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Virtual Lingo Producer Jan 26 2010

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Developing Digital Online Learning
University of Florida
Spring 2010
Definitions for virtual terms.

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Virtual Lingo Producer Jan 26 2010

  1. 1. What does the Modern Ego have to do with Virtual Lingo?<br />Yukari Takata<br />Developing Digital <br />Online Learning<br />University of Florida<br />Instructor: Judy Robinson, PhD.<br />January 26, 2007<br />
  2. 2. Explain the difference between:<br />A) Online games<br />B) Immersive environments<br />C) Virtual worlds<br />Purpose of the Presentation<br />
  3. 3. 1. Computer-mediated communication (CMC) is dominant form of communication.<br />2. Terminologies help us identify the roles and limitations of concepts.<br />3. CMC calls into question where the “self” or “ego” is between the real and virtual environment.<br />Why is this important?<br />
  4. 4. A) Online games<br />Ex. World of Warcraft<br />Final Fantasy XI<br />B) Immersive environments<br />Ex. IMAX 3D Theaters<br />C) Virtual worlds<br />Ex. Second Life, There.com<br />D) More Ego-centric Terms<br />Presentation Outline and Overview<br />
  5. 5. "Online gaming is a technology rather than a genre; a mechanism for connecting players together rather than a particular pattern of gameplay (Rollings, 2006)."<br />Online games are <br />played over some <br />form of computer <br />network, now <br />typically on the Internet.<br />A) Online Games<br />
  6. 6. Shooter games<br />Platform games<br />Real-time strategy games<br />Social games<br />Types of Games<br />
  7. 7. Immersion- “the degree to which a virtual environment submerges the perceptual systems of the user in computer-generated stimuli.” (Draper, 1998, p. 356)<br />Immersion is the state of consciousness where an immersant's awareness of physical self is diminished or lost by being surrounded in an engrossing total environment; often artificial. (Nechvatal, 1999)<br />B) Immersive Environments<br />
  8. 8. Cave Automatic Virtual Environment<br />
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  10. 10. A virtual world is a genre of online community that often takes the form of a computer-based simulated environment, through which users can interact with one another and use and create objects (Bishop, 2009).<br />C) Virtual Worlds<br />
  11. 11. Virtual Presence - feeling present in a computer-generated environment.<br />Virtual Engagement – how absorbed you are with an online game or virtual environment.<br />Telepresence - feeling present in a remote but real environment ex. Video conferencing<br />Object presence - projection of a virtual item into user's real world.<br />Ego presence - projection of self into a computer mediated environment.<br />D) More Ego-centric Terms <br />
  12. 12. Cleary, computer-human interfaces are changing the way we define ourselves and blurring the lines between reality and virtual reality. These social implications of computer-mediated communication compels us to keep asking...<br />Conclusion<br />
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  14. 14. Bishop, J. (2009). Enhancing the understanding of genres of web-based communities: The role of the ecological cognition framework. International Journal of Web- Based Communities, 5(1), 4-17.<br />Draper, J. V., Kaber, D. B., and Usher, J. M. Telepresence. Human Factors 1998; 40: 354- 375.<br />Nechvatal, J.Immersive ideals / critical distances. Retrieved January, 2010, from http://en.wikipedia.org/wiki/Immersion_(virtual_reality)#cite_ref-0 <br />Rollings, A., Adams, E. (2006). Fundamentals of Game Design. Copyright © 1995 - 2010 Pearson Education .<br /> http://wps.prenhall.com/bp_gamedev_1/54/14050/3596994.cw/index.html<br />References<br />

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