Sunday, November 29, 2009

Day 6 Blog

Write out the question that you would like to answer for your essay. Find at LEAST 5 books or journal articles that you are useful to answering your question.

The idea of the internet as cyberspace has been a part of our contemporary culture for some time, particularly in the popular medium of film. But is the concept of cyberspace still relevant to our contemporary society? Discuss with reference to your own experience of contemporary media.

1.The emerging geographies of virtual worlds
http://www.jstor.org.libraryproxy.griffith.edu.au/stable/216004?&Search=yes&term=virtual&term=worlds&list=hide&searchUri=%2Faction%2FdoBasicSearch%3FQuery%3Dvirtual%2Bworlds%26wc%3Don&item=1&ttl=14317&returnArticleService=showArticle

This key information in this source is of virtual reality creating new virtual worlds. The four main themes covered are the arts and literature, military, the preservation of aspects of reality and finance or business. The ideas presented are very similar to other aticles iv read and it contributes to my argument as it gives great background information on virtual worlds and how they work on the internet.

2.The Laws of the Virtual Worlds
http://www.jstor.org.libraryproxy.griffith.edu.au/stable/3481444?&Search=yes&term=virtual&term=worlds&list=hide&searchUri=%2Faction%2FdoBasicSearch%3FQuery%3Dvirtual%2Bworlds%26wc%3Don&item=4&ttl=14317&returnArticleService=showArticle

The key information in this article is the in depth description of virtual worlds and also gives a brief history of how virtual worlds came about. This article contributes to my argument because it examines the two legal questions raised by virtual world societies. I think this article will help em to build my argument on the dangers of virtual worlds.It also talks about the interaction between real life and virtual worlds.

3. Emotional experiences in Virtual Environments
http://www.jstor.org.libraryproxy.griffith.edu.au/stable/1576338?&Search=yes&term=virtual&term=worlds&list=hide&searchUri=%2Faction%2FdoBasicSearch%3FQuery%3Dvirtual%2Bworlds%26wc%3Don&item=7&ttl=14317&returnArticleService=showArticle

The key information in this article is the concept of virtual worlds being used for military training and the emotional impact these worlds can have on its uses. The ideas in this article are unlike any others iv found and also puts forward the idea of virtual worlds being the new creative form of expression. The article also brought the concept of artists using these worlds to share a life they could have only experienced within their own minds.


4.Cyberspace and Virtual Places

http://www.jstor.org.libraryproxy.griffith.edu.au/stable/216003?&Search=yes&term=virtual&term=life&term=second&term=worlds&list=hide&searchUri=%2Faction%2FdoBasicSearch%3FQuery%3Dsecond%2Blife%2Bvirtual%2Bworlds%26gw%3Djtx%26prq%3Dsecond%2Blife%26hp%3D25%26wc%3Don&item=12&ttl=10069&returnArticleService=showArticle

This article includes information on networking in cyberspace, creating a work environment and ging for coffee with a friend at a virtual cafe. The article, like many others displays a great insight into what goes on in virtual worlds and the endless possibilities of gettin involved in virtual activities. It will help with my argument as it provides great information on the things people do in virtual worlds, helping me to be abale to make researched statements on how involved people become in them.


5. Second Life: an overview of the potential of 3-D virtual worlds in medical and health education.

This article outlines the dangers of virtual worlds regarding childrens education. I will use the follwoing information to back up my argument on the dangers of virtual worlds.
"This hybrid review-case study introduces three-dimensional (3-D) virtual worlds and their educational potential to medical/health librarians and educators. Second life (http://secondlife.com/) is perhaps the most popular virtual world platform in use today, with an emphasis on social interaction. We describe some medical and health education examples from Second Life, including Second Life Medical and Consumer Health Libraries (Healthinfo Island—funded by a grant from the US National Library of Medicine), and VNEC (Virtual Neurological Education Centre—developed at the University of Plymouth, UK), which we present as two detailed 'case studies'. The pedagogical potentials of Second Life are then discussed, as well as some issues and challenges related to the use of virtual worlds. We have also compiled an up-to-date resource page (http://healthcybermap.org/sl.htm), with additional online material and pointers to support and extend this study. "

The material above is a good foundation to build an argument on.

http://www3.interscience.wiley.com/cgi-bin/fulltext/118001785/HTMLSTART

6. Life in virtual worlds

The key information in this article is that Virtual environments present researchers with a range of methodological considerations, both new and old. With the advent of embodied online worlds, experiences with distributed presence, anonymity and multiple modes of engagement increasingly become the norm.
Avatars and their textual counterparts lead us to critically encounter how research can be most meaningfully handled given a terrain in which users are actually embodying themselves digitally, and often in multivalent ways. This article discusses some of the theoretical issues at stake in this form of research, as well as providing several grounded practices to help methodologically negotiate virtual worlds. This information will help in my research on virtual worlds.

http://74.125.155.132/scholar?q=cache:rxEcxnrVUUIJ:scholar.google.com/+virtual+worlds+pros+and+cons&hl=en&as_sdt=2000

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