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  • ...guided by societal norms and enforced laws, [[Virtual Environment|virtual environments]] allow people to construct, change, and duplicate their own [[Online Ident ...identities to be revealed and physical confrontations. However, in virtual environments the risks of being revealed are lessened and allow people to interact more
    17 KB (2,599 words) - 00:01, 29 April 2019
  • ...ited is a complicated issue<ref>Approaches to Managing Deviant Behavior in Virtual Communities https://www.cc.gatech.edu/~asb/papers/conference/deviance-chi94 ...and therefore be punished for wrongdoings. This article discusses possible virtual punishments if punishment were appropriate.
    13 KB (2,058 words) - 09:53, 23 April 2019

Page text matches

  • ...guided by societal norms and enforced laws, [[Virtual Environment|virtual environments]] allow people to construct, change, and duplicate their own [[Online Ident ...identities to be revealed and physical confrontations. However, in virtual environments the risks of being revealed are lessened and allow people to interact more
    17 KB (2,599 words) - 00:01, 29 April 2019
  • ...available for creating avatars. Avatars exist within all types of virtual environments, including but not limited to: [[Wikipedia:Internet forum|Forums]], [[Wiki The use of the term in reference to a user's manifestation within a virtual environment can be traced back to 1985, when the game [[Wikipedia:Ultima IV
    28 KB (4,418 words) - 21:06, 21 April 2019
  • ...ical challenges of designing video games and [[Virtual Environment|virtual environments]].<ref>Sicart, Miguel. [https://link.springer.com/article/10.1007/s10676-00 ...]. After analyzing these and other games and [[Virtual Environment|virtual environments]], violent and otherwise, he draws the following conclusions:
    9 KB (1,372 words) - 13:25, 23 April 2019
  • ...erestgraph.png|400px|thumb|right|Player Interest Graph- p. 131 ''Designing Virtual Worlds'']] ...uilt-in ranking system.<ref name="Bartle">Bartle, A., Richard., "Designing Virtual Worlds", July 2003</ref>
    11 KB (1,615 words) - 19:46, 22 April 2019
  • ...eating in videogames exposes a number of ethical challenges in information environments, ranging from motivation and agency, community norms, to personal behavior. [[Category:Virtual Environments, Concerns, & Issues]]
    23 KB (3,552 words) - 19:12, 13 April 2017
  • ...Corruption|corruption]] and anti-corruption, [[Virtual Environment|virtual environments]], [[Wikipedia:News|news media]], [[Wikipedia:Advertising|advertising]], mo *Philosophy and ethics of computer games and virtual worlds
    8 KB (1,208 words) - 22:01, 11 December 2012
  • ...unpredictable and can lead to unfavorable behaviors such as [[Virtual Rape|virtual rape]], [[Griefing|griefing]], and identity theft. These types of behavior ...so much a system of regulation that is needed to enforce ethics in virtual environments, but, among other things, a feeling of personal responsibility and moral in
    14 KB (2,169 words) - 18:02, 4 April 2018
  • ...for the purpose of causing havoc or creating grief for other players in a virtual environment. ...rom forums to Massively Multiplayer Online Games (MMOG), which are virtual environments that involve other players playing the same instance of a game. Griefing ca
    19 KB (3,000 words) - 13:51, 26 April 2019
  • ...ns and report them to the authorities. Stalking in a [[Virtual Environment|virtual environment]] is a very different situation. A cyber stalker can potentiall * [[Anonymous Behavior in Virtual Environments]]
    12 KB (1,728 words) - 14:55, 24 April 2017
  • Other ethical issues have risen specifically when online environments force information transparency upon their users. For example, Google Plus o ...is especially problematic when unethical actions are committed in virtual environments.
