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Ryan McCloskey

Psychology of Cyberspace - Psychology of Avatars - 0 views

  • Like masks of any kind, avatars hide and reveal at the same time
  • people can conceal some personal things about themselves, but the av also selectively amplifies other aspects of their personalities.
  • People may simply say that they are wearing a particular av because "I like it." When asked, they're not sure what it says about them. But other people may know.
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  • The word "avatar" means "incarnation" or "manifestation."
  • It is an appropriate choice to describe the icons people use to visually represent the facets of their identity.
  • A more specific definition, from Hindu mythology, is the incarnation of a god
  • To place oneself into a form created from one's own imagination is the essence of creativity. It's God-like.
  • Taking It Personal
Juan Antonio Pacheco Romero

http://www.voki.com/lesson_plans.php - 0 views

Juan Antonio Pacheco Romero

Use and benefits of Avatars in virtual learning | Aspin eLearning - 0 views

  • 1. Training teachers Avatars are being used specifically for teacher training. Specially designed avatars realistically imitate different types of students to help teachers practice classroom management and relate to their students. The trainee teachers stand in front of a projection screen on which they see avatars that are being controlled, or acted out, by actual students trained to behave a certain way. Other noises or outbursts like laughing or obnoxious sound effects are added to simulate a fully realistic experience
  • 2. Vokis Vokis are speaking avatars, and teachers in all subjects, but especially language classes, are using them by recording their own voices to match their digital avatar. Using more animated avatars helps students who feel disconnected from class discussions or who are more audio learners rather than visual learners process material and relate to the lesson more personally. Language teachers have been using vokis to help students with pronunciation and conversation, letting them voice-over their own avatars.
asotelo94

http://webtools4teachers.yolasite.com/resources/Literacy+in+virtual+worlds.pdf - 2 views

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    I argue that this change involves new kinds of communicative relationships between students, and between students and their teachers, and in this sense digital literacy can have a destabilising effect on traditional classroom routines.
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    'nearly all everyday activities in the contemporary world are mediated by literacy and that people act within a textually mediated social world'
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    As digital communication begins to infuse daily life, the role of literacy in mediating interactions in our social world is changing. To date, there has been relatively little exploration of the literacies of 3D virtual worlds
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    Rich media, tool-tips, hyperlinked and downloadable texts provide clues about the previous inhabitants of Barnsborough
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    Teachers and children in this project inhabit at least three inter-related social realities. These are the social reality of the literacy lessons; the social reality of the computer sessions in which they explore the world; and the social reality of the virtual world itself.
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    Into each of these realities children and teachers import their own social capital, prior experience and values as they interpret the experiences, artefacts, expectations and norms of each environment and negotiate their various understandings. Researching the perspectives and understandings of teachers and children involves looking at aspects of these three social realities, and attempting to read them in relation to one another.
Ryan McCloskey

Virtual marketing - The Boston Globe - 0 views

  • Firms create online worlds as new way to reach big audiences
  • Bill Lichtenstein of Lichtenstein Creative Media, Cambridge, in his office (above, left) and as an avatar in the Second Life virtual world. In Second Life, people can choose to be their idealized selves.
  • (Graphic Credit: Real World Photos By Robert Spencer For The Boston Globe) Graphic Credit: Real World Photos By Robert Spencer For The Boston Globe
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  • By Jenn Abelson Globe Staff / July 21, 2006
  • © 2014 Boston Globe Media Partners, LLC
asotelo94

Are There Business Applications for Virtual Worlds? - Knowledge@Emory - 1 views

  • With the Gartner Group's estimate that 80% of active Internet users will use at least one virtual world by the end of 2011
Ryan McCloskey

Fire Up the Avatars - Educational Virtual World Curricula Launches in Public Schools - 0 views

  • Educational Virtual World Curricula Launches in Public Schools
  • Avatar Storytellers is aimed at promoting literacy and writing within Land of Tales, a fantasy based 3D virtual world for students using customized avatars.
  • Students inhabit customized avatars and write 3D avatar-based quests and digital stories inside the 3D world
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  • Avatar Storytellers immersive virtual world curriculum motivates students while at the same time improving their writing and communication skills.
  • More importantly, it teaches students how to be creative and inventive with new ideas.
  • "Imagination is the key to competitiveness in today's globally integrated economy," says Janet Hale, founder and President of WiloStar3D.
  • "Interest in literacy, writing, and creativity has been declining in the United States. It's as if a faucet has been shut off.
  • American competitiveness demands that we un-kink the hose of creative power and let it flow once again. Our country was founded on inventive and imaginative thinking and this is exactly what Avatar Storytellers hopes to unlock. Our avatar based curriculum hooks reluctant readers and writers and turns them into storytellers."
Ryan McCloskey

