Taking New World Notes: An embedded journalist's rough guide to reporting from inside the Internet's next evolution

First Monday ◽  
2005 ◽  
Author(s):  
Wagner James Au

In 2005, persistent online worlds — sometimes saddled with the unwieldy acronym MMORPGs, for “massively multiplayer online role playing games,” or somewhat less clumsily, MMOs — made the leap from niche entertainment to global mainstream medium. On a popularity metric, Worlds of Warcraft became the first game to surpass a million U.S. subscribers, while gaining a global audience over 4.5 million and counting (with a third of that from mainland China.) On an innovation scale, Second Life suggested the potential for MMOs to also be a development platform for commercial, educational, and research projects. As broadband and high end PCs saturate the international market, it’s time to consider MMOs as the likeliest candidate for the Internet’s next generation, supplanting the two dimensional, semi–interactive portal of the Web for an immersive, three–dimensional, fully interactive Metaverse of data. But a new medium requires new guidelines for understanding it, and it is here that many questions loom. What happens as users continue to employ MMOs for purposes beyond gaming or light socializing, when they become the first true meeting space for the world, where cultural, commercial, and political intercourse is conducted in real time in an immersive setting that feels real, even hyperreal? When they have a direct, measurable impact on real world news? And who will do the reporting to understand this profound shift? Unlike the Web revolution of the ’90s, documenting the emergence of online worlds is something that will be conducted from the inside, immersed within the media itself. Some tentative guidelines are therefore proposed, a new kind of journalistic ethics for a world where reality and identity are mutable and anonymity is both hazard and godsend. Based on nearly three years as Second Life’s official embedded journalist, the author suggests several principles, with the object to preserve a separation between real life identity and virtual being, while sustaining the fantastic, otherworldly nature of online worlds. Paradoxically, it’s argued, maintaining the illusion increases the value of online worlds as a journalistic tool, enabling a direct, intimate form of communication with diverse people throughout the world. At the same time, it enables us to see these worlds as model and microcosm for the socioeconomic realm of the world at large. In either case, these worlds can help us understand the conflicts and values of our own material world — and for good and ill, begin to shape them. To emphasize how crucial the need to understand this next dramatic shift for the Internet, the author offers five likely futures in which online worlds directly impact national and international politics and the global economy — a time when MMOs help decide the outcomes of real–world elections and influence long–established jurisprudence, while authoritarian government attempt to repress them, and they become the next theater for terrorist and counterterrorist infiltration.

Sociologija ◽  
2010 ◽  
Vol 52 (2) ◽  
pp. 141-166
Author(s):  
Sanja Petkovska

The spaces of virtual world contain mythological contents from different social and cultural-historical periods, creating a new way of existing and acting of contemporary individual and society, as well as a way to interpret them. The world created in three dimensions called Second Life is crawled both by mythological symbols and postmodern fluidity, generating a special social and psychological sphere. In this survey we will give a short presentation of the Second Life phenomenology, starting with its structure, and then explaining its relation to the real world and to the mode in which traditional cultural elements are presented there. The case study of dandellion/@ Kimban will be used as an illustration of this digital imitation of life given in three-dimensional online role plays and of object modulation.


Author(s):  
Maddalena Borsani

The project has as field of study Second Life: a three-dimensional world, online, persistent multi-user, interactive, participatory; where the individual's self-presence is guaranteed with an avatar. It has been proved that Second Life is perceived by individuals as an actual experience and full of meaning, so as to allow the dynamics of identity and social relationships. This process of incorporation into the avatar would ensure the online presence of the individual and the recognition of other avatars, as individuals. This would facilitate effective social dynamics among avatar: the new social-actors, that would be perceived as strongly emotional and interactive, allowing individuals to recognize the other avatars as subjectivity, experimenting with new identities and mediating new meanings with them. The analysis of these dynamics has shown the potential of experience to be an avatar and sociality inworld, and is not in opposition to the real world, but come across as an extension, a empowerment and can be integrated into real life.


2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


2011 ◽  
Vol 2011 ◽  
pp. 1-11 ◽  
Author(s):  
Ulrike Lucke ◽  
Raphael Zender

Virtual worlds became an appealing and fascinating component of today's internet. In particular, the number of educational providers that see a potential for E-Learning in such new platforms increases. Unfortunately, most of the environments and processes implemented up to now do not exceed a virtual modelling of real-world scenarios. In particular, this paper shows that Second Life can be more than just another learning platform. A flexible and bidirectional link between the reality and the virtual world enables synchronous and seamless interaction between users and devices across both worlds. The primary advantages of this interconnection are a spatial extension of face-to-face and online learning scenarios and a closer relationship between virtual learners and the real world.


