The use of online games and virtual worlds is becoming increasingly prominent, particularly in children and young adults. Parents have concerns about risks their children might encounter in these online spaces. Parents dynamically manage the boundaries between safe and unsafe spaces online through both explicit and implicit means. In this work, we use empirical data gathered from a digital ethnography of a Minecraft server, Autcraft, to explore how parents of children with autism continually create a “safe” virtual world through both implicit and explicit means. In particular, we demonstrate how their actions in these spaces define and produce “safety,” shedding light on our theoretical understanding of child safety in online spaces.
Technology Mediated Socialization for Children with Autism, Advancement to Ph...Kate Ringland
Committee: Gillian Hayes (Chair), Rebecca Black, Mimi Ito, Josh Tanenbaum, and Tom Boellstorff
Abstract: Traditional face-to-face social interactions can be challenging for individuals with autism, leading some to perceive and categorize these individuals as less social than their peers. For example, autism can be accompanied by difficulty making eye contact, interpreting some nonverbal cues, and performing coherent verbal utterances. While these challenges can be interpreted as an inability or lack of desire for social interactions, researchers have begun to explore how to expand the definition of sociality for those with autism. My research explores how technology can support alternative means of sociality, particularly for children with autism engaged in social play. In this advancement talk, I will present two research studies: SensoryPaint and Autcraft. SensoryPaint is a multimodal sensory environment built to enable whole-body interaction with the Kinect. Evaluation of SensoryPaint was conducted in two stages: a lab-based study and a deployment study. Results from this study show how these systems can promote socialization. My second research project explores Autcraft, a Minecraft community for children with autism and their allies. I will present results from on-going ethnographic work exploring the community’s Minecraft server and other community affiliated social media. Results from this study highlight ways in which community members use technology to create a safe environment for children with autism to explore alternative forms of social expression. Findings suggest an expansion of how sociality has traditionally been conceptualized for individuals with autism and how technology plays a key role in facilitating this new sociality.
"Will I always be not social?": Re-Conceptualizing Sociality in the Context o...Kate Ringland
We explore how a Minecraft community for children with autism and their allies experience sociality and suggest an expansion of the normative definition of what it means to be social.
Would You Be Mine: Appropriating Minecraft as an Assistive Technology for You...Kate Ringland
Preview: Those with disabilities have long adopted, adapted, and appropriated collaborative systems to serve as assistive devices. In a Minecraft virtual world for children with autism, community members use do-it-yourself (DIY) making activities to transform Minecraft into a variety of assistive technologies. Our results demonstrate how players and administrators “mod” the Minecraft system to support self-regulation and community engagement.
Technology Mediated Socialization for Children with Autism, Advancement to Ph...Kate Ringland
Committee: Gillian Hayes (Chair), Rebecca Black, Mimi Ito, Josh Tanenbaum, and Tom Boellstorff
Abstract: Traditional face-to-face social interactions can be challenging for individuals with autism, leading some to perceive and categorize these individuals as less social than their peers. For example, autism can be accompanied by difficulty making eye contact, interpreting some nonverbal cues, and performing coherent verbal utterances. While these challenges can be interpreted as an inability or lack of desire for social interactions, researchers have begun to explore how to expand the definition of sociality for those with autism. My research explores how technology can support alternative means of sociality, particularly for children with autism engaged in social play. In this advancement talk, I will present two research studies: SensoryPaint and Autcraft. SensoryPaint is a multimodal sensory environment built to enable whole-body interaction with the Kinect. Evaluation of SensoryPaint was conducted in two stages: a lab-based study and a deployment study. Results from this study show how these systems can promote socialization. My second research project explores Autcraft, a Minecraft community for children with autism and their allies. I will present results from on-going ethnographic work exploring the community’s Minecraft server and other community affiliated social media. Results from this study highlight ways in which community members use technology to create a safe environment for children with autism to explore alternative forms of social expression. Findings suggest an expansion of how sociality has traditionally been conceptualized for individuals with autism and how technology plays a key role in facilitating this new sociality.
