Play's the Thing … on the Web!

2001 ◽  
pp. 141-150
Author(s):  
Laku Chidambaram ◽  
Ilze Zigurs

when we indulge in virtual leisure, the two ends of the spectrum—unwanted social influences and desirable social outcomes—are evident from the scenarios outlined above. A goal for society would be to promote the latter and reduce the former. However, no clear or easy answers exist for this and related dilemmas, but the issues they raise have been and continue to be examined via public discourse. Our goal in this chapter is to continue this discourse and provide an analysis of how our virtual world has affected and is likely to affect leisure at a societal level.

Author(s):  
Stephen Andrew Roberts ◽  
Bruce Laurie

Public, organizational and personal data has never been so much in the forefront of discussion and attention as at the present time. The term ‘Big Data' (BD) has become part of public discourse, in the press, broadcast media and on the web. Most people in the wider public have very little idea of what it is and what it means but anyone who gives it a thought will see it as contemporary and relevant to life as much as to business. This paper is directed towards the perspectives of people working in, managing and developing organizations which are dedicated to fulfilling their respective purposes. All organizations need to understand their strategic purpose and to develop strategies and tactical responses accordingly. The organizations' purpose and the frameworks and resources adopted are part of its quest for achievement which creates value and worth. BD is a potential and actual source of value.


Author(s):  
Sarah Sobieraj

This book argues that the rampant hate-filled attacks against women online are best understood as patterned resistance to women’s political voice and visibility. This abuse and harassment coalesces into an often-unrecognized form of gender inequality that constrains women’s use of digital public spaces, much as the pervasive threat of sexual intimidation and violence constrain women’s freedom and comfort in physical public spaces. What’s more, the abuse exacerbates inequality among women, those from racial, ethnic, religious, and/or other minority groups, are disproportionately targeted. Drawing on in-depth interviews with women who have been on the receiving end of digital hate, Credible Threat shows that the onslaught of epithets and stereotypes, rape threats, and unsolicited commentary about their physical appearance and sexual desirability come at great professional, personal, and psychological costs for the women targeted—and also with underexplored societal level costs that demand attention. When effective, identity-based attacks undermine women’s contributions to public discourse, create a climate of self-censorship, and at times, push women out of digital publics altogether. Given the uneven distribution of toxicity, those women whose voices are already most underrepresented (e.g., women in male-dominated fields, those from historically undervalued groups) are particularly at risk. In the end, identity-based attacks online erode civil liberties, diminish public discourse, limit the knowledge we have to inform policy and electoral decision making, and teach all women that activism and public service are unappealing, high-risk endeavors to be avoided.


With the presence of computer and internet, a developing variety of hoodlums are utilizing the web to spread a wide extend of illicit materials and wrong information universally in mysterious manner, making criminal personality following troublesome in the cybercrime examination handle. The virtual world provides criminals with an anonymous environment to conduct malicious activities such as malware, sending random messages, spamming, stealing intellectual property and sending ransom e-mails. All of these activities are text in somehow. Therefore, there is a need for a tool in order to identify the author or creator of this criminality by analyzing the text. Text-based Authorship Attribution techniques are used to identify the most possible author from a bunch of potential suspects of text. In this paper, the novel approach is presented for authorship attribution in English text using ASCII based processing approach Using this ASCII based method for authorship attribution help us to obtain better result in terms of accuracy and computational efficiency. The result is based on the text which is posted on social media considering real world data set.


RENOTE ◽  
2007 ◽  
Vol 5 (2) ◽  
Author(s):  
Everton Souza ◽  
Edgard Lamounier ◽  
Alexandre Cardoso

This paper presents Ludos Top - an educational 3D game that use virtual reality techniques, which can support multi-student with anew design model of networking on the web. The project has actively involved end-users to focus on increase interactivity through the use of versatile system architecture.We present a quick prototyping of a multi-user virtual world through the employment of Ajax, X3D and Web Services provides an efficient, flexible and robust means for distributed application. Results showimproved network capabilities, in terms of interactive, ease of use, enjoyability, playability and usability.


2019 ◽  
Vol 11 (7) ◽  
pp. 147 ◽  
Author(s):  
Masaki Kohana ◽  
Shinji Sakamoto ◽  
Shusuke Okamoto

Real-time web applications such as a virtual world require considerable computing resources. However, as the number of servers increases, so does the maintenance and financial cost. To share tasks among web browsers, the browsers must share data. Therefore, a network must be constructed among the web browsers. In this paper, we propose the construction of a web browser network based on the Barabasi–Albert model (BA model). We focus on a web-based multiplayer online game that requires higher frequent communication and significant computing resources. We attempt to optimize computing resource utilization for web browsers. We improve upon the method in our previous study, which constructed a network for a web-based virtual world, using only location information. When a new user logged into a world, the web browser connected to two other browsers whose users had a location close to that of the user. The experimental results of that method showed 50% data coverage, which was insufficient to display the game screen because the web browser displays the characters on the virtual world. In this study, we attempt to use the BA model to construct more efficient networks than those in the previous study to increase data coverage. Our new method uses the number of connections of the web browser and location information to calculate the probability of web browser selection. The experimental results show that the data coverage exceeds 90%, indicating significant improvement over the previous method.