    9 KB (1,307 words) - 20:24, 11 December 2012
  • ...is series of events, the article further alludes to the fine line between "virtual" and "reality" in cyberspace<ref>http://www.villagevoice.com/2005-10-18/spe ...t is very real since many people are willing to pay for commodities in the virtual world. He provides real examples of already-existing places, such as an off
    6 KB (950 words) - 19:57, 11 December 2012
  • ...ink of [[Anonymous Behavior in Virtual Environments|"anonymity" in virtual environments]]. K.A. Wallace is currently a Professor of Philosophy at [[Wikipedia:Hofst
    7 KB (1,048 words) - 20:10, 22 April 2019
  • ...and can be applied to the concepts discussed in SI 410, including virtual environments and information integrity. *[[Anonymous Behavior in Virtual Environments]]
    12 KB (1,761 words) - 04:48, 11 December 2012
  • ...s a real and influential means of capital exchange in 21st century virtual environments.
    7 KB (1,033 words) - 20:07, 11 December 2012
  • ...nd developing a design framework for applying ethical gameplay in digital environments. ...ctions. If ethical outcomes are to be considered a possibility within the virtual space, the game itself has to provide the option of making these decisions.
    10 KB (1,403 words) - 20:50, 21 April 2018
  • ...orlds/commentary/games/2007/04/gamesfrontiers_0423 </ref>." Aside from the virtual world, cheating online can happen in relationships and also in the academic In the virtual world, cheating occurs in games where players can play against the computer
    14 KB (2,349 words) - 01:46, 21 April 2017
  • ...representation. This, in turn, facilitates [[Anonymous Behavior in Virtual Environments|anonymous behavior]] within online communities. *Types of Virtual Environments - The type of virtual environment an individual exists in determines the types of customs and val
    8 KB (1,251 words) - 03:32, 24 April 2017
  • ...[[Anonymous_Behavior_in_Virtual_Environments|Anonymous Behavior in Virtual Environments]]). Privacy in the Online Environment is related to the fields of informati == The Complexity of Privacy in Virtual Environments ==
    13 KB (1,888 words) - 15:54, 26 April 2019
  • ...ited is a complicated issue<ref>Approaches to Managing Deviant Behavior in Virtual Communities https://www.cc.gatech.edu/~asb/papers/conference/deviance-chi94 ...and therefore be punished for wrongdoings. This article discusses possible virtual punishments if punishment were appropriate.
    13 KB (2,058 words) - 09:53, 23 April 2019
  • ...dren, but instead uses technology to generate computer images of children. Virtual child pornography is a significant controversial issue in many countries al ...es/people/faculty/linzd/virtual_child_porno.pdf The Effects of Exposure to Virtual Child Pornography on Viewer Cognitions and Attitudes Toward Deviant Sexual
    10 KB (1,438 words) - 04:30, 11 December 2012
  • ...dition, the authorities that punish the "criminals" is not the same across virtual communities. .... Moreover, there has been a large discourse around universal or national virtual crimes. See [[Policy Vacuums]] for further readings on this discourse.
    7 KB (1,128 words) - 22:10, 11 December 2012
  • [[Image:Experiment.JPG|thumb|300px|A Virtual Environment]] A '''virtual environment''' is a computer-generated set of surroundings.
    10 KB (1,654 words) - 04:36, 11 December 2012
  • ...ue due to the availability given to networked users to interact with other virtual societies.<ref>http://jcmc.indiana.edu/vol2/issue4/mackinnon.html</ref> ...screen. Dibbell's "A Rape in Cyberspace" was written about the instance of virtual rape that took place in the environment]]
    7 KB (1,015 words) - 21:03, 4 April 2018
  • [[Image:Seethematrix.jpg|thumb|300px|The Matrix - Virtual Environment]] ...simulation can provide. [[Philip Brey]] is one of the foremost experts in virtual reality and computer simulations and this article discusses his contributio
    10 KB (1,547 words) - 17:30, 28 April 2019
  • ...in games becomes ethically charged as gaming's prevalence increases and as virtual images begin to directly mirror the ''living world''. While all studies confirm that men still dominate the virtual gaming world<ref name="sagepub">SAGE Journals Website: Violent Video Games
    38 KB (5,718 words) - 19:30, 23 April 2017
  • [[Category: Virtual Environments, Concerns, & Issues]]
    10 KB (1,378 words) - 20:13, 21 April 2017
  • ...Cyberbullies may feel that they can use the perceived anonymity of online environments to say harmful messages that they would not normally say in person. <ref na ===[[Anonymous Behavior in Virtual Environments| Anonymity]]===
    30 KB (4,492 words) - 12:59, 20 April 2018
  • ...e are the mass digitization of personal information and commonplace use of virtual communication. Cyberstalking refers to the idea of someone(s) using the int ...nline identity raises ethical concerns surrounding privacy, anonymity, and virtual identity.