"Will I always be not social?": Re-Conceptualizing Sociality in the Context o...Kate Ringland
We explore how a Minecraft community for children with autism and their allies experience sociality and suggest an expansion of the normative definition of what it means to be social.
Would You Be Mine: Appropriating Minecraft as an Assistive Technology for You...Kate Ringland
Preview: Those with disabilities have long adopted, adapted, and appropriated collaborative systems to serve as assistive devices. In a Minecraft virtual world for children with autism, community members use do-it-yourself (DIY) making activities to transform Minecraft into a variety of assistive technologies. Our results demonstrate how players and administrators “mod” the Minecraft system to support self-regulation and community engagement.
Sono stato Vice Direttore di Life Marche Magazine, ho scoperto le storie di maggior successo della rivista, ho scritto gli articoli più letti. Ho concepito e gestito tutta la presenza online del magazine, ho fatto aumentare i lettori complessivi e quelli relativi ad ogni singolo articolo, ho fatto crescere l'importanza del marchio e ho reperito i contatti strategici. Ho fatto crescere la presenza sui social di altri componenti dello staff. Ho effettuato consulenza Editoriale, Commerciale e SEO.
Intro to Continuous Integration at SoundCloudgarriguv
In the past year at SoundCloud, we've improved our CI from a single machine running our limited unit test suite to several machines running a linter, unit tests, acceptance tests and building several versions of our app including the AppStore version for every commit. This enabled us to move away from pull-requests and code reviews and use trunk based development and pairing, as well as scale the team from 3 to 7 developers.
We've stopped relying on Xcode Schemes for builds, we're using instead command line tools and compile-time parameters to automatically build internal versions of our app and distribute it internally.
In order to make our release process more reliable, the AppStore version of the app is created by re-signing an AdHoc build. This enables us to test the exact same binary that will be submitted to the AppStore.
This talk will focus on 3 areas of our continuous integration: testing, building with user defined build settings and signing apps.
JOINT-DESIGN OF LINK-ADAPTIVE MODULATION AND CODING WITH ADAPTIVE ARQ FOR COO...IJCNCJournal
This paper analyzes the efficiency of a joint-design of an adaptive modulation and coding (AMC) at the
physical (PHY) layer with an adaptive Rmax-truncated selective-repeat automatic repeat request (ARQ)
protocol at the medium access control (MAC) layer to maximize the throughput of cooperative nonregenerative
relay networks under prescribed delay and/or error performance constraints. Particularly, we
generalize the existing design model/results for cross-layer combining of AMC along with truncated ARQ
in non-cooperative diversity networks in three-folds: (i) extension of the cross-layer PHY/MAC design or
optimization to cooperative diversity systems; (ii) generalization/unification of analytical expressions for
various network performance metrics to generalized block fading channels with independent but nonidentically
distributed (i.n.d) fading statistics among the spatially distributed nodes; (iii) analysis of the
effectiveness of joint-adaptation of the maximum retransmission limit Rmax of ARQ protocol and
cooperative diversity order N for delay-insensitive applications. Our insightful numerical results reveal
that the average throughput can be increased significantly by judiciously combining two additional degrees
of freedom (N and Rmax) that are available in cooperative amplify-and-forward (CAF) relay networks
besides employing AMC at the PHY layer, especially in the most challenging low signal-to-noise ratio
(SNR) regime.
Online Safety & Efficacy: Research MilestonesAnne Collier
A talk about 15+ years of Internet safety education (highlighting what are, for me, the key milestones in the US, Canadian and European youth-online-risk and social-media research literature), given March 19, 2013, in Sydney, Australia, at the World Congress on Family Law & Children's Rights. My subtitle: Helping our children navigate the unmapped whitewater of a networked world AND grow up at the same time!
