Science topic
Virtual Worlds - Science topic
A virtual world is an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects.
Questions related to Virtual Worlds
أهمية دور الأسرة والوالدين خاصة، في مراقبة العالم الافتراضي لأبنائهم
What is the stuff of INFORMATION AND ITS VIRTUAL WORLD? Are these simply MATTER OR ENERGY OR MATTER-ENERGY OR ANYTHING ELSE?
Although informatics, artificial intelligence, their physics and their mathematics are extremely advanced today, there exists no clear-cut answer as to what information and virtuals are.
I invite well-considered arguments with flexibility for augmentation and without dogmatism.
Raphael Neelamkavil
Identity and fashion have a link in the physical world and thesis aims to claim the same to be true for the virtual world. If this is true then the same elements for businesses should apply to gain customers to buy and use product.
Could anyone define and explain the concept 'virtual' in Quantum Physics, Cosmology, Metaphysics, and Artificial Intelligence? Or, do such definitions exist?
Existents in Extension and Change are physical, not virtual. Their conglomerations may be taken as virtual in the sense that such a conglomeration may be in a position to function as a communication agent within or for a system of physical processes which functions also as a receptor of information.
In fact, therefore, such conglomerations of existents are not even considered in terms of either Extension or Change alone, but instead, in terms only of their measuremental aspects, i.e., space and time! This is how virtuals are being considered or created. These are, in my opinion, theoretically temporarily necessary but insufficient considerations in science.
No virtuals exist or can exist, because they are just connotive names for epistemic-measurementally approached unclarities, of which the Extension-Change-wise existent contours are difficult to pinpoint. That is, virtuals are not denotables.
Space and time are just the epistemic notions of the physical-ontological aspect, namely, Extension and Change, respectively.
A DENOTABLE has reference to something that either (1) has physical body (physically existent processes), or (2) is inherent in bodily processes but are not themselves a physical body (e.g., potential energy), or (3) is non-real, non-existent and just a mere notion (say, a non-physical possible world with wings, or one with all characteristics absolutely different from the existent physical world).
(1) belong to existents. They are existent Realities. They are matter-energy in content. (2) belong to non-existent but theoretically necessary Realities. (3) are nothing, vacuous!
DIFFERENCE between non-existent, real virtual, and existent denotables:
Non-existents have no real properties, and generate no ontological commitment. Real virtuals have the properties that theoretically belong to the denotables that are lacunae in theory, but need not have Categorial characteristics. Existent denotables have Categories (characteristics) and properties. These are Extension and Change.
Hence, virtuals are versions of reality different from actual existents. They are called unobservables. Some of them are non-existent. When they are proved to exist, they become observables and are removed from membership in virtuals.
Theories yield unobservables (elctrons, neutrinos, gravitons, Higgs boson, vacuum energy, spinors, strings, superstrings …). They may be proved to exist, involving detectable properties.
Note: properties are not physical-ontological (metaphysical) characteristics (Categories). Instead, they are concatenations of Ontological Universals.
Virtual unobservables fill the lacunae in theoretical explanations.
As is clear now, the tool to discover new unobservables is not physical properties, but the physical-ontological Categories of Extension and Change. Virtuals are non-existent as such, but are taken as solutions to lacunae in rational imagination.
My claim is that properties are also just physical virtuals if we do not have the unobservables (say, vacuum energy, dark energy, etc.) steeped in physical existence in terms of EXTENSION and CHANGE.
Bibliography
(1) Gravitational Coalescence Paradox and Cosmogenetic Causality in Quantum Astrophysical Cosmology, 647 pp., Berlin, 2018.
(2) Physics without Metaphysics? Categories of Second Generation Scientific Ontology, 386 pp., Frankfurt, 2015.
(3) Causal Ubiquity in Quantum Physics: A Superluminal and Local-Causal Physical Ontology, 361 pp., Frankfurt, 2014.
(4) Essential Cosmology and Philosophy for All: Gravitational Coalescence Cosmology, 92 pp., KDP Amazon, 2022, 2nd Edition.
(5) Essenzielle Kosmologie und Philosophie für alle: Gravitational-Koaleszenz-Kosmologie, 104 pp., KDP Amazon, 2022, 1st Edition.
Transboundary learning cultures and schooling (TLCS) researchers are devoted to doing transcultural, transdisciplinary, and trans-paradigmatic research in each Asia-Pacific country and region. Glocalization and the COVID-19 pandemic initiated and have transformed learning and teaching spaces, integrating daytime schooling and shadow education, individual learning and collaborative learning communities, informal and informal education, learning and teaching in real and virtual worlds, lifelong and life-wide education, online and offline learning, and theory and practice. Such TLCS analyzes the phenomenon of transboundary space, which shapes new research directions in transcultural, transdisciplinary, transnational, and trans-paradigmatic education.