    18 KB (2,697 words) - 00:46, 23 April 2018
  • ...behavior through the violation of other users' trust is very real in these environments. [[Category: Virtual Environments, Concerns, & Issues]]
    7 KB (1,088 words) - 02:17, 11 December 2012
  • [[Category: Virtual Environments, Concerns, & Issues]]
    12 KB (1,840 words) - 12:45, 16 April 2018
  • ...ehavior_in_Virtual_Environments|anonymity]], and [[Trust|trust]] in online environments can be seen in play here. Should users online be able to be completely anon *[[Anonymous Behavior in Virtual Environments]]
    11 KB (1,614 words) - 20:38, 11 December 2012
  • ...types of media like the telephone and VHS, when people started to use more virtual means of communication, making the Internet the obvious next way for people ...onstitute a romantic one, and if so, do not always progress solely through virtual processes. It is found that many users choose to arrange a physical encount
    27 KB (4,103 words) - 20:42, 8 April 2018
  • ...he people they want to be associated with. [[Anonymous Behavior in Virtual Environments|Anonymity]] is a large problem underlying all of these issues because there
    21 KB (3,284 words) - 00:41, 29 April 2019
  • ...East Asia and Japan, some varieties of these games involve adult content. Virtual dating simulations have been criticized for removing people from real life ...me="wsj">Wakabayashi, Daisuke. "Only in Japan, Real Men Go to a Hotel With Virtual Girlfriends" Wall Street Journal. Retrieved 17 Dec. 2011 http://online.wsj.
    14 KB (2,231 words) - 03:10, 12 December 2012
  • ...lesh searches]]. Over 90% of its users are [[Anonymous Behavior in Virtual Environments|anonymous]]<ref> Bernstein, Michael. [http://projects.csail.mit.edu/chanthr 4chan thrives on the ability of users to post [[Anonymous Behavior in Virtual Environments|anonymously]]. Due to the lack of connection between the user who utilizes
    46 KB (7,226 words) - 12:17, 13 April 2017
  • ...ffect. Yet, at the same time the anonymity and distance afforded in online environments may strengthen the feeling that others will act, so no action is necessary. ...However, the anonymity and ease of access that is often present in online environments also makes it easier for individuals to perpetuate and foster cyberbullying
    7 KB (1,101 words) - 09:21, 29 April 2019
  • In an attempt to build accurate models, data miners in online environments occasionally utilize the personal information of individuals who visit thei [[category: Virtual Environments, Concerns, & Issues]]
    22 KB (3,377 words) - 03:47, 25 April 2018
  • '''The Sims Online''' was a Massively Multiplayer Online Game that creates a virtual environment meant to mimic the real world. Participants were given the abi ...These functions helped to give substance and purpose to the players in the virtual environment.