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
ICT Seminar: Parenting In the Digital Age: Inspiring Parents to Protect
Digital Parenting workshops is an hour of informational seminars where parents learn the latest in online safety (30-45 minute presentation) followed by interactive discussion on issues relevant to each parent. Team from Ramsys Infotech Solutions will moderate each workshop with the goal that, parents will walk out of the seminar feeling more confident, less anxious and ready to communicate with their children about some of the icky things online.
its free!!!
ICT Seminar: Parenting In the Digital Age: Inspiring Parents to Protect
Digital Parenting workshops is an hour of informational seminars where parents learn the latest in online safety (30-45 minute presentation) followed by interactive discussion on issues relevant to each parent. Team from Ramsys Infotech Solutions will moderate each workshop with the goal that, parents will walk out of the seminar feeling more confident, less anxious and ready to communicate with their children about some of the icky things online.
its free!!!
Presentation created for students about the concept of Digital Citizenship. This presentation also explores scenarios related to digital citizenship which effect students.
Sono stato Vice Direttore di Life Marche Magazine, ho scoperto le storie di maggior successo della rivista, ho scritto gli articoli più letti. Ho concepito e gestito tutta la presenza online del magazine, ho fatto aumentare i lettori complessivi e quelli relativi ad ogni singolo articolo, ho fatto crescere l'importanza del marchio e ho reperito i contatti strategici. Ho fatto crescere la presenza sui social di altri componenti dello staff. Ho effettuato consulenza Editoriale, Commerciale e SEO.
Intro to Continuous Integration at SoundCloudgarriguv
In the past year at SoundCloud, we've improved our CI from a single machine running our limited unit test suite to several machines running a linter, unit tests, acceptance tests and building several versions of our app including the AppStore version for every commit. This enabled us to move away from pull-requests and code reviews and use trunk based development and pairing, as well as scale the team from 3 to 7 developers.
We've stopped relying on Xcode Schemes for builds, we're using instead command line tools and compile-time parameters to automatically build internal versions of our app and distribute it internally.
In order to make our release process more reliable, the AppStore version of the app is created by re-signing an AdHoc build. This enables us to test the exact same binary that will be submitted to the AppStore.
This talk will focus on 3 areas of our continuous integration: testing, building with user defined build settings and signing apps.
JOINT-DESIGN OF LINK-ADAPTIVE MODULATION AND CODING WITH ADAPTIVE ARQ FOR COO...IJCNCJournal
This paper analyzes the efficiency of a joint-design of an adaptive modulation and coding (AMC) at the
physical (PHY) layer with an adaptive Rmax-truncated selective-repeat automatic repeat request (ARQ)
protocol at the medium access control (MAC) layer to maximize the throughput of cooperative nonregenerative
relay networks under prescribed delay and/or error performance constraints. Particularly, we
generalize the existing design model/results for cross-layer combining of AMC along with truncated ARQ
in non-cooperative diversity networks in three-folds: (i) extension of the cross-layer PHY/MAC design or
optimization to cooperative diversity systems; (ii) generalization/unification of analytical expressions for
various network performance metrics to generalized block fading channels with independent but nonidentically
distributed (i.n.d) fading statistics among the spatially distributed nodes; (iii) analysis of the
effectiveness of joint-adaptation of the maximum retransmission limit Rmax of ARQ protocol and
cooperative diversity order N for delay-insensitive applications. Our insightful numerical results reveal
that the average throughput can be increased significantly by judiciously combining two additional degrees
of freedom (N and Rmax) that are available in cooperative amplify-and-forward (CAF) relay networks
besides employing AMC at the PHY layer, especially in the most challenging low signal-to-noise ratio
(SNR) regime.
Online Safety & Efficacy: Research MilestonesAnne Collier
A talk about 15+ years of Internet safety education (highlighting what are, for me, the key milestones in the US, Canadian and European youth-online-risk and social-media research literature), given March 19, 2013, in Sydney, Australia, at the World Congress on Family Law & Children's Rights. My subtitle: Helping our children navigate the unmapped whitewater of a networked world AND grow up at the same time!