In this special issue, we call for papers on the theme of transboundary learning cultures and schooling (TLCS), asking the following questions:
What are new possible research agendas and potential implications of decentering the lens of cross-cultural, cross-national, cross-regional, and cross-theoretical analysis in cultural studies, educational and social research, and policy implications in TLCS?
What are the key concepts of ‘transboundary’ in learning cultures and schooling in contextualized studies when TLCS researchers conceptualize ‘cross-boundary’ or ‘passport-hopping’ in understanding Asia-Pacific practices?
What is the ontological status of the TLCS research in education? What are the assumptions and limitations of the TLCS research (especially in Asia-Pacific)?
What are the contributions of making cross-paradigm and cross-methodology comparisons in further development of research paradigms, methodology, and methods? What are the underlying logic and axiological frameworks of traditional research paradigms and methodology?
What is the scope of investigation of some transcultural, transdisciplinary, transnational, and trans-paradigmatic education studies in TLCS research on academic success?
How do postmodernist researchers map TLCS with other modernist research paradigms in a broader picture of multiplicity in daytime and shadow education?
How do comparativists locate the ‘lens’ of comparative and international education (CIE) in TLCS research for its further policy and research development?
1) What do you understand/characterize the metaverse?
2) Is it a disruptive innovation?
3) Will the metaverse replace the Internet?
4) How will legal, ethical and moral issues be dealt with in the metaverse?
5) Will the value chain of products and services in the metaverse differ from the real world?
6) What will sensations and perceptions be like in the metaverse?
7) Is it the right time for companies to make their migration to the metaverse?
8) Is current technology suitable for the metaverse to become a reality?
9) What is the impact of the metaverse on society?
10) Will the metaverse be a new Second Life?
This questionnaire/survey was designed for the purpose of a research. The topic of the research is related to the social aspect of Metaverse and virtual worlds. It may take several minutes to answer the questions. Your contribution will add a great value to study. You can access the questionnaire from here: https://forms.gle/NaCvXweWHpswXyDJ9
With metaverses, virtual worlds have become extended realities with “infinite possibilities” of creating virtual identities as our extended selves.
But what are these virtual identities, how are they generated, are they indeed limitless in their options and performances or do they rather exist within certain prescribed operational modes?
We organise a virtual roundtable on the topic. Please let me know if you would like to participate.
Digital twins are an emerging solution to better integrate physical and virtual worlds. In essence, they are software representative of physical things (that cannot be virtualized), mirroring the caracteristics and status of their physical counterparts. IOTA is an emerging cryptoasset for IoT. Therefore, how IOTA can be applied to digital twins is an important question while monetizing IoT towars a things economy.
[1] In this experiment, we use a very large virtual world, with a dimension of 30*30 units, total number of avatars is equal to 25000, and the number of servers, 16. The radius of the Area of interest of each avatar is equal to 0.5.
[2] To generate a simulation environment, we randomly position 100 cloudlets and 500 players on a 1,000 meter square grid. Players are partitioned into 20 regions
[1] An efficient partitioning algorithm for distributed virtual environment systems | IEEE Journals & Magazine | IEEE Xplore
[2] Delay-Sensitive Multiplayer Augmented Reality Game Planning in Mobile Edge Computing | Proceedings of the 21st ACM International Conference on Modeling, Analysis and Simulation of Wireless and Mobile Systems
We used in our center Virtual Worlds like Secondlife for presentation, networking, sharing and global virtual exchange. Now I would like to know how we could use Virtual Reality to help gifted children? If you have experience in one of these topics, please let me know.
Dear community,
we will conduct an experiment with Virtual Reality and will administer a pre-questionnaire, post-training-questionnaire, post-assessment-questionnaire, 14-day-retention questionnaire and 28-day-retention questionnaire. Currently, we are planning to assess pre-motivation with an adapted scale from Noe and Wilk (1993) and every other motivation measurement with the Intrinsic Motivation Inventory (McAuley et al., 1989). However, ideally, we could use a short questionnaire that is applicable to pre- and post-motivation so that the change can be compared. I could not find a suitable questionnaire, but please let me know when you are aware of one.
Please see below for the questions we would currently use.
Thanks in advance for your help!!