InterConf ◽  
2021 ◽  
pp. 31-36
Author(s):  
Aygun Abdulova ◽  
Fatima Khosroshahi ◽  
Nargiz Mehdiyeva ◽  
Fidan Asgarzade

Information and communication technology has changed rapidly over the past 20 years, with a key development being the emergence of social media. Social media alludes to all applications and websites or blogs that empower individuals around the globe to interconnect through the web, chat, and share substance, video call among numerous other functionalities it offers to its clients. For a individual to be a part of any social media, he or she has got to begin with signup and after that sign in to get to substance and be able to share and chat with other clients of that social media stage. Over the past two decades, social media have picked up so much development and popularity around the world to an degree that numerous analysts are presently inquisitive about learning more almost these social stages and their impacts on the community. Despite the reality that nearly everybody within the community is associated to at slightest one social media stage, the youth and young people are the driving and most aficionado of these social stages to the point that they indeed social organize whereas in course or indeed church. It is to this light that analysts have found that these social locales affect the lives of our youth in a society a extraordinary bargain in terms of ethics, behavior and indeed education-wise.


2010 ◽  
Vol 3 (3) ◽  
Author(s):  
Stuart Barnes

Virtual worlds have been purported to provide a fertile bed for marketing and brand-building for real-life companies. In Second Life, for example, there was a flurry of media hype and activity by companies in the period from 2007-2008. Several years on, however, the reality is that most of the big name brands have pulled out of Second Life. One of the reasons for this is the poor level of value generated for customers by the virtual brand experience, poor interactivity, a lack of brand and channel fit, and inadequate understanding of virtual communities. Recently, a new form of more targeted brand offerings has emerged. Branded virtual worlds, many of which are targeted at the youth segment, are growing rapidly. Many of these worlds attempt to bridge the gap between the real and virtual worlds, including advertising and real-world tie-ins, as well as subscriptions and digital micro-transactions. This paper examines one such virtual world, buildabearville.com, and its real-world counterpart, Build-a-Bear Workshop. This successful case study has become increasingly important in driving revenues and cross-channel activity for the company. The paper rounds off with conclusions and implications for practice in this very new area of investigation.


2009 ◽  
Vol 2 (2) ◽  
Author(s):  
Elizabeth Dean ◽  
Sarah Cook ◽  
Michael Keating ◽  
Joe Murphy

The Centers for Disease Control and Prevention (CDC) has observed consistently increasing obesity trends over the past 25 years. Recent research suggests that avatar behavior and appearance may result in positive changes to real life individual behavior. Specifically, users may adjust their identity to match that of their avatars. Preliminary results of survey interviews in Second Life support our hypotheses that individuals whose avatars engaged in healthy behaviors were more likely to engage in physical activities in the real world than individuals with less physically active avatars. Furthermore, thinner-looking avatars were associated with lower BMI in real life. One unique feature of interviewing with avatars in Second Life is that researchers have the ability to manipulate environmental factors and interviewer characteristics with a consistency that is absent in the real world. In our preliminary results, espondents were more likely to report higher BMI or weight to a heavier-looking avatar than to a thinner-looking avatar.


Author(s):  
Hülya Semiz Türkoğlu ◽  
Süleyman Türkoğlu

The digital culture created in the virtual space provides a more liberal and open environment for the people, with fewer restrictions from real life. The current research on virtual reality self-expression has mainly been discovered as an independent aspect of the real self. The chapter also analyzes the use and perceptions of virtual users in the virtual world by focusing on the construct that creates different virtual cultural experiences. For this purpose, the “Second Life” game, which provides a three-dimensional and online virtual environment modeled by the real world, is taken as an example. In the survey, we interviewed 10 people from Second Life to find answers to our questions. As a result of their work, Second Life plays a vital digital life in a dynamic digital culture that is different from their real lives in response to the question of how they build a world with communication, culture, identity and lifestyles.


2020 ◽  
pp. 659-678
Author(s):  
Andrei George Florea ◽  
Cătălin Buiu

In order to use membrane computing models for real life applications there is a real need for software that can read a model from some form of input media and afterwards execute it according to the execution rules that are specified in the definition of the model. Another requirement of this software application is for it to be capable of interfacing the computing model with the real world. This chapter discusses how this problem was solved along the years by various researchers around the world. After presenting notable examples from the literature, the discussion continues with a detailed presentation of three membrane computing simulators that have been developed by the authors at the Laboratory of Natural Computing and Robotics at the Politehnica University of Bucharest, Romania.


Author(s):  
Emília Simão ◽  
Sérgio Tenreiro de Magalhães ◽  
Armando Malheiro da Silva

This chapter proposes an approach about Psychedelic Trance tribe behaviours and manifestations in digital environments, and cyber ritual dynamics beyond the virtual parties in Second Life. Many spatial communities are simultaneously digital communities, and both became complements and extensions of one another. Psychedelic Trance movements and manifestations have been happening through all kinds of physical spaces, now also extended to digital spaces. Psytrance neo-nomads are now techno-nomads, moving to, from, and through the web, redefining themselves, their practices and their gatherings. In this scenario, Psychedelic Trance branches emerges everywhere, especially in social networks and three-dimensional immersive environments like Second Life. This digital migration is not only making the tribe growing, is also enhancing boundaries and increasing the individual and collective consciousness of its members. Nevertheless, even if the Trancers became simultaneously physical and virtual natives, the digital parties do not seems to replace their outside experiences.


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