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
ICT Seminar: Parenting In the Digital Age: Inspiring Parents to Protect
Digital Parenting workshops is an hour of informational seminars where parents learn the latest in online safety (30-45 minute presentation) followed by interactive discussion on issues relevant to each parent. Team from Ramsys Infotech Solutions will moderate each workshop with the goal that, parents will walk out of the seminar feeling more confident, less anxious and ready to communicate with their children about some of the icky things online.
its free!!!
ICT Seminar: Parenting In the Digital Age: Inspiring Parents to Protect
Digital Parenting workshops is an hour of informational seminars where parents learn the latest in online safety (30-45 minute presentation) followed by interactive discussion on issues relevant to each parent. Team from Ramsys Infotech Solutions will moderate each workshop with the goal that, parents will walk out of the seminar feeling more confident, less anxious and ready to communicate with their children about some of the icky things online.
its free!!!
Presentation created for students about the concept of Digital Citizenship. This presentation also explores scenarios related to digital citizenship which effect students.
Invited presentation to the parent-teacher association of C.E.I.P. Rosa Luxemburgo, Madrid, April 2012.
http://www.educa.madrid.org/web/cp.rosaluxemburgo.madrid/index.html
This presentation, created by Syed Faiz ul Hassan, explores the profound influence of media on public perception and behavior. It delves into the evolution of media from oral traditions to modern digital and social media platforms. Key topics include the role of media in information propagation, socialization, crisis awareness, globalization, and education. The presentation also examines media influence through agenda setting, propaganda, and manipulative techniques used by advertisers and marketers. Furthermore, it highlights the impact of surveillance enabled by media technologies on personal behavior and preferences. Through this comprehensive overview, the presentation aims to shed light on how media shapes collective consciousness and public opinion.
Have you ever wondered how search works while visiting an e-commerce site, internal website, or searching through other types of online resources? Look no further than this informative session on the ways that taxonomies help end-users navigate the internet! Hear from taxonomists and other information professionals who have first-hand experience creating and working with taxonomies that aid in navigation, search, and discovery across a range of disciplines.
This presentation by Morris Kleiner (University of Minnesota), was made during the discussion “Competition and Regulation in Professions and Occupations” held at the Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found out at oe.cd/crps.
This presentation was uploaded with the author’s consent.
Acorn Recovery: Restore IT infra within minutesIP ServerOne
Introducing Acorn Recovery as a Service, a simple, fast, and secure managed disaster recovery (DRaaS) by IP ServerOne. A DR solution that helps restore your IT infra within minutes.
0x01 - Newton's Third Law: Static vs. Dynamic AbusersOWASP Beja
f you offer a service on the web, odds are that someone will abuse it. Be it an API, a SaaS, a PaaS, or even a static website, someone somewhere will try to figure out a way to use it to their own needs. In this talk we'll compare measures that are effective against static attackers and how to battle a dynamic attacker who adapts to your counter-measures.
About the Speaker
===============
Diogo Sousa, Engineering Manager @ Canonical
An opinionated individual with an interest in cryptography and its intersection with secure software development.
Sharpen existing tools or get a new toolbox? Contemporary cluster initiatives...Orkestra
UIIN Conference, Madrid, 27-29 May 2024
James Wilson, Orkestra and Deusto Business School
Emily Wise, Lund University
Madeline Smith, The Glasgow School of Art
Bitcoin Lightning wallet and tic-tac-toe game XOXO
CSCW 2015 Presentation: Making "Safe": Community-Centered Practices in a Virtual World for Children with Autism
1. Kathryn E. Ringland, Christine T. Wolf,
Lynn Dombrowski, Gillian R. Hayes
Department of Informatics
University of California, Irvine
MAKING “SAFE”: COMMUNITY-CENTERED
PRACTICES IN A VIRTUAL WORLD
DEDICATED TO CHILDREN WITH AUTISM
4. MINECRAFT
• Accessible for young players
– does not require
programming skills
• Allows for socializing
• Diverse range of activities
5. “[the] first Minecraft server dedicated
to providing a safe, fun and learning
environment for children on the
autism spectrum and their families”
AUTCRAFT
6. • Participant observations in
virtual world
• Analysis of in-world chat,
forum posts, Facebook page
& website
METHODS
7. • Inappropriate content
• Fear of strangers
• Bullying in virtual spaces –
negative aggressive behavior
ONLINE RISKS FOR CHILDREN
8. No one likes to be called a
name, no one likes it when
someone is mean to them, and
no one likes to be bullied
ONLINE RISKS FOR CHILDREN
9. All of these people were telling the same stories, about how their
children were bullied on every server they tried. Even on XBox,
where you can only play with people you add as a "friend"... it was
[nonstop] bullying. Either killing them all the time, stealing their
things, destroying everything [they] build.