Pre-motivation:
I try to learn as much as I can from the following training material.
I am motivated to learn the skills which are taught within the following training material.
I would like to improve my skills.
I am willing to invest effort in the following training material to improve my skills.
The following training material has a high priority for me.
Intrinsic Motivation Inventory (McAuley et al., 1989)
I enjoyed experiencing the virtual world very much.
I thought experiencing the virtual world was quite enjoyable
I would describe the experience as very interesting
The experience in VR training was fun.
Transformation of moral values in the virtual world
Almost all of the present generation students are living in the world of virtual reality.
Starting from vedeo games and continued in the way of regular posting and like giving social sites, they live in a separate world.
But in the service sectors, where every penny is to be earned, how the ex-students will adjust?
In some technical professions, like medical, nurshing, civil and mechanical engineering etc., 100% concentration and practical knowledge is required everyday.
What will be the outcome of the psychological clash between the virtual world vs practical world among our future generation people?
In this smart and virtual world single tasking cannot assure that all your jobs be done even within the span of your life time. You have a huge assigned job waiting. The result is you are adopting multitasking habit. This is creating lack of focus, commitment, precision and despair.
Few studies proved that multitasking is “40% less productive” than single tasking (Freedom.com). Still the temptation is on that direction only.
Even in our RG platform also it is evident that we (not excluding me) are initiating new threads every time without going through and enjoying the existing nice discussion, logic and comments of our members properly. Without waiting for a considerable time.......we are moving to another question or initiating another new topic.
This is not against raising question or discussion in thus forum, but to appeal all the members for their consideration and critical remarks on whether we can reduce the frequency a little bit .........so that we can focus on a very important issue and prevent it to be overshadowed by a less important one.
Or......we would remain multitasking to go with the modern trend!
Game economies: economies that are created in the virtual world of the game. In some instances a simulation of a real world economy, but in most cases with their own currency, monies, mode of exchange etc.
"...fundamentally different": different to the extent that present textbook economics must be rewritten to explain what happens in these virtual economies.
The Hollogram of Micheal Jackson has scared some people and inspired others. Technology is being feared to take over reality.
How will events such as festivals, concerts, sporting events and meetings look like?
A festivall where attendees have a VR headset on?
Please share your opinion: For my knowledge (didn't find references), there are 4 types of Augmented Reality:
- Glass-See-Through: like Google Glass or the fancy cars "Head-up Display" The computer generated information appears in a transparent glass or acrylic between your eyes and what you look at.
- Video-See-Through: like cars rear cameras showing trajectory, like video games with knetic, architect color changing App and infrared car cameras with animal detection. The computer generated information appears in a video where you look at.
- Indirect: A QR code makes whatever is with the QR code go to
the computer screen
- Spacial: Like VeinViewer. The computer generated image is projected onto the target and there is no need of QR codes, goggles, glasses or video screens
My question:
– Do you know of any research concerning possible uses of drones for regional development?
I am looking for research conerning transport, health, culture, recreation, service.
In relation to regional development, political issues, case studies, explorative research...
Thanks in advance!
Best regards,
Carlos Viktorsson
To whether and to what degree currently available data/databases can be reliably used to train computational models and estimate their performance accuracy....?
Several elements of Affective Computing, like motivation, are present in the Virtual Worlds, when some educational activity is realized.
How to analyse if the student are motivated and like/deslike of interacting in an immersive environment? Suggestions of ways to analyse these elements?
In virtual learning environments (e.g. Moodle), or in virtual worlds (e.g. OpenSim), the interaction of students can be tracked in several ways. This can help the teacher with the objective of knowing the level of interaction that such student had in the environment.
Can anyone give examples of papers with tracking of students in Moodle or Virtual Worlds?
Does this tool satisfactory can be used for this purpose?
We’re pleased to announce an upcoming issue of Networking Knowledge: Journal of the MeCCSA Postgraduate Network
In the new global and network society, greater challenges have been posed by demographic changes in the labour workforce and in the complexity of social interactions and neighbourhood ties (Bond, Peace, Dittmann-Kohli, & Westerhof, 2007; Bowling, 2005).
Previous studies (e.g. Costa, 2013; Cabrera, & Malanowski, 2009; De Schutter & Vanden Abeele, 2008; Felsted, & Wright, 2014) have suggested that Information and Communication technologies have a crucial role in overcoming these challenges by facilitating the meaning attributed to information and thus strengthening age identity (Hubble, & Tew, 2013) and encouraging prosocial behaviors, the sense of social connectedness and of purposefulness. In fact, increasingly mobile network societies have been suggested to change the way people exercise their minds (Johnson, 2006) and how they communicate.
