3.8.09

[journal of virtual worlds research]


An interesting edition considering the role of virtual worlds in health research:

Vol 2, No 2: 3D Virtual Worlds for Health and Healthcare

Table of Contents


Editor's Corner

Musings on the State of '3-D Virtual Worlds for Health and Healthcare' in 2009

Maria Toro-Troconis, Maged N. Kamel Boulos

Abstract | PDF

Invited Articles

Virtual Worlds in Health Care Higher Education

Constance M Johnson, Allison A Vorderstrasse, Ryan Shaw

Abstract | PDF

Peer Reviewed Research Papers

The Growth and Direction of Healthcare Support Groups in Virtual Worlds

John Robert Norris

Abstract | PDF

Development of a Virtual Reality Coping Skills Game to Prevent Post-Hospitalization Smoking Relapse in Tobacco Dependent Cancer Patients

Paul Krebs, Jack Burkhalter, Shireen Lewis, Tinesha Hendrickson, Ophelia Chiu, Paul Fearn, Wendy Perchick, Jamie Ostroff

Abstract | PDF

Does this Avatar Make Me Look Fat? Obesity and Interviewing in Second Life

Elizabeth Dean, Sarah Cook, Michael Keating, Joe Murphy

Abstract | PDF

Research Papers

Development and Evaluation of Health and Wellness Exhibits at the Jefferson Occupational Therapy Education Center in Second Life

Susan Toth-Cohen, Therese Gallagher

Abstract | PDF

Research-in-Brief Papers

Development of Virtual Patient Simulations for Medical Education

Douglas R Danforth, Mike Procter, Richard Chen, Mary Johnson, Robert Heller

Abstract | PDF

"Think Pieces"

Virtual Worlds, Collective Responses and Responsibilities in Health

Rashid M Kashani, Anne Roberts, Ray Jones, Maged N. Kamel Boulos

Abstract | PDF

Pitfalls in 3-D Virtual Worlds Health Project Evaluations: The Trap of Drug-trial-style Media Comparative Studies

Maged N. Kamel Boulos, Inocencio Maramba

Abstract | PDF

Towards a virtual doctor-patient relationship: Understanding virtual patients.

Vanessa Gamboa González

Abstract | PDF

Editor-in-Chief's Corner

Cultural Identity in Virtual Reality (VR): A Case Study of a Muslim Woman with hijab in Second Life(SL)

Methal Mohammed

Abstract | PDF

Shaping the ‘Public Sphere’ in Second Life: Architectures of the 2008 U.S. Presidential Election

Annabel Jane Wharton

Abstract | PDF





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20.2.08

[taxonomy of social network services]

Recently Christophe Prieur shared with the AoIR list this interesting take on a taxonomy of social network services. According to him, he's tried to "map" the various services along two trajectories. Going left to right is the notion of action, being (etre) to doing (faire). The top to bottom axis seems to reflect the kind of identity construction, is it more "real" (reel) or virtual (projete)?

More precisely:

"L’extériorisation de soi caractérise la tension entre les signes qui se réfèrent à ce que la personne est dans son être (sexe, âge, statut matrimonial, etc.), de façon durable et incorporée, et ceux qui renvoient à ce que fait la personne (ses œuvres, ses projets, ses productions). Ce processus d’extériorisation du soi dans les activités et les oeuvres renvoie à ce que la sociologie qualifie de subjectivation.
La simulation de soi caractérise la tension entre les traits qui se réfèrent à la personne dans sa vie réelle (quotidienne, professionnelle, amicale) et ceux qui renvoient à une projection ou à une simulation de soi, virtuelle au sens premier du terme, qui permet aux personnes d’exprimer une partie ou une potentialité d’elles-mêmes."


And graphically:



The five highlighted areas signify types of visibility. There is the "partition" or "folding screen" (my translation so perhaps not 100% reliable...) which allows users to "hide" behind categories, eventually revealing themselves only to those of their choosing. There is also "clair-obscur" which sounds like the Italian "chiaro-scuro", a technique which allows users to "rendent visibles leur intimité, leur quotidien et leur vie sociale, mais ils s’adressent principalement à un réseau social de proches et sont difficilement accessibles pour les autres." Other categories include the lighthouse (Le phare), the post-it and the magical lantern (think avatar identities in Second Life).

Take a look
here for more.





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2.7.07

[taking over the {virtual} world]

Created by Michael Wesch for his teaching on Cultural Anthropology; "a massive experiment in education created for (and by) [his] Introduction to Cultural Anthropology class at Kansas State University." He's begun a "world simulation" game where students must create their own "realistic" cultures. Fascinating - a real cross-over between *real* and *virtual* worlds.

Here is a taster:



More:



The conclusion:


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15.5.07

[transliteracy colloqiuim - summing up session]

xposted at PaRT and the IoCT Blog


Translit Colloquium 001While everyone has an hour to work in their groups, refining the definition and characteristics of transliteracy, I'll add a bit about our summing up session. After lunch everyone had a chance to share ideas and ask questions to the panel about presentations or about the idea of transliteracy in general.


Read more »

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30.4.07

[vitural = reality]

Stanford's Virtual Human Interaction Lab researchers are investigating how new digital technology can alter human beings and their interactions. Using advanced virtual reality technology researchers can transport student subjects into incredibly real environments, technology the researchers say could be used in a variety of human interactions from police lineups to America's obesity epidemic. Director of the Virtual Human Interaction Lab and assistant professor at Stanford Jeremy Bailenson has been researching a "virtual police lineup" that eliminates the possibility of a witness identifying the wrong person based on a characteristic that could have changed, such as weight or hair. By virtually making the lineup suspects the same weight, dressed in the same clothing, and sporting the same hair cuts, the witness is forced to identify the suspect based on their face rather than a changeable trait, resulting in a more accurate and positive identification. This technology can also be used to transport the witness back to the scene of the crime to view the suspect in the proper surroundings. "In virtual reality, you get unlimited information--you can see someone's face from any distance and any angle," Bailenson said. "When you give them unlimited information they can use, they're more likely to be accurate." The system works using a high tech helmet that captures the users movements using an accelerometer. Four cameras monitor the user's position in the room by tracing a light-emitting diode on the helmet. A computer records the movement information, while a second computer continually redraws the world and sends the information back to the helmet. Additional studies with the technology include monitoring a subject's physical activity levels after watching themselves exercise in the virtual world and tracking a subject's confidence levels after watching an attractive or unattractive simulation of themselves. Bailenson's research was funded by a 2002 National Science Foundation grant.



Article from the San Francisco Chronicle.

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