scholarly journals Order and Creativity in Virtual Worlds

2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Evan W Osborne ◽  
Shu Z Schiller

Economies are driven by dynamic creativity, but some sorts of creativity, especially if predatory, can destroy an economy. This tradeoff has been known for centuries to political philosophers who have analyzed physical space, but has not been addressed in virtual space. Like physical economies, virtual economies face the tradeoff of encouraging freedom to experiment, while discouraging experiments that damage society. Physical societies solve this problem both through encouraging competition and giving government the unique power to punish destructive activities. In virtual societies, this tradeoff has yet to be adequately assessed. Guided by the economic modeling of order and creativity, in this paper we discuss two types of behavior, constructive and destructive, to provide some guidelines, with references to experiences in physical economies, for establishing limitations on the freedom of action of virtual-economy participants.

2020 ◽  
pp. 51-61
Author(s):  
Olga Sergeyeva ◽  
◽  
Nadezhda Zinovyeva ◽  

Thanks to mobile technologies, a modern city exists as an intersection of real and virtual worlds, combining face-to-face and online communications. Also, a city is a constantly recreated object in virtual gaming spaces and is not just a passive background, but an important resource for the development of gameplay. Hybridization as the addition of physical space to virtual space, and transmediation as the free transfer of content between different platforms, provide new opportunities for citizens to participate and observe urban life. The article's aim is a conceptualization of changes in the urban communication experience on the example of commemorative activities. The authors discuss the case of the Victory Parade on May 9, 2020, which was hosted by gamers in the online space, but thanks to streamers it was broadcast to a wide audience. All participants tried to somehow correspond to a real parade: they used equipment and combat subunits (units), chose locations similar to urban squares, tried to walk, ride or fly in formation, used the marches or songs of the war years. Both gamers and official teams of game developers created their parades. Authors concluded that gaming space, its architecture, and artifacts are of essential importance for this event and creates the basis for a full, partial, or creative reconstruction of the event. The authors note that online games are changing the experience of urban interactions, becoming a platform for both communication and maintaining cultural patterns, for example, for developing citizen rituals. The reproduction of urban rituals in gaming spaces reconfigures the collaborative social activities of nowadays citizens.


2021 ◽  
Vol 5 (4) ◽  
pp. 15
Author(s):  
Jingyi Li ◽  
Ceenu George ◽  
Andrea Ngao ◽  
Kai Holländer ◽  
Stefan Mayer ◽  
...  

Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


Author(s):  
A. P. Segal ◽  
A. V. Savchenko ◽  
A. A. Kostikova

Subject of the article is actual as never given the speed and volatility of data transfer and it’s processing. Authors have attended the topic of “digital transformation” multiple times, researching both negative and positive outcomes of this process. To define some of the potentially negative - alienation from other elements of life due to division of labor, personal and professional diviations. Some of the standing out positives - RnD and creative potential provided by virtual space, ability to effectively model technical and social processes, gamification as an additional tool of education development. This article is focused around the methodology of the elective education course “Constructing virtual worlds: game, science fiction and futurology” that was held in 2020/2021. Authors provide detailed description of how this course has been formed and method of its delivery to the audience. Being done as the dialogue between speakers and students, through the means of constant discussion, the course allowed not just to constantly receive and apply feedback to real-time, but also to form a thought process, reasonable for subjects in discussion. The course has provoked a lot of interest both in academic and industrial circles and has been discussed at multiple professional media platforms. Major results are ability to develop disciplines for new masters programs and programs of additional specialization. Authors are also confident that the course can be the beginning of new research and practical transdisciplinary fields aimed to explore vision and ideas of virtual space, cyber space and metaverse.


2021 ◽  
Vol 12 (1) ◽  
Author(s):  
Lizhen Lu ◽  
Kun Ding ◽  
Emanuele Galiffi ◽  
Xikui Ma ◽  
Tianyu Dong ◽  
...  

AbstractSymmetry deepens our insight into a physical system and its interplay with topology enables the discovery of topological phases. Symmetry analysis is conventionally performed either in the physical space of interest, or in the corresponding reciprocal space. Here we borrow the concept of virtual space from transformation optics to demonstrate how a certain class of symmetries can be visualised in a transformed, spectrally related coordinate space, illuminating the underlying topological transitions. By projecting a plasmonic system in a higher-dimensional virtual space onto a lower-dimensional system in real space, we show how transformation optics allows us to construct a topologically non-trivial system by inspecting its modes in the virtual space. Interestingly, we find that the topological invariant can be controlled via the singularities in the conformal mapping, enabling the intuitive engineering of edge states. The confluence of transformation optics and topology here can be generalized to other wave realms beyond photonics.


