s):  
A. Gerodolle ◽  
F.D. Tran ◽  
L. Garcia-Banuelos
Keyword(s):  
2021 ◽  
Vol 3 ◽  
Author(s):  
Ofer Tchernichovski ◽  
Seth Frey ◽  
Nori Jacoby ◽  
Dalton Conley

To solve the problems they face, online communities adopt comprehensive governance methods including committees, boards, juries, and even more complex institutional logics. Helping these kinds of communities succeed will require categorizing best practices and creating toolboxes that fit the needs of specific communities. Beyond such applied uses, there is also a potential for an institutional logic itself to evolve, taking advantage of feedback provided by the fast pace and large ecosystem of online communication. Here, we outline an experimental strategy aiming at guiding and facilitating such an evolution. We first review the advantages of studying collective action using recent technologies for efficiently orchestrating massive online experiments. Research in this vein includes attempts to understand how behavior spreads, how cooperation evolves, and how the wisdom of the crowd can be improved. We then present the potential usefulness of developing virtual-world experiments with governance for improving the utility of social feedback. Such experiments can be used for improving community rating systems and monitoring (dashboard) systems. Finally, we present a framework for constructing large-scale experiments entirely in virtual worlds, aimed at capturing the complexity of governance dynamics, to empirically test outcomes of manipulating institutional logic.


Author(s):  
Guy Merchant

Over the last five years there has been a large scale shift in popular engagement with new media. Virtual worlds and massive multiplayer online games attract increasing numbers, whilst social networking sites have become commonplace. The changing nature of online engagement privileges interaction over information. Web 2.0 applications promote new kinds of interactivity, giving prominence and prestige to new literacies (Lankshear and Knobel, 2006). To date, discussion of the opportunities, and indeed the risks presented by Web 2.0 has been largely confined to social and recreational worlds. The purpose of this chapter is to open up discussion about the relevance of Web 2.0 to educational practice. A central concern in what follows will be to show how the new ways of communicating and collaborating that constitute digital literacy might combine with new insights into learning in ways that transform how we conceive of education (Gee, 2004).


2018 ◽  
Vol 228 ◽  
pp. 05013
Author(s):  
Yingyu Bao

By collecting, comparing and analyzing the data of intellectual property crime cases officially published, it is found that there is a big contrast between the quantity and the actual situation. Such crimes have the possibility of the existence of large-scale crime black numbers, the expansion of the scope of real-world crime objects, and the difficulty of eradicating criminal objects in virtual worlds. It should be given priority in the legal framework to reduce the phenomenon of intellectual property crime.


2014 ◽  
Vol 7 (2) ◽  
Author(s):  
Austin Tate ◽  
Jeffrey T Hansberger ◽  
Stephen Potter ◽  
Gerhard Wickler

This paper concerns the use of virtual worlds alongside web technologies for on-line collaborative activities. The potential of this combination of technologies lies in the complementary notions of presence that these technologies offer their users. After discussing the nature of synchronous and asynchronous distributed collaboration, we describe a virtual collaborative environment that has been developed for task-focused communities and support to them through specific problem-solving episodes. This environment has been subject to experiments involving the development and provision of expert advice in the context of the response to a large-scale emergency crisis.


2021 ◽  
Vol 12 ◽  
Author(s):  
Najmeh Khalili-Mahani ◽  
Eileen Holowka ◽  
Sandra Woods ◽  
Rilla Khaled ◽  
Mathieu Roy ◽  
...  

The value of understanding patients' illness experience and social contexts for advancing medicine and clinical care is widely acknowledged. However, methodologies for rigorous and inclusive data gathering and integrative analysis of biomedical, cultural, and social factors are limited. In this paper, we propose a digital strategy for large-scale qualitative health research, using play (as a state of being, a communication mode or context, and a set of imaginative, expressive, and game-like activities) as a research method for recursive learning and action planning. Our proposal builds on Gregory Bateson's cybernetic approach to knowledge production. Using chronic pain as an example, we show how pragmatic, structural and cultural constraints that define the relationship of patients to the healthcare system can give rise to conflicted messaging that impedes inclusive health research. We then review existing literature to illustrate how different types of play including games, chatbots, virtual worlds, and creative art making can contribute to research in chronic pain. Inspired by Frederick Steier's application of Bateson's theory to designing a science museum, we propose DiSPORA (Digital Strategy for Play-Oriented Research and Action), a virtual citizen science laboratory which provides a framework for delivering health information, tools for play-based experimentation, and data collection capacity, but is flexible in allowing participants to choose the mode and the extent of their interaction. Combined with other data management platforms used in epidemiological studies of neuropsychiatric illness, DiSPORA offers a tool for large-scale qualitative research, digital phenotyping, and advancing personalized medicine.


2013 ◽  
Vol 1 (1) ◽  
pp. 51-66 ◽  
Author(s):  
Lauren B. Collister

This work explores the role of multimodal cues in detection of deception in a virtual world, an online community of World of Warcraft players. Case studies from a five-year ethnography are presented in three categories: small-scale deception in text, deception by avoidance, and large-scale deception in game-external modes. Each case study is analyzed in terms of how the affordances of the medium enabled or hampered deception as well as how the members of the community ultimately detected the deception. The ramifications of deception on the community are discussed, as well as the need for researchers to have a deep community knowledge when attempting to understand the role of deception in a complex society. Finally, recommendations are given for assessment of behavior in virtual worlds and the unique considerations that investigators must give to the rules and procedures of online communities.


1996 ◽  
pp. 155-162 ◽  
Author(s):  
Gurminder Singh ◽  
Tapas K. Das
Keyword(s):  

Author(s):  
Edward Lantz

Large-scale immersion domes are specialized embodiments of spatial augmented reality allowing large groups to be immersed in real-time animated or cinematic virtual worlds with strong sense-of-presence. Also called fulldome theaters, these spaces currently serve as giant screen cinemas, planetariums, themed entertainment attractions, and immersive classrooms. This chapter presents case studies for emerging applications of digital domes, reviews dome theater design basics, and suggests that these venues are on track to become mainstream arts and entertainment centers delivering global impact at scale. Standard venue designs will be necessary to realize the full potential of an immersive media arts and entertainment distribution network. This chapter provides rationale for standardization of immersion domes for multi-use events spaces, immersive cinemas, and live performing arts theaters.


1970 ◽  
Vol 3 (2) ◽  
Author(s):  
Yasmin B. Kafai ◽  
Nina H. Fefferman

In this article, we put forward the proposal to use virtual epidemics as learning laboratories for players to develop a better understanding of infectious disease, its social implications, and inquiry process. In the case of virtual epidemics, players can use their own experiences and observations of the community to learn about processes of infection and immunity, the interactions of social behavior, and reactions to perceived health risk – investigations difficult to replicate in real life due to ethical considerations. Different learning laboratories can engage students in testing different parameters in epidemic simulations, identifying and developing vaccines, analyzing archival records of past epidemics, and discussing ethical issues. Such laboratories would allow students to become epidemiologists using the very same tools that professional scientists now use to model and study the outbreak of an infectious disease. These are not unreasonable expectations given prior experiences with the virtual epidemic Whypox in Whyville.net, a large-scale virtual world with over 2 million youth ages 10-12 years. This article reviews past research findings and outlines new approaches for students in K-12 education to learn about and with virtual epidemics.


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