Gulfam Fatima
   Used second life as an immersionist and an    argumentationist.   Imersionist: Interaction, communication,    involve...
   (Loomis, 1992; Biocca, 1997) “Embodiment is    only possible because of the distinction between    the phenomenal body...
   (Stein,2007 stated in J.Leslie,2008;6) “Stroke    victims visiting the SL Dreams protected area for    people with dis...
   (Z. Phillip,1997;39) We are simply acting in    cyber space, and being involved in the    process of the virtual event...
Affordance                      Extended capabilitycommunication                   Voice, chat, SL groups, searchEmbodied ...
   (N. G. Canbek; 2010) Virtual life has been    used for training and education   (N. G. Canbek; 2010)The following act...
   ( J.Leslie,2008;8)“Educational users want    more stability in the software platform, faster    functionality, lower o...
( Jeggins & Collins, 2007), even though new technologies bring pedagogical utopia for the innovators, there is still an a...
   (Ragas & Neely,2009 stated in    G.Salmon,2009;529) There is a growing interest    from academics and teachers.   Rep...
   (Nalates,2011) In the future there is likely to be    an increase in the population accessing second    life as the fi...
   Metaverse   Technology   Effects   Production   Ownership   Popular culture
   (Smart, Cascio & Paffendorf, 2007; 7). In the 20 year    scenario, they may become primary tools (with video    and te...
   (S.Jhon, C.Jamaise & P.Jerry,2009;4) In 2016    the Metaverse may be primarily a social and    communication space, bu...
   Television and the metaverse will increasingly    converge. The better internet television becomes, the    more metave...
   (J.Leslie,2008;4)The technical system    includes the SL software, the    individual computer and Internet    connecti...
   These software‟s allow you to export    textures:   3d max   Maya   Blender   Scripting Language allows prototypin...
   (J.Leslie,2008;2)The two critics related to the    emerging of second life are “(1) function or    purpose of the acti...
Technology Enabled Identity Within Virtual Worlds And Implications For Our Future Within A Metaverse
Technology Enabled Identity Within Virtual Worlds And Implications For Our Future Within A Metaverse
Technology Enabled Identity Within Virtual Worlds And Implications For Our Future Within A Metaverse
Technology Enabled Identity Within Virtual Worlds And Implications For Our Future Within A Metaverse
Technology Enabled Identity Within Virtual Worlds And Implications For Our Future Within A Metaverse
Technology Enabled Identity Within Virtual Worlds And Implications For Our Future Within A Metaverse
Technology Enabled Identity Within Virtual Worlds And Implications For Our Future Within A Metaverse
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Technology Enabled Identity Within Virtual Worlds And Implications For Our Future Within A Metaverse

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  • Biocca, F. (1997) The Cyborg’s Dilemma: Progressive Embodiment in Virtual Environments, Journal of Computer-Mediated Communication 3 (2), http://jcmc.indiana.edu/vol3/issue2/biocca2.html accessed 10th December 2011
  • J. Leslie (2008) Pedagogy and Learning in the Virtual World of Second Life [Online] Available at: http://research.educatorscoop.org/Leslie_Jarmon_Second_Life.pdf (Accessed on: 16th December 2011)
  • Z. Philip (1997) Get Real – A Philosophical Adventure in Virtual Reality [Online] Available https://moodle2.newman.ac.uk/11-12/course/view.php?id=1066 (Accessed on:14th December 2011)
  • J. Leslie (2008) Pedagogy and Learning in the Virtual World of Second Life [Online] Available at: http://research.educatorscoop.org/Leslie_Jarmon_Second_Life.pdf (Accessed on: 16th December 2011) Page 5
  • N. G. Canbek (2010). Lifelong learning through Second Life: Current trends, potentials and limitations. [Online] Available at:http://anadolu.academia.edu/NilG%C3%96KSELCANBEK/Papers/715085/Lifelong_Learning_through_Second_Life_Current_Trends_Potentials_and_Limitations (Accessed: 15th December 2011)
  • J. Leslie (2008) Pedagogy and Learning in the Virtual World of Second Life [Online] Available at: http://research.educatorscoop.org/Leslie_Jarmon_Second_Life.pdf (Accessed on: 16th December 2011)
