scholarly journals Networked Worlds: Social Aspects of Multi-User Virtual Reality Technology

1997 ◽  
Vol 2 (4) ◽  
pp. 89-99 ◽  
Author(s):  
R. Schroeder

This paper examines two aspects of multi-user virtual reality (VR) systems; the socio-technical shaping of these systems and the social relations inside multi-user virtual worlds. The paper begins with an overview of the history of networked interactive computer graphics and examines the main factors which are currently shaping networked VR systems. The second part explores the social relations between users inside virtual worlds and makes comparisons with other forms of computer-mediated-communication. In the conclusion, these two parts are linked: how is the development of multi-user virtual reality technology influencing how users interact within virtual worlds - and vice versa?

Author(s):  
Eric T. Meyer

Digital photography is a relatively new topic for scholarly study in the area of computer mediated communication. Photographic technologies were only first computerized in the 1990s, but have rapidly supplanted older film technologies for a majority of professional uses. Digital photography has not simply substituted silicon chips for film, however, but has brought about rapid changes throughout the photographic process as photography entered the realm of information technology. This chapter presents a typology for approaching the study of photography as a form of computer mediated communication, and then presents several examples illustrating the consequences digital photography has for amateurs and professionals. Examples include photojournalism, scientific photography, photography in the legal system, and personal photography. The chapter ends with a call for additional research into the social aspects of this ubiquitous form of computer mediated communication.


2017 ◽  
Vol 9 (3) ◽  
pp. 372-380 ◽  
Author(s):  
Andrea Stevenson Won ◽  
Ketaki Shriram ◽  
Diana I. Tamir

Proximity, or spatial closeness, can generate social closeness—the closer people are together, the more they interact, affiliate, and befriend one another. Mediated communication allows people to bridge spatial distance and can increase social closeness between conversational partners, even when they are separated by distance. However, mediated communication may not always make people feel closer together. Here, we test a hypothesis derived from construal theory, about one way in which mediated communication might increase spatial distance, by imposing social distance between two texting partners. In three studies, the social distance generated by a text conversation correlated with estimates of spatial distance. Conversations designed to generate social distance increased estimates of spatial distance. We discuss this relationship in light of the rise in computer-mediated communication.


Author(s):  
Samantha Stinson ◽  
Debora Jeske

Computer-mediated communication offers a range of potentially appealing features, including selective self-presentation, social presence control, and simultaneous as well as asynchronous interaction tools. The study examines the influence of personality (introversion and extraversion) and personal variables (social anxiety and public self-consciousness) on online dating preferences from two competing perspectives: the “social compensation” (SC) hypothesis and the “rich-get-richer” (RGR) hypothesis. Survey results (N = 162) revealed that the SC and RGR hypotheses do not hold true within the context of online dating. The findings suggest a stronger role of social influence (e.g., peers) in the decision to online date. The SC and RGR hypotheses may be limited in terms of the extent to which these frameworks adequately explain this online behavior. This may also be due to the increasing popularity of online dating sites, which may make personality and personal traits less informative of whether individuals will opt to use such services.


2009 ◽  
pp. 1611-1628
Author(s):  
Adriana Andrade Braga

This chapter explores the possibilities and limitations of nethnography, an ethnographic approach applied to the study of online interactions, particularly computer-mediated communication. In this chapter, a brief history of ethnography, including its relation to anthropological theories and its key methodological assumptions is addressed. Next, one of the most frequent methodologies applied to Internet settings, that is to treat logfiles as the only or main source of data, is explored, and its consequences are analyzed. In addition, some strategies related to a naturalistic perspective for data analysis are examined. Finally, an example of an ethnographic study, which involves participants of a Weblog, is presented to illustrate the potential for nethnography to enhance the study of CMC.


Author(s):  
Jung-ran Park

This chapter examines the way online language users enhance social interaction and group collaboration through the computer mediated communication (CMC) channel. For this, discourse analysis based on the linguistic politeness theoretical framework is applied to the transcripts of a real time online chat. Analysis of the data shows that online participants employ a variety of creative devices to signal nonverbal communication cues that serve to build interpersonal solidarity and rapport, as well as by seeking common ground and by expressing agreement online participants increase mutual understanding and harmonious social interaction. This sets the tone of positive interpersonal relationships and decreases the social distance among participants. In turn, this engenders solidarity and proximity, which enhances social interaction through the CMC channel.


Author(s):  
Stephen A. Schrum

As creative people inhabit virtual worlds, they bring their ideas for art and performance with them into these brave new worlds. While at first glance, virtual performance may have the outward trappings of theatre, some believe they don’t adhere to the basic traditional definition of theatre: the interaction between an actor and an audience. Detractors suggest that physical presence is required for such an interaction to take place. However, studies have shown that computer mediated communication (CMC) can be as real as face-to-face communication, where emotional response is concerned. Armed with this information, the author can examine how performance in a virtual world such as Second Life may indeed be like “real” theatre, what the possibilities for future virtual performance are, and may require that we redefine theatre for online performance venues.


2019 ◽  
Vol 11 (1) ◽  
pp. 29-43 ◽  
Author(s):  
Sabela Melchor-Couto

Technology has made an invaluable contribution to foreign language (FL) teaching, particularly so in recent years. The advanced technical capabilities offered by digital games, including voice and text chat, take the use of computer-mediated communication in language learning one step further, allowing for remote, anonymous and situated learner interaction. This article presents an overview on how virtual worlds (VWs) are being used for educational purposes and for FL teaching in particular. A literature review on existing research has been included, covering areas such as FL interaction, impact on affective variables and attitudes towards the use of these environments. Special attention will be devoted to how VW interaction may affect students’ anxiety, motivation and self-efficacy beliefs. Finally, teacher perceptions will be explored through the data collected among 179 secondary school FL teachers participating in the EU-funded TeCoLa project (‘Pedagogical differentiation through telecollaboration and gaming for intercultural and content integrated language teaching’).


2017 ◽  
Vol 10 (3) ◽  
pp. 393-413 ◽  
Author(s):  
Veera Ehrlén

This case study examines contemporary recreational sports practitioners’ communication practices and social tie formation from the perspective of two lifestyle sports disciplines: climbing and trail running. Online survey results from 301 climbers and trail runners from Finland indicate that computer-mediated communication (CMC) has established its place in recreational lifestyle sports cultures; however, it has not done it at the expense of face-to-face (FtF) communication. Online interaction produces weak social ties with instrumental and informative value, but physical location is essential in establishing ties with emotional and appraisal value. This paper argues that it is the sports subculture and individual practitioners’ needs that define how interaction is realized, and what importance different online and off-line communication practices have. Besides studying communication practices, this case study explores the social meanings practitioners attribute to their social contacts.


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