Exploring Digital Identity: Beyond the Private Public Paradox | Stacey Koosel - Academi... - 1 views

  • As new media is transforming culture, we transform ourselves into digital iden-tities in the information age
  • Digital identities are who we say we are, when weare online. They can be a subtype of a public persona, an extension of our ‘true’selves, or they can be completely fabricated and fantastical, to function as a mask to hide the identity of an Internet user from rest of the world.
  • Digital identities arethe content of the Internet; they are the performers who draw in the audience,and inspire the passive audience to become more active, interactive and creative
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  • Online existence in online communities and digital identities are merely web-mediated human interactions
  • A digital identitycan spin intricate, interconnected webs utilising creative, social and interactiveplatforms that enable them to share and perform to an open or closed audience.(Cubitt) Both online identities and online communities are part of a virtual real-ity; simply put, a reality or existence that in most cases will only exist on theInternet and not ‘of  fl ine’ in real life.
michael labarbera

Avatars are Helping - 1 views

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    This shows that using avatars in the virtual world is helping people better understand supply and demand and how transactions of buying and selling goods is helping them understand this. Which helps businesses find good ways for people to buy and sell there products over the digital world. This is helping in digital literacy for people to understand the technology and use it to buy and sell goods over the digital world.
michael labarbera

Virtual Meetings - 1 views

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    Some businesses are using virtual meetings to there advantage. This is showing better communication skills in the digital world and able to collaborate with others in the importance of the work getting done. With the people born in this new age called the digital world, this will make it easy for them to communicate with others. Also with the fact that it is making meetings more fun with the technology and using it to make a more friendly to digital literacy
Morgan Robinson

Avatars and Emotional Engagement in Asynchronous Online Communication - 1 views

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    Many interactions that take place online are characterized by asynchronous communication, as in online bulletin boards. An asynchronous format makes the communica- tions accessible by more individuals, as messages persist beyond the moment of the actual interaction.
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    Many interactions that take place online are characterized by asynchronous communication, as in online bulletin boards. An asynchronous format makes the communica- tions accessible by more individuals, as messages persist beyond the moment of the actual interaction.
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    Research has found that avatars contribute to social presence during synchronous online communication, inducing greater emotional involvement (e.g., greater perceived intimacy, greater trust, and greater satisfaction with the communication) than text alone
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    Of course, asynchronous communication in an online en- vironment such as an online bulletin board is distinct from the communicative acts typical of presence research, with its emphasis on simultaneous communication. When avatars are used in the asynchronous communication characteristic of online bulletin boards, there is no immediate, two-way in- teraction.
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    Parasocial interaction (PSI) is the experience of a relationship on the part of a media user with a mediated persona,12 or a ''user response to a figure as if s/he were an acquaintance."
Morgan Robinson

Social Construction of Mediated Experience and Self Identity on Social Media - 2 views

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    According to Ho and McLeod (2008) reduced observable social cues relative to face-to- face interactions, "computer-mediated communication has been shown to level the social playing field by encouraging more lively discussions and by generating more interesting arguments [...] and in light of these considerations, computer-mediated communication may have the potential to create an environment conductive for public deliberation by attenuating the effect of the undesirable social-psychological influences on opinion expression" (p. 191). Other communication researchers tend to agree about the possibilities of computer-mediated communication arguing that its effectiveness comes from anonymity and "deliberation"
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    As a result of these new elements, the Internet user has a dichotomous option - to either take this knowledge about the Internet deception into account or not. When it comes to self-representation, the potential danger influences the user to either represent himself/herself with his/her full identity, to select an Internet avatar, or two make a combination of these two choices and define himself/herself in ance with the audience and other Internet communicators that he/she is interacting with in a given moment.
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    Understandably, media literacy itself will significantly influence user's self-representation online because it will help the users to analyze and assess the communication momentum that he/she is dealing with in a given moment.
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    In terms of current experiences and expectations from the online communication it is clear that the users are well aware of both their own self-representation and their audience expect- ations and, at the same time, they seem to be aware of other people's self-representation in a given moment. From the interview transcripts it is visible that users constantly assess their online environment and based on their assessment they construct their own Internet play- ground where they choose roles they find suitable.
Morgan Robinson

