scholarly journals Virtual Worlds, Collaboratively Built

2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Philip Rosendale

Even before they really existed, I deeply believed that virtual worlds would have a profound impact on the real world, ultimately affecting the lives of people worldwide, in much the same way that the World Wide Web itself has brought about a dramatic transformation in how we communicate. Now that Second Life—and more broadly, virtual worlds—have become at least "worthy of criticism,” I am all the more convinced that this will prove to be true. We will soon see virtual worlds expand from millions of active users to billions.

2018 ◽  
Vol 159 (22) ◽  
pp. 855-862
Author(s):  
József Ködmön

Abstract: We live in an information society, we search and gather on the internet almost everything we want to know. More and more often we are also looking for information about health issues on the world wide web. The real world is reflected by the internet: more and more false and misleading information can be found. From what home page and how to choose health information that is reliable and professionally correct? If we find relevant, useful information, can we fully understand it? These questions will be answered by this publication. Orv Hetil. 2018; 159(22): 855–862.


Author(s):  
Jacqueline A. Gilbert

The World Wide Web (WWW) was initially written as a “point and click hypertext editor” (Berners-Lee, 1998, para. 2). Used as a search device by academia and industry, it has over the years experienced both rapid and explosive growth. Earlier incarnations of the World Wide Web were known as “Web 1.0.” Since its inception however the internet has undergone a rapid transformation into what is now considered a sense of community, a reciprocal sharing among users, and a sense of “cognitive presence” (Garrison, Anderson, & Archer, 2000), which has been facilitated by a plethora of software tools that allowed users to widely share their work, in thought (e.g., blogs), in creative endeavors, and in collaborative projects. Siemens’ (2005) theory of “connectivism” encompasses the feeling that sharing promotes and encourages a sense of community that is continually being recreated by its audience. The newest forms of interaction are in the form of virtual worlds, in which avatars can attend class, build their own edifices, sell objects, and meet with other individuals in a global virtual exchange. What was once considered static computing has been transformed into a rich, dynamic environment that is defined by the people who peruse it, as evidenced in the following quotation: “The breaking down of barriers has led to many of the movements and issues we see on today’s internet. File-sharing, for example, evolves not of a sudden criminality among today’s youth, but rather in their pervasive belief that information is something meant to be shared” (Downes, 2006, para. 15). As of 2006, the Web had a billion users worldwide (Williams, 2007). Today’s Web users for the most part are not simply information seekers, but co-creators who wish to collaborate and share information in an electronic environment.


2009 ◽  
pp. 546-552
Author(s):  
Jacqueline A. Gilbert

The World Wide Web (WWW) was initially written as a “point and click hypertext editor” (Berners-Lee, 1998, para. 2). Used as a search device by academia and industry, it has over the years experienced both rapid and explosive growth. Earlier incarnations of the World Wide Web were known as “Web 1.0.” Since its inception however the internet has undergone a rapid transformation into what is now considered a sense of community, a reciprocal sharing among users, and a sense of “cognitive presence” (Garrison, Anderson, & Archer, 2000), which has been facilitated by a plethora of software tools that allowed users to widely share their work, in thought (e.g., blogs), in creative endeavors, and in collaborative projects. Siemens’ (2005) theory of “connectivism” encompasses the feeling that sharing promotes and encourages a sense of community that is continually being recreated by its audience. The newest forms of interaction are in the form of virtual worlds, in which avatars can attend class, build their own edifices, sell objects, and meet with other individuals in a global virtual exchange. What was once considered static computing has been transformed into a rich, dynamic environment that is defined by the people who peruse it, as evidenced in the following quotation: “The breaking down of barriers has led to many of the movements and issues we see on today’s internet. File-sharing, for example, evolves not of a sudden criminality among today’s youth, but rather in their pervasive belief that information is something meant to be shared” (Downes, 2006, para. 15). As of 2006, the Web had a billion users worldwide (Williams, 2007). Today’s Web users for the most part are not simply information seekers, but co-creators who wish to collaborate and share information in an electronic environment.


