Virtual Constructivism

Author(s):  
Laura M. Nicosia

Contemporary educators have been reassessing pedagogical frameworks and reevaluating accepted epistemologies and ontologies of learning. The age-old debate whether knowledge is gained or constructed seems drawn to a consensus in the 21st Century: those who seek knowledge are active participants in the learning process and they have uniquely 21st Century attributes. Web 2.0+ technologies, various social media (Facebook, MySpace, Blogger, YouTube) and online virtual reality environments (Second Life, World of Warcraft, Sims) have influenced today’s students in ways that constructivists should explore, embrace and exploit. This essay explores how Second Life (SL) effectively employs and distills the principles of educational constructivism. SL offers endless opportunities for immersion within userconstructed environments and activities. Educational use of SL may facilitate learner-led activities and yield learning that is prompted by desire and curiosity rather than learning for learning’s sake. By exploiting these qualities with constructivist pedagogies, educators create environments that challenge and enable students to engage in the deepest kinds of learning.

Author(s):  
Laura M. Nicosia

Contemporary educators have been reassessing pedagogical frameworks and reevaluating accepted epistemologies and ontologies of learning. The age-old debate whether knowledge is gained or constructed seems drawn to a consensus in the 21st Century: those who seek knowledge are active participants in the learning process and they have uniquely 21st Century attributes. Web 2.0+ technologies, various social media (Facebook, MySpace, Blogger, YouTube) and online virtual reality environments (Second Life, World of Warcraft, Sims) have influenced today’s students in ways that constructivists should explore, embrace and exploit. This essay explores how Second Life (SL) effectively employs and distills the principles of educational constructivism. SL offers endless opportunities for immersion within user-constructed environments and activities. Educational use of SL may facilitate learner-led activities and yield learning that is prompted by desire and curiosity rather than learning for learning’s sake. By exploiting these qualities with constructivist pedagogies, educators create environments that challenge and enable students to engage in the deepest kinds of learning.


2020 ◽  
pp. 175-190
Author(s):  
Christian Stiegler

This article applies and extends the concept of social media logic to assess the politics of immersive storytelling on digital platforms. These politics are considered in the light of what has been identified as mass media logic, which argues that mass media in the 20th century gained power by developing a commanding discourse that guides the organization of the public sphere. The shift to social media logic in the 21st century, with its grounding principles of programmability, popularity, connectivity, and datafication, influenced a new discourse on the logics of digital ecosystems. Digital platforms such as Facebook are offering all-surrounding mediated environments to communicate in Virtual Reality (‘Facebook Spaces') as well as immersive narratives such as Mr. Robot VR. This article provides an understanding of the politics of immersive storytelling and of its underlying principles of programmability, user experience, popularity, and platform sociality, which define immersive technologies in the 21st century.


Author(s):  
Antonios Kargas ◽  
Nikoletta Karitsioti ◽  
Georgios Loumos

The forthcoming Industry 4.0 is expected to change not only manufacturing and industrial services, but will rearrange how services are offered in a variety of sectors, including museum's services. Museums will inevitably be led to more digital (VR & AR) and promoting (Social Media) paths. A forthcoming “digital convergence” between VR & AR technologies and social media's promoting logic could enlarge museums' potentialities in attracting more visitors, younger visitors, while new patterns for connecting learning effects and amusement should be established. This chapter contributes to the following: • Presenting existing theoretical and empirical research on Virtual Reality and Augmented Reality technological implementation in Museums. • Presenting current tensions on social media's usage from cultural organizations. • Exploring how VR & AR applications can incorporate various elements coming from social media operational logic.


Author(s):  
Azilawati Jamaludin ◽  
Yam San Chee

This paper examines the dialectics between living in offline and digitally-mediated worlds and how youth construct their identity and sense of self, negotiate meaning, and make sense of their social experiences. Situating the study within the context of the popular MMORPG, World of Warcraft (WoW), the authors investigate the interplay between the everyday, situated lives of five digital youth gamers, aged 18 to 25, and their activities and ‘lived practices’ in WoW. Findings suggest a recurrent theme that challenges ascribed dichotomies between youth’s presence in the offline and online world in terms of their identities in play, sense of embodiment, and orientation toward work, play, and the spirit of communitas within WoW. Exploration of such a phenomenon indicates a more intimately enmeshed and dialectically coupled experience of youths’ in their contextual traversals, providing a fundamental conceptual understanding of the impact of youths’ exodus to the virtual world and its implications for 21st century teaching and learning. The outcomes address theoretical challenges associated with the interpretation of 21st century literacy performances that may be characterized as a need to move away from static and linear narratives of development to a more divergent becoming of learners through the learning process.


Author(s):  
Christian Stiegler

This chapter applies and extends the concept of social media logic to assess the politics of immersive storytelling on digital platforms. These politics are considered in the light of what has been identified as mass media logic, which argues that mass media in the 20th century gained power by developing a commanding discourse that guides the organization of the public sphere. The shift to social media logic in the 21st century, with its grounding principles of programmability, popularity, connectivity, and datafication, influenced a new discourse on the logics of digital ecosystems. Digital platforms such as Facebook are offering all-surrounding mediated environments to communicate in virtual reality (‘Horizon') as well as immersive narratives such as Mr. Robot VR. This chapter provides an overview of the changing dynamics within Facebook's VR strategy as well as an understanding of the politics of immersive storytelling and its underlying principles of programmability, user experience, popularity, and platform sociality, which define immersive technologies in the 21st century.