2014 ◽  
Vol 2 (1) ◽  
pp. 222-237
Author(s):  
Muhammad Edy Susilo

AbstrakPemilihan umum merupakan salah satu Peristiwa penting yang akan menentukan arah perjalanan sebuahnegara. Ada 12 parti politik yang bertanding dalam pemilihan umum 2014. Pelaksanaan pemilihan umumtidak dapat dipisahkan dengan media,kerana media menjadi salah satu cara bagi parti politik untukmendapatkan pemilih. Di Indonesia, hubungan antara politik dengan media menjadi lebih rumit keranasebahagian besar ahli politik parti juga merupakan pemilik media massa nasional. Sudah menjadi sifatmedia, untuk selalu akan menyuarakan kepentingan pemiliknya. Namun, pada pemilihan umum 2014ada fenomena yang menarik iaitu luasnya penggunaan media sosial, seiring dengan meningkatnyapenggunaan internet di Indonesia. Maka, kempen politik bergeser dari ruang fizik menuju ruang maya.Jika pada pemilihan umum sebelum ini kempen politik selalu melibatkan massa yang besar, pawai atauorasi di tempat, terbuka, namun kali ini kempen yang dilakukan adalah lebih bersifat individu. Kempendilakukan melalui telefon pintar, komputer riba dan gajet yang lain. Dengan media sosial, masyarakatbukan lagi penonton yang pasif tetapi aktif. Masyarakat boleh menjadi penyampai maklumat dan bukanhanya sebagai penonton, sehingga dominasi media massa konvensional runtuh. Salah satu fenomenayang menonjol adalah munculnya Tokoh Joko Widodo, yang popular dengan nama Jokowi, sebagai salahsatu calon presiden dari Parti Demokrasi Indonesia Perjuangan. Jokowi berjaya menggunakan mediasosial untuk bekempen, walaupun partinya tidak memiliki media massa. Abstract General election is one of the crucial moments that will determine the development of a country. Thereare 12 political parties competing in the 2014 Indonesian national elections. The elections cannot beseparated with the media, because political parties use media in their campaign to influence voters. InIndonesia, the relationship between politics and the media becomes more complicated because most ofthe party’s political elites are also the owner of the national mass media. It is the nature of media, to alwaysbe voicing the interests of its owner. However, in the 2014 elections there is an interesting phenomenon:the increasing use of social media, along with the increasing penetration of the Internet in Indonesia. Thus,the political campaign shifted from physical space to the virtual space. If in the previous elections, politicalcampaigns always involve huge masses and rhetorics in the open space; in this election the campaigncarried more personal. Now, campaigns are conducted through smart phones, laptops and other gadgets.With social media, people are no longer passive but active audience. People can be a message producerand not just as an audience, so the conventional media dominance collapsed. One of the prominentphenomenon is the rising popularity of the president candidates from the Partai Demokrasi IndonesiaPerjuangan, Joko Widodo, who is popularly known as Jokowi. Jokowi has successfully used social mediafor the campaign, even though his political party does not have the mass media.


Author(s):  
Ilaria Mascitti ◽  
Daniela Di Marco ◽  
Monica Fasciani

This chapter reflects on the educational potential of virtual worlds and draws on the results of ST.ART project - Street Artists in a virtual space (www.startproject.eu). ST.ART project innovative aspect embraces both the topic (street art) and the methodology (virtual platforms as e-learning and 3D virtual worlds) as well as the pedagogy applied that uses an inquiry-based method (learning by doing) to support a traditional deductive teaching pedagogy. This approach is not only related to the use of a relatively new technology but also to the educational, pedagogical, cultural, and motivational benefits derived from the chosen methodology. The chapter describes new insights and findings that emerged during the experimentation phase of the project and that were never anticipated when the project was first designed.


Author(s):  
Sean Goggins ◽  
Matthew Schmidt ◽  
Jesus Guajardo ◽  
Joi L. Moore

Teams meet in 3D virtual worlds more frequently than ever before, yet the tools for evaluating 3D collaboration environments are underdeveloped. To close the 3D collaboration tool evaluation gap, the authors integrate lessons from the gaming industry and distributed work research. They develop two complementary approaches. First, the individual user’s perspective using eye-tracking (ET) is addressed, and second, the collaborative experience of the group using a technique called All-Views-Qualitative-Analysis (AVQA) is evaluated. The latter integrates the points-of-view of all subjects in a small group collaborating on a creative work task in a 3 dimensional virtual world. The authors show how these techniques enable evaluation of 3D environment design from the perspective of human computer interaction theory and theories related to distributed work. The paper discusses why designers should seek ways to leverage the advantages of 3D collaboration technologies and avoid recreating mirrors of physical space in these environments.


Author(s):  
Ivonne Citarella

Over the years, the virtual space has been changing, and the skills acquired by users have been improved, and the avatars, as well as the settings, have graphically become more and more sophisticated. In virtual reality, the avatar without an appropriate animation would move in jerks in a disharmonious way similar to a robot, but endowing it with a particular postural animation, you make a conscious choice of what information you want to transfer with its appearance and its posture. In recent years, research has focused on the study of communication and its importance. The purpose of this contribution is to analyze the animations present in Second Life trying to trace a socio-psychological picture of the non-verbal communication process in a virtual environment.


1970 ◽  
Vol 1 (1) ◽  
Author(s):  
Michael L. Benedikt

Published in 1996* but not widely read, this article argues that space and information are so deeply related that the universe at every moment is exactly and only as large as it needs to be to “contain” the information it in fact is. Using three thought experiments—one about data visualization, one about cellular automata and consciousness, and one about the analysis of architectural space using isovists, each experiment blurring (or rather, uniting) the phenomena of psychological and physical space, the article argues that what we experience as “space” is that set of dimensions which provides the largest capacity for the world’s other qualities, objects, and events to express their variety most fully. The natural universe is incompressible, expanding only as, and because, it becomes richer in information (i.e. cools and evolves). Imaginary and virtual worlds obey the same rule: they are “naturally” as big as they are rich in information. But the possibility exists in cyberspace—as it does not in nature—to choose which dimensions will serve as the spatial framework, and which will become/appear as properties of the things themselves. Data visualizers know this well. One wonders why virtual worlds to this day look so similar to ours, then, rather than to the one envisaged by William Gibson in 1984 and 1986 and which he called “cyberspace.” A failure of architectural nerve? A constraint upon computation? Or has cyberspace proper yet to evolve?


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