Author(s):  
David B. Nieborg

The use of digital games for the promotion of goods and services is becoming more popular with the maturing and penetration of the medium. This chapter analyzes the use of advertisement in games and seeks to answer in which way brands are integrated in interactive play. The branding of virtual worlds offers a completely new range of opportunities for advertisers to create a web of brands, and it is the usage of marketing through games that differs considerably. This chapter offers a categorization of advergames and will address the use of advergames from a developmental perspective, differing between commercial games with in-game advertisement and dedicated advergames. Where TV commercials, print ads, and the World Wide Web rely on representation for the conveying of their message, advergames are able to add the extra dimension of simulation as a mode of representation, resulting in various interesting game designs.


2013 ◽  
Vol 6 (2) ◽  
Author(s):  
Marco Lüthy ◽  
Jean-Julien Aucouturier

The real-world music industry is undergoing a transition away from the retailing and distribution of fixed objects (records, files) to the consumption of live, interactive events (concerts, happenings). This development is paralleled by the recent flourishing of live music in virtual worlds, which in many ways could become the epitome of its real-world counterpart. For the artists, virtual concerts are cheap and easy to organize, and can therefore be a viable alternative to performing in the real world. For the music promoter and marketer, virtual concert attendance can be traced and analyzed more easily than in the real world. For the virtual concertgoer, attending concerts that are happening a (virtual) world away is possible with a single click.Taking insights from both a survey among the Second-Life music practitioners and from our own prototype of a live music recommendation system built on top of Second-Life, this article shows that the technical infrastructure of current virtual worlds is not well-suited to the development of the content management tools needed to support this opportunity. We propose several new ways to address these problems, and advocate for their recognition both by the artistic and the technical community.


The examination of courseware has investigated the World Wide Web, and current patterns propose that the examination of setting free sentence structure will before long rise. Truth be told, few cyberinformaticians would differ with the investigation of virtual machines. In this paper we utilize remote originals to demonstrate that deletion coding and blockage control can conspire to answer this conundrum.


2012 ◽  
Vol 1 (2) ◽  
pp. 63-70
Author(s):  
Zhaoyan Jin ◽  
Quanyuan Wu

The PageRank vector of a network is very important, for it can reflect the importance of a Web page in the World Wide Web, or of a people in a social network. However, with the growth of the World Wide Web and social networks, it needs more and more time to compute the PageRank vector of a network. In many real-world applications, the degree and PageRank distributions of these complex networks conform to the Power-Law distribution. This paper utilizes the degree distribution of a network to initialize its PageRank vector, and presents a Power-Law degree distribution accelerating algorithm of PageRank computation. Experiments on four real-world datasets show that the proposed algorithm converges more quickly than the original PageRank algorithm.DOI: 10.18495/comengapp.12.063070


Author(s):  
Jongwoo Kim ◽  
Veda C. Storey

As the World Wide Web evolves into the Semantic Web, domain ontologies, which represent the concepts of an application domain and their associated relationships, have become increasingly important as surrogates for capturing and representing the semantics of real world applications. Much ontology development remains manual and is both difficult and time-consuming. This research presents a methodology for semi-automatically generating domain ontologies from extracted information on the World Wide Web. The methodology is implemented in a prototype that integrates existing ontology and web organization tools. The prototype is used to develop ontologies for different application domains, and an empirical analysis carried out to demonstrate the feasibility of the research.


Author(s):  
Jongwoo Kim ◽  
Veda C. Storey

As the World Wide Web evolves into the Semantic Web, domain ontologies, which represent the concepts of an application domain and their associated relationships, have become increasingly important as surrogates for capturing and representing the semantics of real world applications. Much ontology development remains manual and is both difficult and time-consuming. This research presents a methodology for semi-automatically generating domain ontologies from extracted information on the World Wide Web. The methodology is implemented in a prototype that integrates existing ontology and web organization tools. The prototype is used to develop ontologies for different application domains, and an empirical analysis carried out to demonstrate the feasibility of the research.


Author(s):  
David B. Nieborg

The use of digital games for the promotion of goods and services is becoming more popular with the maturing and penetration of the medium. This chapter analyzes the use of advertisement in games and seeks to answer in which way brands are integrated in interactive play. The branding of virtual worlds offers a completely new range of opportunities for advertisers to create a web of brands, and it is the usage of marketing through games that differs considerably. This chapter offers a categorization of advergames and will address the use of advergames from a developmental perspective, differing between commercial games with in-game advertisement and dedicated advergames. Where TV commercials, print ads, and the World Wide Web rely on representation for the conveying of their message, advergames are able to add the extra dimension of simulation as a mode of representation, resulting in various interesting game designs.


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