    8 KB (1,239 words) - 04:05, 12 December 2012
  • 8. Use a [[Wikipedia:Virtual_private_network|Virtual Private Network (VPN)]] * A Virtual Private Network will divert the location of the IP address of a private net
    15 KB (2,250 words) - 17:05, 26 April 2019
  • ...zard’s release of ''Warcraft: Orcs & Humans''. The game takes place in a virtual fantasy world called Azeroth and an extradimensional realm called Outland. ...fers the player many gameplay options, most of which involve exploring the virtual landscape, fighting monstrous creatures, following quest lines, and interac
    35 KB (5,529 words) - 01:25, 17 April 2019
  • [[File:Secondlife.jpg|200px|thumb|right|Second Life Virtual World]] ...''residents'' in-game) use client programs (called ''viewers'') to enter a virtual world and perform real-life and fictional actions. These actions may includ
    5 KB (727 words) - 18:50, 10 December 2012
  • ..., both written and spoken. This has applications in many fields, including virtual personal assistants, information retrieval, and data mining. ...,”. Siri is one of a number of virtual assistants today, <ref>Wikipedia: Virtual Assistants April 2018 [https://en.wikipedia.org/wiki/Virtual_assistant wiki
    26 KB (4,104 words) - 17:29, 28 April 2019
  • |BIOGRAPHY= Virtual World Society Expert and Founder of Scholarly Online Game Studies ...is renowned for his contributions to the study of video games and virtual environments. In 2001, Castronova decided to dedicate his life to video games; after pla
    8 KB (1,046 words) - 03:39, 23 April 2018
  • ...g people through some form of a virtual avatar. There are several types of virtual communities, most known to be in online gaming and Social Networks. The eth [[File:virtual_community.jpg|right|thumb|300px|A gathering of avatar's in a virtual community]]
    13 KB (2,041 words) - 18:40, 19 April 2018
  • [[File:cybers.jpg|right|thumb|Two virtual characters interacting sexually in Second Life.]] ...remotely via computer network are engaging in sexual activities through a virtual interaction which can happen via pictures, videos, or messages over the int
    10 KB (1,513 words) - 03:25, 24 April 2018
  • ...“communities” include forums, chats, and discussion boards, as well as virtual worlds like MUDS, MOOs, and [[MMORPGs]]. ...wrong on the same level as rape. He argues that moral wrongs in new online environments provide for “new ground for traditional philosophy”.
    7 KB (967 words) - 22:25, 11 December 2012
  • ...ird party providers, data processors, and rogue agents. Given the intimate environments in which IoT devices exist (i.e., homes), users likely assume that their pe ...net of Things continues to grow, so does our intertwining of real life and virtual life via technology. Having a device strapped to your wrist at all times, o
    29 KB (4,327 words) - 01:51, 28 April 2019
  • ...ng|500px|thumb|right|An advertisement for KolotiBablo.com, which relies on virtual sweatshops]] ...010s in regards to ethical concerns - working conditions, policy gaps, and virtual trust decreasing.
    23 KB (3,483 words) - 15:05, 28 April 2019
  • [[Category: Virtual Environments, Concerns, & Issues]]
    11 KB (1,665 words) - 08:23, 24 April 2018
  • ...boards, online memorials, and are also very abundant in online video game environments. These types of people also tend to blend in with the rest of the community ...other users to refrain from creating and nurturing trust in various online environments.
    16 KB (2,560 words) - 16:44, 27 April 2019
  • Ethical concerns have arisen in relation to the treatment of virtual characters, and the actions allowed to users by game developers that progra ....org/citation.cfm?id=1566237 "Meta Ethics for the Metaverse: The Ethics of Virtual Worlds."] 24 June 2008. Retrieved on 16 April 2016.</ref>
    38 KB (6,282 words) - 18:14, 24 April 2018
  • *[[Anonymous Behavior in Virtual Environments]] [[Category: Virtual Environments, Concerns, & Issues]]
    13 KB (2,103 words) - 02:24, 6 December 2012