  • N. G. Canbek (2010). Lifelong learning through Second Life: Current trends, potentials and limitations. [Online] Available at:http://anadolu.academia.edu/NilG%C3%96KSELCANBEK/Papers/715085/Lifelong_Learning_through_Second_Life_Current_Trends_Potentials_and_Limitations (Accessed: 15th December 2011)
  • G. Salmon (2009) “The Future for second life and learning” British journal of Educational Technology. Vol 40 No 3 526–538. Journal compilation [Online] Available at: http://edtc6325group2.pbworks.com/f/Future_for_Second_Life_and_Learning.pdf (Accessed: 15th December 2011)
  • Nalates (2011) Are Second life trends changing? [Online] Available at: http://blog.nalates.net/2011/06/10/are-second-life-trends-changing/ (Accessed at:13th December 2011)G.Salmon (2009) “The Future for second life and learning” British journal of Educational Technology. Vol 40 No 3 526–538. Journal compilation [Online] Available at: http://edtc6325group2.pbworks.com/f/Future_for_Second_Life_and_Learning.pdf (Accessed: 15th December 2011)
  • S.Jhon, C.Jamaise & P.Jerry (2009) Metaverse RoadMap Pathways to the 3D Web. [Online] Available at: http://metaverseroadmap.org/MetaverseRoadmapOverview.pdf (Accessed: 11th December 2012)
  • S.Jhon, C.Jamaise & P.Jerry (2009) Metaverse RoadMap Pathways to the 3D Web. [Online] Available at: http://metaverseroadmap.org/MetaverseRoadmapOverview.pdf (Accessed: 11th December 2012)
  • S.Jhon, C.Jamaise & P.Jerry (2009) Metaverse RoadMap Pathways to the 3D Web. [Online] Available at: http://metaverseroadmap.org/MetaverseRoadmapOverview.pdf (Accessed: 11th December 2012)
  • J. Leslie (2008) Pedagogy and Learning in the Virtual World of Second Life [Online] Available at: http://research.educatorscoop.org/Leslie_Jarmon_Second_Life.pdf (Accessed on: 16th December 2011)
  • Wikipedia The Tech Museum of Innovation. [Online] Available at: http://en.wikipedia.org/wiki/The_Tech_Museum_of_Innovation (Accessed on: 17th December 2011)Wikipedia Sculpted Prims: 3d Software Guide [Online] Available at: http://wiki.secondlife.com/wiki/Sculpted_Prims:_3d_Software_Guide (Accessed: 17th December 2011)
  • J. Leslie (2008) Pedagogy and Learning in the Virtual World of Second Life [Online] Available at: http://research.educatorscoop.org/Leslie_Jarmon_Second_Life.pdf (Accessed on: 18th December 2011)
  • Technology Enabled Identity Within Virtual Worlds And Implications For Our Future Within A Metaverse

    1. 1. Gulfam Fatima
    2. 2.  Used second life as an immersionist and an argumentationist. Imersionist: Interaction, communication, involvement Argumentionist- believe that the real person is not the avatar but the person sitting behind the computer screen. Role play- Had a different name for my avatar. But, was being myself My experience of creating the cube made me think about my identity.
    3. 3.  (Loomis, 1992; Biocca, 1997) “Embodiment is only possible because of the distinction between the phenomenal body and the physical body”. (Thomas,2006) refers to this process as “metaxis” which is “the state of belonging completely and simultaneously to two different, autonomous worlds: the image of reality and the reality of the image”, However, Biocca would argue that the „self‟ can not be presented in two different places and can only be present either in the real or virtual world
    4. 4.  (Stein,2007 stated in J.Leslie,2008;6) “Stroke victims visiting the SL Dreams protected area for people with disabilities have reported that the experience of seeing themselves walking aided in their recovery”. Lack of IT Skills “Three-dimensional MUVEs are providing just such environments for anyone with a reasonably up-to-date computer and Internet access” The internet can cause addiction Health problems- back pains and eye strains. Obsession Experience bullying
    5. 5.  (Z. Phillip,1997;39) We are simply acting in cyber space, and being involved in the process of the virtual events. (Z. Phillip,1997;38) VR, understood as immersive, however, further surpasses such an interactive model , because human agents are cut off from actual contact with the natural environment and thus do not generally single out and particular objects or events with which to interact.