2017 ◽  
Vol 8 (3) ◽  
pp. 1-15 ◽  
Author(s):  
Christian Stiegler

This article applies and extends the concept of social media logic to assess the politics of immersive storytelling on digital platforms. These politics are considered in the light of what has been identified as mass media logic, which argues that mass media in the 20th century gained power by developing a commanding discourse that guides the organization of the public sphere. The shift to social media logic in the 21st century, with its grounding principles of programmability, popularity, connectivity, and datafication, influenced a new discourse on the logics of digital ecosystems. Digital platforms such as Facebook are offering all-surrounding mediated environments to communicate in Virtual Reality (‘Facebook Spaces') as well as immersive narratives such as Mr. Robot VR. This article provides an understanding of the politics of immersive storytelling and of its underlying principles of programmability, user experience, popularity, and platform sociality, which define immersive technologies in the 21st century.


M/C Journal ◽  
2017 ◽  
Vol 20 (4) ◽  
Author(s):  
Marjorie Kibby

With John Berger’s death 45 years after publishing the pioneering work, Ways of Seeing, it is timely to reflect on what is it that we bring to seeing and knowing in the 21st century. The act of seeing has many layers, one of which is the practice of depiction. Our cultural and social environment, including the accessibility and ideology of new technology, has contributed to changes in the way that environment is depicted and interpreted. The traditional Western ways of representing, seeing, and knowing the world have given way to hybrid roles which have been described as that of a produser (Bruns), a combination media user and producer. Consumer-generated content and converging representational contexts create new texts and new ways of interpreting texts.The politics of representation in the digital age raise the notion of “filtering” (Walker Rettberg) where filtering refers to both the digital tools that aid in producing texts, and the cultural filters that have shaped how we interpret those texts. Depiction is a distinctive kind of representation, where accounts of the process attempt to specify the relationship something must bear to an object to depict it, however the various filters within processes of depiction complicate this relationship.This issue of M/C Journal explores the processes of depiction that underpin seeing, knowing, doing, and being in the 21st century, and how such acts of representation contribute to changing perspectives on the ways of seeing.A feature article by Lesley Proctor examines what John Berger's insights on "seeing" might mean in new contexts where sight is the major, or the only, sense available to the user. Using avatars in Second Life as an example, Proctor explains how visual primacy both supports and subtly challenges Berger’s analysis of the ways of seeing.Lelia Green, Richard Morrison, Andrew Ewing, and Cathy Henkel adopt Berger’s premise that “every image embodies a way of seeing” (Berger 10) in analysing how an individual creative worker can re-present themselves within evolving contexts. Their article investigates how The Morrison Studio, a London-based media services producer, re-imagines and re-images its brand in a changing media environment.Nora Madison’s article identifies how cultural norms ideologically shape representation, in exploring how bisexuals use digital media to construct self-representations and brand a bisexual identity. Analysing online social spaces created by and for bisexuals, Madison addresses how users adapt visual, textual, and hyperlinked information to create self-representations that can be culturally recognized.Bryoni Trezise considers the relationship between the cultural figure of the infant child and the visual-digital economies in which it currently operates. Through a consideration of the compositional qualities of the emerging genre of the baby selfie, Trezise builds on Berger’s discussion of the materiality of pictures, and describes a way of seeing the world that is tied to new forms of capital and exchange.Philippe Campays and Vioula Said propose the idea that, in the context of de-territorialisation, to paint, to describe, to portray, and to re-imagine the qualities of place is critical for one to be in the world.  Their article examines how drawing architectural representations plays a part in such visual reconstruction to re-imagine home.Paul Ryder and Daniel Binns examine the battle-map as depicted in Patton (1970) and Midway (1976), two films about the Second World War, concluding that they operate as an expression of both martial and cinematic strategy. Ryder and Binns argue that the battle-map functions within traditional readings of the map, but also acts as a sign of command’s profound limitations.Nicholas Hookway and Tim Graham undertook a big data analysis of the Twitter hashtag #Mission22, used to raise awareness of the high suicide rates among military veterans. Their article analyses how people depict, self-represent and self-tell as moral subjects using social media campaigns, and speculates on why this campaign was successful in mobilizing users to portray their moral selves.Neil O'Boyle examines the mediated depiction of travelling Irish football fans at the 2016 UEFA European Championship. Noting that the behaviour of Irish fans at this tournament attracted considerable international news attention, O’Boyle reveals the coverage to be a co-construction of international news media practices and the self-representational practices of Irish fans themselves.Elizabeth Ellison explores how research outcomes can be depicted as images and how the visually focused platform Instagram may be used as a tool for sharing research concepts and findings. Ellison’s article provides a self-reflective case study of Instagram use as a research dissemination tool, situating the #AustralianBeachspace project within the context of academic social media use.ReferencesBerger, John. Ways of Seeing. London: Penguin Books, 1972.Bruns, Axel. Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage. New York: Peter Lang, 2008.Walker Rettberg, Jill. Seeing Ourselves through Technology: How We Use Selfies, Blogs and Wearable Devices to See and Shape Ourselves. New York: Palgrave Macmillan, 2014.


2017 ◽  
Vol 10 (1) ◽  
Author(s):  
Anthony Crider ◽  
Jessica Torrez-Riley

Virtual worlds rose and fell in popularity a decade ago, and today's nascent commercially-available virtual reality could repeat this pattern. With sparse data available for gauging interest in technology products, such as virtual worlds or virtual reality, Google Trends search popularity has been used in prior studies as a proxy for global interest. We explore the problems with this approach using data from three virtual worlds: Second Life, Minecraft, and World of Warcraft. We find that Google Trends search volume does not correlate with user purchases or subscriptions, and the single shifted Gompertz function used in prior studies may not be sufficient to model both product user searches and searches driven by media attention.


Sign in / Sign up

Export Citation Format

Share Document