  • ...customizable avatars that continue to evolve while the user is not in the virtual environment. [[World of Warcraft]], developed by [[Wikipedia: Blizzard|Bliz It is not uncommon for players to spend more time in a virtual world than they spend working or doing any other real-life activity, thus e
    10 KB (1,503 words) - 19:52, 17 April 2019
  • [[Category:Virtual Environments, Concerns, & Issues]]
    22 KB (3,344 words) - 11:40, 27 April 2019
  • [[category: Virtual Environments, Concerns, & Issues]]
    7 KB (1,021 words) - 00:31, 29 April 2019
  • ...bsites largely due to online anonymity<ref>[[Anonymous Behavior in Virtual Environments]]</ref>. It is often the case that authentic identity credentials are not r * [[Anonymous Behavior in Virtual Environments]]
    9 KB (1,349 words) - 10:43, 26 April 2019
  • ...ll out Timeline to the general public. Timeline turns a user's wall into a virtual scrapbook. It keeps track of all the user's activity on Facebook and organi ...om/about/gifts</ref> to everyone in the U.S., where users can now purchase virtual and physical gifts for one another by simply clicking on a "Gifts" tab, loc
    67 KB (10,382 words) - 19:28, 23 April 2017
  • ...and DOOM series. With these titles, the audio and visual aspects of these virtual worlds have become more realistic, along with increasingly sophisticated el ...h had relatively high amounts of it when they were first released. Being a virtual reality environment, these FPS games have the ability to encourage "virtue-
    9 KB (1,350 words) - 18:48, 27 April 2019
  • ===Virtual Sweatshops=== ...ng.net/index.php/Virtual_sweatshops virtual sweatshops] enter the picture. Virtual sweatshops enlist workers to complete mundane tasks in which they will rece
    35 KB (5,081 words) - 16:56, 17 March 2020
  • ...ronic Journal, 2003, doi:10.2139/ssrn.364600.</ref> Some other examples of environments in a digital society in which the interpretation of privacy in public can b ...w/. </ref> From web browsers or mobile devices, users can view 360 degree virtual representations of public settings. The algorithms used within Google Stree
    17 KB (2,647 words) - 14:49, 28 April 2019
  • [[Category:Virtual Environments, Concerns, & Issues]]
    8 KB (1,213 words) - 04:25, 12 December 2012
  • *[[Anonymous Behavior in Virtual Environments]] [[Category: Virtual Environments, Concerns, & Issues]]
    15 KB (2,440 words) - 16:22, 16 April 2021
  • ...Curtis, the community was largely ungoverned after 1992 until the infamous virtual rape case of 1993, which was publicly described in [[Julian Dibbell]]'s art ...7, which is a common gathering place for many users. LambdaMOO, which is a virtual community still in existence, allows players to interact using avatars. The
    7 KB (1,128 words) - 20:59, 4 April 2018
  • *[[Anonymous Behavior in Virtual Environments]]
    15 KB (2,269 words) - 01:31, 24 April 2018
  • ...interplay between the player. These elements permit for a great degree of virtual advertisement. ...e 2010.</ref> Gamewok does not only have a market of advertising in gaming environments, but also a market for advergaming itself. Gamewok is advertised as a user
    12 KB (1,863 words) - 13:52, 23 April 2019
  • ...bulletin board system (BBS), blog, photo album, news and classifieds, and virtual street shopping online features<ref>[[Wikipedia:Tianya_Club]]</ref>. It is [[Category:Virtual Environments, Concerns, & Issues]]
    8 KB (1,246 words) - 09:31, 27 April 2019
  • [[Category:Virtual Environments, Concerns, & Issues]]
    11 KB (1,680 words) - 16:15, 19 April 2018
  • [[Category:Virtual Environments, Concerns, & Issues]]
    8 KB (1,258 words) - 23:52, 24 April 2018
  • ...characters, currencies, and items are traded for real world currency. This virtual economy is an emerging market where people enter for recreation and enterta ...ade industry was estimated at $880 million USD. <ref> Castronova, Edward. "Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier
    8 KB (1,245 words) - 03:21, 11 December 2012
  • ...erNews released an article exposing serious vulnerabilities within the the virtual bidding platform, the most dangerous of which allowed potential hackers to [[Category: Virtual Environments, Concerns, & Issues]]
    12 KB (1,936 words) - 23:50, 28 April 2019