    6. 6. Affordance Extended capabilitycommunication Voice, chat, SL groups, searchEmbodied social presence 3-D perspective on avatars (oneself & others)Building/engineering/design Highly flexible robust tools & training/sculptingAnimation and scripting Motion, behaviours, sensors, lighting, soundData visualizations & Modeling, infinite scale, micro/macro, role-play,simulations spread sheet conversion, historical, artSound & spatial relationships Example: reflexive architecture, avatar orchestraLanguage immersion Example: 27 language-specific islandsLearning communities Example: Educators Coop Residential Islandcreated by & for usersInternational SL collapses geographyLow capital expense Overhead, travel, equipment, training, energyoperations costsFundraising Am. Cancer Soc., Katrina Relief, kiva.orgRecruitment/administration/ Universities, IBM > 1500 employees in SLmanagementBringing distance & online Online-course class photo only in SLlearning together inthe 3-D virtual world
    7. 7.  (N. G. Canbek; 2010) Virtual life has been used for training and education (N. G. Canbek; 2010)The following activities that users tend to engage in which are: “Role play, Diagnostic, Problem solving, Demonstration, Collaborative, Constructive, skill building, gaming”
    8. 8.  ( J.Leslie,2008;8)“Educational users want more stability in the software platform, faster functionality, lower or less expensive initial equipment requirements, easier-to-learn scripting and building tools, increased ability to import ready-made objects from other programs, simpler ways to stream media, and more seamless integration of most other standard-use software products into the SL virtual environment”
    9. 9. ( Jeggins & Collins, 2007), even though new technologies bring pedagogical utopia for the innovators, there is still an ambiguity regarding what second life will bring to educational evolution.
    10. 10.  (Ragas & Neely,2009 stated in G.Salmon,2009;529) There is a growing interest from academics and teachers. Reports like (O‟Reilly Radar Team,2008 stated in G.Salmon,2009;528). The number of registered users (residents) of SL has grown rapidly over the past 4 years, and there is increasing interest from educational institutions. Atkins & Blackal,2008 stated in G.Salmon,2009;529) that all universities will have an SL presence in 5 years.
    11. 11.  (Nalates,2011) In the future there is likely to be an increase in the population accessing second life as the figure seems to go up each year. For example on an average day there were 10,000 signups which had increased to 13,000-14,000 sign ups per day. (Gartner Inc,2007 stated in G.Salmon,2009;528), known for forecasting „adoption cycles‟, predicted that by the end of 2011, 80% of all active Internet users would have an avatar and would be registered in one or more virtual worlds.
    12. 12.  Metaverse Technology Effects Production Ownership Popular culture
    13. 13.  (Smart, Cascio & Paffendorf, 2007; 7). In the 20 year scenario, they may become primary tools (with video and text secondary) for learning many aspects of history, for acquiring new skills, for job assessment, and for many of our most cost-effective and productive forms of collaboration. (S.Jhon, C.Jamaise & P.Jerry,2009;4) many of the Internet activities we now associate with the 2D Web will migrate to the 3D spaces of the Metaverse. This means we will be able to benefit from both 2D and 3D web. (S.Jhon, C.Jamaise & P.Jerry,2009;4) Its emergence is being enabled by a number of exponential technology capacity and performance growth trends
    14. 14.  (S.Jhon, C.Jamaise & P.Jerry,2009;4) In 2016 the Metaverse may be primarily a social and communication space, but experts suggest it will have many other uses as well.
    15. 15.  Television and the metaverse will increasingly converge. The better internet television becomes, the more metaverse-like it will be. So too with online spaces that will increasingly embed interactive video. (S.Jhon, C.Jamaise & P.Jerry,2009;7) SL‟s next generation of server upgrades will also support spatial audio streams of its inhabitants, which will provide an attractive and useful new dimension to the VW. (S.Jhon, C.Jamaise & P.Jerry,2009;6) As graphical technology improved, it crossed a usability threshold, then broadband connectivity increased, and now software advances are giving new creative powers to the user
    16. 16.  (J.Leslie,2008;4)The technical system includes the SL software, the individual computer and Internet connection of each user, and the vast expanse of virtual simulations that comprise the SL metaverse (a combination of the real world with the virtual world).
    17. 17.  These software‟s allow you to export textures: 3d max Maya Blender Scripting Language allows prototyping of interactivity – The Tech Virtual
    18. 18.  (J.Leslie,2008;2)The two critics related to the emerging of second life are “(1) function or purpose of the activity, and (2) the audience or user” (J.Leslie,2008;2) “Crowded classrooms may create navigation difficulties in SL for the audience”

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