ONLINE RISKS FOR CHILDREN
10. Most players come to us with tales of bullying and hate from other
servers. Many of those same players experience the same thing
from school and in other aspects of their life. They feel they have
no friends, no one to talk to and they are angry.
ONLINE RISKS FOR CHILDREN
11. We want [this server] to be a safe, happy, comfortable place for all
our players to enjoy no matter what they're afraid of or who
they're talking to.
BEYOND AVOIDING RISK
12. • Adults who co-own the
virtual world
• Full access to all virtual
world software
• Ability to mute & jail users
• Ability to kick players off the
server
• Ability to view all private
messages sent by users
RULE ENFORCERS –
ADMINISTRATORS
13. • Adult volunteers
• Ability to mute & jail users
• Ability to view all private messages sent between users
RULE ENFORCERS –
SENIOR HELPERS
14. “Jr. Helpers – Always helpful.
Helpers are picked because they help
others and they help the community.
They also follow the rules. The
[administrators] are always watching.
Don’t ask to become a helper. We
will ask you when we think you are
ready.” – message to all players
RULE ENFORCERS –
JUNIOR HELPERS
15. <(JrHelper) bb1135> matt_awesome please stop
<matt_awesome> Ok sorry
<matt_awesome> I just told about the rules
<cryptic1200> we wouldn't want autistic people to breed, obviously...
<cryptic1200> that was sarcasm
<matt_awesome> Listen to bb1
<(SrHelper) GlovedPlayer> Hey, Cryptic, that's not the point and it's a
mean thing to say, even if you're joking :/
RULE ENFORCEMENT
*All user names are pseudonyms.
16. • Software modifications to
the virtual world
• Technology-assisted rule
enforcement
VIRTUAL WORLD MODIFICATIONS
17. • Online risks – inappropriate
content, bullying
• Risks in rule enforcement –
not allowing children to learn
and grow through risk taking
BALANCING RISKS
18. …we encourage everyone to be
generous, to be nice and to help
as much as you can. You don't
have to give your stuff away but
to just give someone a little help
if they need it. And always do
your best to remember to say
"please" and "thank you".
GIFT GIVING
19. Another child gave [my son] gifts today and he was shocked. A
little while later he said to me, ‘I didn’t really want to, but I gave
some gifts away to others. It makes me want to give things to
people.’ It is a new thing for him to want to share.
GIFT GIVING
20. Safety is a process that is dynamic, contextual & emergent
• Minecraft is an example of an open-ended virtual world
platform that allows users to customize the play to their needs
• Parents work collaboratively to create safe online environments
for their children with autism to play in
• Parents work not only to avoid risks, but also make children
feel cared for
TAKE-AWAYS
Hello,
Today I would like to talk to you about some ethnographic work of an online community for children with autism
We look at how parents and children work towards making their community a safe space
VW are spaces where children spend a lot of time online – MC is an example of a VW
Minecraft is customizable, and open-ended
----- Meeting Notes (3/17/15 23:48) -----
case change to example
Video footage of minecraft play. Explain play.