  • [[category: Virtual Environments, Concerns, & Issues]]
    17 KB (2,760 words) - 13:52, 26 April 2019
  • ...h monitoring the athletes. This monitoring occurs at events and in virtual environments, as to protect the image of a team or university. The official rights of th
    11 KB (1,580 words) - 19:33, 22 April 2019
  • ...The Cash Shop features more desirable and custom clothing, pets and other virtual accessories that players can purchase for their avatars. ...2 </ref> This can significantly alter a player’s view on reality and the virtual world. The Cash Shop presents a predicament of stealing or spending an inor
    16 KB (2,471 words) - 02:34, 18 April 2018
  • [[Category:Virtual Environments, Concerns, & Issues]]
    11 KB (1,837 words) - 14:20, 28 April 2019
  • ...cern is that many Web 2.0 users can create [[Anonymous Behavior in Virtual Environments|anonymous]] account information, which can make information published on th
    7 KB (1,130 words) - 14:09, 17 April 2018
  • ...eos, photos, and written documents, which are then stored on an individual virtual drive supplied by 4Shared.<ref name="ref1">4Shared. [http://www.4shared.com ...s can create their own DVD collection by uploading their movies into their virtual drive. The 4shared movie/video community provides its users with the opport
    14 KB (1,999 words) - 12:53, 26 March 2019
  • ...s the player progresses through the world. Many areas recreate real-world environments. These areas are referred to as biomes. Players encounter these areas by *[[Anonymous Behavior in Virtual Environments]]
    11 KB (1,638 words) - 16:52, 23 April 2021
  • ...gain levels and win more loot by increased playing time or involvement in virtual guilds. The feeling of satisfaction as they gain levels is also a notable s ...heir virtual world even to a point where they prefer and/or prioritize the virtual world over real life.
    25 KB (3,924 words) - 13:38, 24 April 2021
  • [[Category: Virtual Environments, Concerns, & Issues]]
    17 KB (2,768 words) - 19:20, 26 April 2016
  • [[Category:Virtual Environments, Concerns, & Issues]]
    21 KB (3,172 words) - 02:23, 25 April 2018
  • ...h the use of meta-games which are played on a hand-held game system in the virtual game space. Bioshock has two sequels titled ''Bioshock 2'' (released Februa ...em up. The survival-horror genre's contributions to the game include eerie environments, terrifying enemies, and maniacal characters with bizarre or grotesque moti
    16 KB (2,557 words) - 22:36, 20 April 2021
  • ...'''''virtual reality''''' should not be included, while '''''punishment in virtual reality''''' should.) *[[Punishments in Virtual Environments]]
    1 KB (139 words) - 05:25, 2 November 2012
  • ...on in the field. Concerns over appropriate safety requirements, operating environments, operator certifications, and the very applications of drones are the subje ...g-over-sensitive-areas-2015-11-17>.</ref> The software works by enacting a virtual barrier to prevent drones from flying over "no-fly-zones". These zones woul
    24 KB (3,583 words) - 18:31, 11 February 2021
  • ...the Federal Constitution - Individual and Collective Rights and Duties. ''Virtual Brazil'', n.d. Web. 17 Apr. 2017.</ref>. Consequently, the judge ruled Secr .... Through the app, users could send private text messages, photo messages, virtual gifts, and view other users' profiles. Unlike Yik Yak, Nearby is not an ano
    28 KB (4,313 words) - 12:55, 26 March 2019
  • ...been more mixed, like the notion of sheer distinction between reality and virtual reality and the poor utilization of mass-distributed technology. ...licting story that Kirito goes through as he finally gets out of the SAO's virtual environment and tries to adapt himself to the real world.
    16 KB (2,567 words) - 14:55, 24 April 2018
  • ...igence'', and ''pervasive computing'', is the integration of our computing environments into the real world. Human-computer interaction in this computing paradigm ...e technology will recede into the background, becoming integrated with our environments, and thus will be a relationship of many "computers" to one person.