Author(s):  
Patricia Genoe McLaren ◽  
Lori Francis

Following years of discussion surrounding the characteristics, both positive and negative, of generations X and Y, we are seeing the emergence of what is referred to as the virtual generation, the net generation, or Generation V. To some, the virtual generation includes 15 to 24 year olds who spend significant amounts of time playing video games, browsing the Web, and communicating over the Internet (Proserpio & Gioia, 2007). Tapscott (2009) defines the net generation as the first generation to have grown up in the digital age. To others, Generation V is a generation that transcends age, gender, social demographic, and geography, and encompasses everyone who participates in a virtual environment (Sarner, 2008). Regardless of the exact parameters of the generation in use, as the virtual generation enters our academic institutions en masse, we need to ensure that we are providing educational environments that encompass the technological world in which they live, that defines who they are. Rather than requiring them to be confined solely to traditional lecture-based pedagogy, let the virtual generation learn in a virtual world.


2014 ◽  
Vol 30 (2) ◽  
pp. 369-378 ◽  
Author(s):  
Pamela Barreto Lang ◽  
Fabio Castro Gouveia ◽  
Jacqueline Leta

In order to map Brazilian institutions’ web presence in an international network of health research institutions, a study was conducted in 2009, including 190 institutions from 42 countries. The sample was based on WHO (World Health Organization) collaborating centers, and the methodology used webometric analyses and techniques, especially interlinks, and social network analysis. The results showed the presence of five Brazilian institutions, featuring the Oswaldo Cruz Foundation (Fiocruz), showing links to 20 countries and 42 institutions. Through the interface between the health field and the web, the study aims to contribute to future analyses and a plan for strategic repositioning of these institutions in the virtual world, as well as to the elaboration of public policies and recognition of webometrics as an area to be explored and applied to various other fields of knowledge.


Author(s):  
Agnieszka Pilarska ◽  
Paulina Tymczykowska

The aim of this paper is to characterize the graphical interface and functionality of virtual tour applications. The indirect aim is to provide initial technical assessment of selected virtual tours avaialable on Polish websites. In addition, the article presents the importance of the terms related to multimedia presentation of online tourist content. References have been made to concepts such as geoinformation society, geoinformation, geospatial data, interactive panoramas and tourism space. In the research, descriptive and comparative methods were used. The initial technical assessment was made by means of the Web Page Analyzer – 0.98 (http://www.websiteoptimization.com/services/analyze) from Website Optimization. Results Research into the interface, the functionality and technical assessment revealed that the selected virtual tour applications available online are very diverse. The differences exist both on the quantitative and the qualitative levels. The results have led to a conclusion that the Internet infrastructure, with special emphasis placed on the geo-information infrastructure, allows to develop and transfer tourist activity to the virtual world. The progressive functionality and ergonomics of the interfaces enable multimedia presentations in the form of virtual tours, including use of 360º panoramas, to reach an increasingly wide audience with diverse interests.


2021 ◽  
Vol 3 ◽  
Author(s):  
Tarek Setti ◽  
Adam B. Csapo

Virtual reality (VR) is a powerful technological framework that can be considered as comprising any kind of device that allows for 3D environments to be simulated and interacted with via a digital interface. Depending on the specific technologies used, VR can allow users to experience a virtual world through their different senses, i.e., most often sight, but also through touch, hearing, and smell. In this paper, it is argued that a key impediment to the widespread adoption of VR technology today is the lack of interoperability between users’’ existing digital life (including 2D documents, videos, the Web, and even mobile applications) and the 3D spaces. Without such interoperability, 3D spaces offered by current VR platforms seem empty and lacking in functionality. In order to improve this situation, it is suggested that users could benefit from being able to create dashboard layouts (comprising 2D displays) for themselves in the 3D spaces, allowing them to arrange, view and interact with their existing 2D content alongside the 3D objects. Therefore, the objective of this research is to help users organize and arrange 2D content in 3D spaces depending on their needs. To this end, following a discussion on why this is a challenging problem—both from a scientific and from a practical perspective—a set of operations are proposed that are meant to be minimal and canonical and enable the creation of dashboard layouts in 3D. Based on a reference implementation on the MaxWhere VR platform, a set of experiments were carried out to measure how much time users needed to recreate existing layouts inside an empty version of the corresponding 3D spaces, and the precision with which they could do so. Results showed that users were able to carry out this task, on average, at a rate of less than 45 s per 2D display at an acceptably high precision.


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