Browse by Subject "virtual worlds"
Now showing items 1-7 of 7
(iSchools, 2014-03-01)This paper introduces innovative techniques for conducting research in virtual worlds. We analyze two unique methods: 1) informed consent via a `consent bot' and 2) data collection via a `Heads-Up Display'. Such methods ...
(2008-02-28)Advances in computing and telecommunications make it possible to take advantage of immersive electronic environments to deliver content. In this paper we present a policy game to be used in a virtual world. The benefits ...
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Prim Drift, CopyBots, and Folk Preservation: Three Copyright Parables about Art in the Digital Age (2008-02-28)This paper employs a series of case studies from the domains of digital arts and creative/experimental new media to elicit tensions and contradictions in the current state of copyright and intellectual property law. I pay ...
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(iSchools, 2013-02)The 100-year trajectory of the mischievous Tinker Bell, from J.M Barrie’s 1904 play Peter Pan to the present-day Disney Fairies franchise, is a metanarrative of adaptation and remediation through which media and “childhood” ...
(Archives & Museum Informatics, 2007-03)The paper gives an overview of some of the museum-like activities currently being undertaken in Second Life. Current development is mainly in the hands of pioneers, often interested amateurs engaging in serious leisure to ...
Using Machinima as Cultural Probes to Study Communication in Children's Virtual Worlds: An Exploratory Approach (iSchools, 2014-03-01)Understanding children's digital play in immersive virtual spaces, specifically those with limited communication affordances, demands new methods and approaches that move beyond interviews and participant observation. This ...