    9 KB (1,354 words) - 14:15, 17 April 2018
  • ...be implemented as well. Unlike [[Virtual Reality and Computer Simulations|virtual reality]], augmented reality is meant to support reality instead of recreat ...f wearable technology. Often a headset with goggles is used to overlay the virtual elements onto the view of reality. In some cases, like Google Glass<ref> [h
    23 KB (3,207 words) - 17:04, 28 April 2019
  • [[category: Virtual Environments, Concerns, & Issues]]
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  • ...es/273552/files/folder/Readings/3%20Weeks%208-10?preview=9617608 "Trusting virtual trust."] ''Ethics and Information technology'' 7.3 (2005): 167-180.</ref> T ===Virtual Reality===
    24 KB (3,619 words) - 15:00, 28 April 2019
  • ...lash Fiction/Fanfiction. <i>The International Handbook of Virtual Learning Environments.</i> pp. 1141-1150.</ref>.
    16 KB (2,505 words) - 18:32, 24 April 2018
  • A virtual private network, VPN, acts like a private network among public data network [[Category:Virtual Environments, Concerns, & Issues]]
    10 KB (1,515 words) - 18:11, 10 April 2019
  • *[[Punishments in Virtual Environments]]
    11 KB (1,661 words) - 16:18, 31 March 2020
  • '''Virtual Magic Kingdom''' (VMK) is a free, online massively multiplayer online game ...tely gathering 20,000 signatures.<ref>Sanders, Peter., "Fans Resist End of Virtual Sidneyland"., The Wall Street Journal., May 20, 2008., https://www.wsj.com/
    7 KB (1,006 words) - 15:44, 22 April 2019
  • ...to more cases of scamming in the real world. As such, scamming in virtual environments should not be taken lightly and should be punished accordingly.
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  • [[Category: Virtual Environments]]
    25 KB (3,897 words) - 19:26, 17 April 2018
  • ...rehabilitation-can-vr-help-prisoners-rebuild-their-real-lives-1427368e695d Virtual Rehabilitation: Can VR Help Prisoners Rebuild Their Real Lives? - Medium]</ ...>. Many of these establishments have changed physically over the years, so virtual reality is able to capture the experience of walking and interacting in the
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  • '''Cheating in eSports''' entails using unauthorized entities, virtual or physical, in order to gain an advantage over their opponents or for pers ...their in-game performance. Although this is not generally a problem in LAN environments, DDoS attacks are more often seen in online matchmaking. Certain game devel
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  • ...nch" /> and do not require the real-time participation seen in synchronous environments. ...ies for collaborative writing and phases of knowledge construction in CSCL environments. Computers & Education, [online] 53(4), pp.1256–1265. Available at: https
    27 KB (3,862 words) - 21:59, 11 February 2022
  • ...https://discord.com/company </ref>. The communities are primarily built on virtual groups, called “servers”. A server is a collection of two types of chan ...tudent Community"> https://collegepossible.org/news/discord-server-fosters-virtual-student-community/ </ref>. In 2020, the social platform hit 140 million mon
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  • The Facebook Metaverse is is a virtual reality world that is the intersection between real and digital life. Curre ...te Long Beach and was pursing a journalism degree while experimenting with virtual reality on the side. John Carmack was the co-founder of id Software and was
    20 KB (2,913 words) - 21:52, 11 February 2022
  • In video games, players interact with games’ virtual worlds through player avatars – characters that are either pre-establishe ...omputer Games". ''The MIT Press''. pg. 29-30</ref> In order to create such environments, games are designed on both procedural and semantic levels.