My Self, My Avatar, My Rights? Avatar Identity in social virtual worlds. - 0 views

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    The term avatar, derived from the Sanskrit for 'incarnation,' has come to refer to a user's online representation of herself or himself.1 In this context, the term was originally used for a character in the 1985 computer game Ultima IV, before being popularised by Neal Stephenson in his 1992 cyberpunk classic Snow Crash.2 The term, can mean any online representation of a user, including a simple screen name, the purely text- based constructs of early Multi-User Dungeons (MUDs), a two-dimensional icon used on internet forums, a pre-set visual character used in computer games (such as Lara Croft in Tomb Raider or Fiona Belli in Haunting Ground), or a personalised three-dimensional visual representation used in social virtual worlds.
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    MMORPGs must be distinguished from what may be termed social virtual worlds, which are essentially platforms for unstructured social interaction, rather than goal-oriented games. In social virtual worlds, such as Second Life, (SL) users can create and operate their avatars largely free from restrictions or rules. The visual appearance of the avatar assumes the utmost importance as it is the key medium for users to express themselves and their individuality, and the main way for users to signal their identity to other users.
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    Interestingly, the relative lack of constraints in social virtual worlds, such as SL, does not mean that such worlds are characterised by a lack of rules. Indeed, it appears that rules and ritualised behaviour, generated by communities of users, become relatively more important than in other online environments. For example, in SL there are distinct communities of users, such as Goreans and vampire bloodlines, whose interactions are characterised by extremely strict, and often quite detailed, rules of behaviour.8
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    he rules imposed by the communities are strictly applied by the owners of the relevant sims.11 Essentially, avatars participate in the knowledge that they consent to abide by the rules on a 'take it or leave it' basis, and it appears that many people are happy to participate on such conditions, knowing there is scope to go and create alternative versions in other spaces. This indicates that the most powerful organising principles in this open society are in fact localised group or community rules, which are rigidly enforced.
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    Thus, the exaggerated appearance of avatars, which often take the form of highly stereotyped characters, transmits immediate visual signals that may form the basis for future interactions. Similarly, the adoption of strongly rule-based forms of behaviour serves to ease anxieties about predictability in the absence of the full range of offline signals.
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    s. What is clear is that, as users become more closely bonded with their avatars and invest more of themselves in those creations, they will become more concerned with protecting that investment, and the expressions of self-embodied in those creations. Also, as social worlds emerge into more commercial environments, the protection of the information and creativity embodied in those avatars will become more important
Juan Antonio Pacheco Romero

Avatars in E-Learning - 0 views

  • Using Avatars An avatar can be an important device for presenting an e-learning lesson. Adding a face to your module will add interest and motivation for learners. It gives them a person to connect with, in much the same way they would to an instructor or mentor in a more traditional setting. The avatar also can present material in a more conversational tone, perhaps even building up a story that will further engage learners and encourage knowledge retention. Here are just some highlights on how avatars can aid e-learning: guide the learner through the course present content for the lesson pose questions provide tips prompt reflection on the subject speak directly to the learner use a conversational tone that is appropriate for the topic.
asotelo94

ITS International - Digital identities in Europe could top €1tn by 2020 says BCS - 1 views

  • protection of personal data
  • It found that two-thirds of the value of digital identities could be lost if stakeholders fail to establish a trusted flow of personal data
Edgar Westbrooks

Medical Education - 4 views

http://scienceroll.com/2007/06/17/top-10-virtual-medical-sites-in-second-life/ (It aims to assist students to become more proficient in initial exam history and physicals; to become more proficie...

avatars digital identity

Juan Antonio Pacheco Romero

Voki - Avatars in Education - 0 views

  • Avatars are excellent for online education. They provide the human interaction that is natural in classrooms and in the traditional learning environment. Message boards, email, and instant messaging are great tools for writing. But what about voice communication! Posting a question on a message board is useful but many times asking the question is better. It is instant, direct, and uses the nuance of voice. Skype works well but avatars are better. Avatars provide a face to the students and a face to the teacher. They provide the human element to online teaching. A Cohen
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