64 Articles match "Research","Second Life"

The Latest from the Communities and Networks Connection Community

Thursday, March 18, 2010
Students are not confined to interacting with only the ideas of a researcher or theorist. Instead, a student can interact directly with researchers through Twitter, blogs, Facebook, and listservs. The textbook is now augmented with YouTube videos, online articles, simulations, Second Life builds, virtual museums, Diigo content trails, StumpleUpon reflections, and so on. George Siemens describes how networks disrupt traditional teaching : The old model, he writes, “works well when we can centralize both the content (curriculum) and the teacher.
 
Monday, February 8, 2010
The 'Book now rivals Yahoo's position as the third largest web entity in the world, which would rank it second only to Google and Microsoft. Initial research suggests users are choosing Facebook’s payment service over alternatives, and the Book is clawing a whopping 30% from publishers – revenue from this first year alone looks set to rake in $125-250 million, if not more. The problem is that they don’t.” ON TWITTER ... Welcome to eModeration's round-up of all that is intriguing, alarming or odd in the world of social media, compiled by Kate Williams (@emodkate). In this
 
Tuesday, February 2, 2010
Susan Tenby is the Online Community Director at San Francisco-based nonprofit TechSoup Global and leads an active community of nonprofit staff and volunteers in Second Life. Bill Johnston, Director, Online Community Research Network, ForumOne Tags: Events Community & Social Media Research Strateg February 1st through 5th is Social Media Week . Social Media Week features a week of social media events, including, conferences, discussions, and meet-ups that take place simultaneously in multiple cities around the world.
 

The Best from the Communities and Networks Connection Community

Our paper was an extension of the research we have been doing on leadership in virtual worlds that I wrote about previously . Tags: Research Virtual Worlds Collaboration technology avatar collaboration communication identity instant messaging leadership relationships satisfaction Second Life virtual team virtual teams virtual world virtual world I just returned from the Academy of Management conference in Chicago where I presented a paper that Surinder and I wrote with Professor Rui Huang . This paper focused on how one’s online identity may affect virtual
am amazed by the breadth of interests that people have in the area and the innovative research that has been conducted on topics such as education, leadership, e-business, and networking within virtual worlds. An example would be the use of rooms that look just like real world classrooms with avatars giving students power point presentations as a way to use Second Life for teaching. Surinder and I are currently attending the Mardi Gras conference on virtual worlds in Baton Rouge along with our colleague Rui Huang . We are here to present our paper that I discussed in last
I had an interesting experience recently that reminded me of Surinder’s post on what he sees as some negative trends in email communication, only this experience happened in Second Life. Mike immediately told me that he was demonstrating Second Life to a class of about 25 students, who were not there in avatar form but I can assume were watching our interaction on a screen.  I was visiting an area dedicated to online learning when I ran into another avatar–I’ll call him Mike–who began speaking with me.
The Social Media Ecosystems research study was conducted by the Online Community Research Network in April of 2009. Second Life The 3 use Second Life for health care support, meetings, recruiting and networking. Sharing online research re: community development The study was created to provide insight about how organizations leverage external online community and social media sites to support their organizational goals. We We
As a research team we are interested in the ability of team members to communicate effectively using computer mediated communication technologies. Tags: Research Virtual Worlds avatar Teamwork building social relationships virtual team instant messaging Leadership virtual worlds leadership virtual world communication virtual teams Second Life ice-breaker Collaboration Collaboration technolog Effective communication in electronic environments can be vexing to virtual teams. We know intuitively that we need proper communication to achieve high quality and efficient outcomes,
I believe that products like Second Life could provide powerful immersive platforms to link together web applications (eg via web services) in much more engaging ways for various collaborative group applications such as team games and business simulations. As part of this exploration Justin, one of my research assistants, designed and built a Bioteams 2L Corporate HQ complete with reception, wooden flooring, signage, lift and large screen video player. Here is a short video tutorial (4 mins) showing how its done. About Ken
The scenes are entirely browser based so there is no download like for other virtual worlds such as Second Life. Researchers are tracking the actions of students through the smart phones in an attempt to get a information about the dorm’s social network. If a student with one of the smart phones sends a text or email with the phone, researchers will gather data about it. What: New York Times article about Vivaty’s 3-D virtual scenes for web pages Posts it is related to: The Future of Virtual Teams: Collaboration in 3D Web
For the second year running we will also be meeting over at Second Life, thanks to the wonderful Jo Kay . There are limits on the number of visitors to a Second Life Island (& this isn't entirely to do with how big my dress will be this year, so do get your seat early! We are all very excited abut this years chat bridge - connecting Second Life attendees to  our web-based participants. Its the Edublog Awards 2008 ! Dust off your party outfits and get ready to join us on Saturday night for the spectacular 5th awards show, celebrating
This phenomenon of participation inequality was first studied in depth by Will Hill in the early 90s, when he worked down the hall from me at Bell Communications Research (see references below). When you plot the amount of activity for each user, the result is a Zipf curve , which shows as a straight line in a log-log diagram . Early Inequality Research Before the Web, researchers documented participation inequality in media such as Usenet newsgroups, CompuServe bulletin boards, Internet mailing lists, and internal discussion boards in big companies. use it.com Alertbox Oct.
will relate my research perspective, we will meet the community managers and members, take field trip to each community and have several opportunities to listen to you the audience open up issues and reflect on each community’s strength and value to the field. A round table event in the Community Capers site in Second Life (one day week of July 27-31) Through this blog we will hear about communities from a number of perspectives. I