The world is fully interactive – there are animals and plants you can interact with. You can cut down trees, turn the wood into contruction materials
The materials can be used for creating structures, like houses and shops
Minecraft is very accessible for even the novice user
It does not require programming to create things, unlike other virtual worlds like second life
There is infrastructure in place for in-world socializing
Because of this, children with autism were drawn to this virtual world, which led to the creation of Autcraft
Read quote.
Run by parents, Autcraft- a server for children with autism, family, & friends
Safety was an emergent theme that arose while conducting this work, it became clear that safety was a central goal of this community
This work was done as part of an ongoing digital ethnography in a Minecraft virtual world dedicated to children with autism and their families.
This includes 30 hours of in-world observation, & coding of in-world chat & forum posts
Users on this server include children with autism, their family, and friends – this also includes adults with autism & also children as young as 6
A rule of the server is that everyone speak in English – however, users come from all over the globe, with large groups from North Amer, the UK, and Australia
So knowing that safety was a main goal, we wanted to know how the creators of AC went about creating a safe space
Children spend a lot of time online, including in virtual worlds
Parents have concerns about
Online bullying is a problem that is especially difficult for children
One parent wrote online:
In particular, children with special needs face additional challenges online
The creator of AC stated in his blog:
On AC’s website, a parent states as part of the motivation for the server:
Given all this they wanted to create a server that would safeguard against these things.
Parents desire not only to avoid risk for their children, but also to have an environment that makes them feel welcome and cared for
Now I’d like to share some of the ways these parents have done this
Rule enforcers were created in a hierarchy to help manage the users both in-world and in the online forums
Rules enforcement is spread out among different ranks of volunteers- both adults and children.
The top level of rule enforcers are the administrators
Junior Helpers are children who have been selected by the administrators to help with rule enforcement
They have the ability to mute and jail other players
They are chosen because: read quote.
Because of the selection process, all children on the server engage in rule enforcing behavior in order to appear worthy of the promotion to junior helper
Much of the rule enforcement is done through the in-world chat – here was a conversation about dating that escalated to the point where an adult, a Senior Helper, had to intervene to tell the user that their language was inappropriate
You can also see here that a Junior helper and a regualr child also engaged in rule enforcing dialog
Special modifications protect user’s property from damage
Also, players cannot die in many areas, other areas they do not lose their belongings when they die and are transported to a safe location
Rule enforcers are able to mute and jail users – this is done through modifications of the virtual world that blocks certain users from talking and places their avatars in a jail cell
Parents must find ways to balance the risks of their children online and those found in the mitigation of those risks.
In creating a large infrastructure of rules and protections, parents run the risk of not allowing their children to grow as individuals
Taking risks and making mistakes is a big part of adolescents, but when a virtual world is catering to the many different needs of a range of children, this can become difficult
Gift giving and generosity is a part of the community rule.
This quote is directly from the rules webpage
You can also see here a screen shot I took of some of community chests
A mother talks about her son’s first experiences on the virtual world
This fostered culture of generosity helps the users feel welcomed and cared for where in other virtual worlds they felt inherently unwelcome and in danger
While they may not have been at risk for bodily harm, there was still a risk for emotional and social harm
The image here is of a fireworks show that a pair of users decided to put on for whoever happened to be online at the time
Safety is a process that is dynamic, contextual, and emergent –
Parents much balance the needs of their children to explore, learn, and grow with the potential risks such as exploration includes
We have found that it is not enough to define safety based solely on what parents say is safe, but rather through their actions
Spaces are not categorically safe or unsafe, safety is continually negotiated between the parents and children
And parents must agree with each other on what is safe and unsafe, and also get buy in from the children as well
Thank co-authors, & luci
Reviewers
Audience
Spawn – where players first arrive when they first access the virtual world
Minigames- enclosed areas where players play various games together, games include Paint Ball, Hide & Seek, Wither Battles, and Parkour
Villages – large public community sites, created either by adult administrators or admins and children, players cannot alter or destroy these sites
We can see how chat is the server and then other users also chime in,
The social and the technical work together to make safety in this virtual world