Although these networks tend to bring flexibility, adaptability and global transformation (Castells, 2001), intergenerational gaps in the access of information and social digital divides are likely to persist.
If the generation who lived with ‘old media’ (i.e. cable TV, radio, press) are now ‘digital immigrants’ (Prensky, 2012) overcoming generational learning, communication and authority gaps, the culture of new media (i.e. Internet, iPTV, video games) will need to be rethought in terms of accessibility as a participatory culture (Fisk, Rogers, Charness, et al., 2009; Sixsmith, & Gutman,2013), one that is in demand of both the convergence of media and of generation networks. In this special issue, we seek to explore the role of information and communication technologies in encouraging the development of networked older adults. Towards this aim, we invite submissions in the following (non-exclusive) list of topics:
- The use of social media in late adulthood
- Age-friendly technologies
- The power of networks in ageing
- Older adults’ interactions with new media
- Networked video games for the older adults
- Ageing in networked and smart cities
- Caregiver social networks
- ICT-based solutions to the demands of an ageing society
- Accessibility
- The digital divide
- Intergenerational learning
I'm building a robot in V-REP which needs a sensor to provide it's current direction based on virtual world. In real world we can use a magnetometer to do this, and then all robots will have a unique referencial to its direction.
I know it is unusual, but I am wondering if there are any collaborative Virtual reality projects you know of in Edmonton, Canada. My main area of interest is spatial awareness and human material interaction. I appreciate your help.
Apart from some (in my opinion, overrated) changes, especially in the gestural dimension, we have the same metaphor of representation since over 25 years.
One could say that we had a unique ancient dichotomy, between the metaphor of written text (lines of code) and objects in a limited space (dashboards).
The recent horizon is a fusion of the two: augmented realities are barely a bunch of other text, overlayed to other objects, around an item of text, or a primitive object, better described.
The devices continue to offer the same thing: whether smartphones or yota-smartphones, glasses or other sensors, the represented metaphor is always a dashboard similar to the avionic equipments. We're still following the same idea that engineers and creatives had at the middle of the last century.
Incidentally, I was excited with the idea of Second Life and the so-called meta-worlds. Sure, it was a replication of the real world: but what was fascinating was the density of possibilities, without the limits of physics. The metaphors could grow up without limit. Why didn't we like that unlimited space?
Why did we go back to the convenient dashboard of objects, desktops, libraries and widgets, all suspended (and we too) within a trivial box?
+Virtual worlds [1] can be defined as interactive 3D virtual environments, where the users take the form of visible avatars. They can support collaborative education.
What is more, they can be used with VLEs/LMSs, as in the case of the Sloodle project, aiming to combine Second Life with moodle, that is two of the mostly used environments in the realms of virtual worlds & VLEs/LMSs respectively.
Please share your experience, direct or indirect, or opinion, e.g. advantages, disadvantages, predictions, or interesting references, with respect to the above.
Please share with us a) your experience, direct or indirect providing any results, or b) opinion, e.g. advantages, disadvantages, comparisons, propositions, predictions, or c) interesting references, with respect to the above three perspectives.
You may consult [2].
Thank you.
[ Featured references:
3. http://eprints.usq.edu.au/21389/ (Lindy)
]
I am exploring the possibility of building a set of virtual territories, i.e. portions of land that do not exist, but which may be representative of existing environments, to be used as laboratories for model testing, in particular for climate change adaptation studies.
I am a behavioral ecologist interested in gathering data on resource distribution and avatar characteristics in multi-player online games like World of Warcraft or eve-online. I am not interested with any data on the players themselves, just with in-game parameters.
I am looking to collect data on movement patterns of avatars across space, their characteristics and their behavior during game play. Is it feasible in an automated fashion?
Are you aware of anybody or any lab that has collected data from World of Warcraft or eve-online virtual worlds?
Many thanks in advance!
Is there empirical research to support statements?
We are increasingly turning towards mobile learning. Is there a place for virtual worlds in this milieu?
I am leading a seminar about virtual environments, including virtual worlds, augmented reality, tele-presence and so on. What would you consider the key papers in the field, and, perhaps, a textbook?
I am thinking in training or at higher education level
I am interested in creating analytical work spaces within virtual worlds (like Second Life) for the government. These organizational spaces would be part of a social networking web that provides a 3D portal for collaboration and individual access to information that can be visualized in 3D. In addition it provides a robust space where individuals believe themselves to be in the space.