    25 KB (3,933 words) - 02:52, 28 April 2019
  • ...ch leads to [[Punishments in Virtual Environments | punishments in virtual environments]]. Facebook recently admitted to reading private chats between users for se ...phy, edited by Robert L. Fastiggi, vol. 3, Gale, 2013, pp. 1280-1282. Gale Virtual Reference Library, [http://link.galegroup.com/apps/doc/CX2762500603/GVRL?u=
    19 KB (2,937 words) - 00:30, 26 April 2019
  • ...sues in information driven atmospheres that pertain to perceived normative environments in technology. The ethical issues that arise in information systems in disc ...ions to disclosive thinking is the ability to approach perceived normative environments with a level of skepticism in order to expose the unperceived biases of the
    12 KB (1,881 words) - 02:40, 28 April 2019
  • ...gies are released and have time to undergo negative impacts on information environments. Moor additionally writes that as technology becomes more fused into our ev [[category:Virtual Environments, Concerns, & Issues]]
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  • *[[Anonymous Behavior in Virtual Environments]]
    19 KB (2,901 words) - 12:46, 19 March 2021
  • ...from https://www.theatlantic.com/entertainment/archive/2018/06/westworlds-virtual-afterlife-wont-always-be-fiction/563741/ </ref> ...ref>Haisch, Bernard. (2014). Is the universe a vast, consciousness-created virtual reality simulation? Cosmos and history, 10(1), 48–60. Ashton and Rafferty
    29 KB (4,455 words) - 15:20, 20 April 2021
  • ...liances''' are preconfigured in-house solutions deployed with a user's own virtual cloud solution, in which an office is one's own cloud. Opting for hosted ap An increasingly popular use of remote access is for Virtual Private Networks (VPNs). VPNs are primarily used by individuals to increase
    24 KB (3,337 words) - 17:48, 15 April 2021
  • ...ldren might not have the skills to successfully and safely navigate online environments, parental controls can be a helpful tool to guide them. While the internet ...Technology Can Help. U.S. Department of Justice. https://www.ojp.gov/ncjrs/virtual-library/abstracts/policing-online-internet-safety-employee-management-and-p
    21 KB (2,976 words) - 00:50, 9 April 2021
  • ...ystem. Traditionally, the parties have been used for friends (real life or virtual) to spend quality time together playing their favorite games and having con ...the Label]] & [[Wikipedia: Habbo|Habbo]] on bullying within online gaming environments.<ref name='DitchTheLabel'>Ditch the Label. (2017). In:Game Abuse. Retrieved
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  • ...ters, servers, and mobile devices. It provides a graphical user interface, virtual memory management, multitasking, and support for its devices. <ref> Beal, V ...he technological concept of merging real and virtual worlds to produce new environments for humans.<ref name = "kudo"> Tsunoda, Kudo. (February 29, 2016). [https:/
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  • ...erent from the real world.<ref> J. N. Latta and D. J. Oberg, "A conceptual virtual reality model," in IEEE Computer Graphics and Applications, vol. 14, no. 1, ...g entertainment (VR games), social connections (remote meetings), business(virtual offices) and medical treatments(curing mental disease). VR related technolo
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  • ...ola. Retrieved January 27, 2022, from https://www.iberdrola.com/innovation/virtual-reality</ref> Virtual reality can be used for entertainment, communication, learning, therapy, ex
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  • Virtual Reality (VR) is a fully immersive software-generated, artificial, digital e ...ublications/2021/03/04/balancing-user-privacy-and-innovation-augmented-and-virtual-reality.</ref>
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  • ...-642-29746-5_12"Framework for BCIs in Multimodal Interaction and Multitask Environments"]. Retrieved February 2, 2022.</ref> ...-642-29746-5_12"Framework for BCIs in Multimodal Interaction and Multitask Environments"]. Retrieved February 2, 2022.</ref>. They control an application by interp
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  • **[[Anonymous Behavior in Virtual Environments|Behavior in Virtual Environment]] ...erlaps with Online)''{{Relation||Internet|#Internet}} {{Relation||Virtual|#Virtual}}
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  • ...nd video game consoles. Avatars often appear in three-dimensional forms in virtual worlds in video games, and they allow players to customize their features, ...atars inaccessible to players who are unable to spend extra money on these virtual assets. This can severely impact a user’s experience with a game since, a
    19 KB (2,921 words) - 04:35, 11 February 2023
  • ...nd video game consoles. Avatars often appear in three-dimensional forms in virtual worlds in video games, and they allow players to customize their features, ...atars inaccessible to players who are unable to spend extra money on these virtual assets. This can severely impact a user’s experience with a game since, a
    19 KB (2,914 words) - 04:27, 11 February 2023