bluuebunny/crossref_metadata_2025 huggingface dataset:
Pour les victimes, la vie longue à revenir
Authors: Margron Véronique
Published: August 2018

Par une réflexion éthique et théologique et à partir de l’expérience d’accompagnement et d’écoute de l’auteur, l’article vise à faire comprendre la gravité des actes de pédophilie et d’inceste au sein de l’Église. Après avoir critiqué l’expression « pédophilie » pour la remplacer par « pédoclastie », brisure de l’enfance, l’auteur fait une lecture de la tradition biblique et théologique sur la sexualité, avec toute son ambiguïté. La fiabilité des adultes et leur « juste place » sont alors essentielles. À cette lumière, la pédoclastie est un péché grave, portant atteinte autant à la victime qu’à l’amour vrai de Dieu dont un religieux devrait être témoin. Péché collectif aussi de la part de l’Église devant des années d’aveuglement et parfois de complaisance. Prudence et hospitalité sont évoquées comme de modestes antidotes.
L’accueil et la prise en charge des victimes d’abus sexuel
Authors: Edel Yves
Published: August 2018

La médiatisation des cas d’abus, les réseaux sociaux, les associations de victimes ont contribué à libérer la parole des victimes, très longtemps prisonnières d’une chape de silence imposée par les adultes, la famille ou les prédateurs auréolés d’autorité. Les enquêtes montrent que si de nombreuses personnes ont subi des agressions sexuelles, le silence est désormais largement rompu et la parole joue un rôle préventif. La prise en charge des victimes, d’un point de vue psychologique, suppose une bonne connaissance des traumatismes divers (détresse, reviviscence de la mémoire traumatique, conduites pathologiques, etc.) causés par l’agression. Elle suppose également d’adopter des attitudes justes et la mise en place de mesures de prévention et de protection.
Pediatric Ophthalmoplegia and Ptosis in Epidermolysis Bullosa Simplex Associated With Muscular Dystrophy
Authors: Al-Thawabieh Wejdan , Lucky Anne W. , Wong Brenda , Motley W. Walker
Published: August 2018

Oculomotor dysfunction in epidermolysis bullosa simplex associated with muscular dystrophy has been reported rarely in the ophthalmic literature. In a series of 6 patients with epidermolysis bullosa simplex associated with muscular dystrophy, 3 demonstrated ptosis, ophthalmoplegia, or both. Ptosis and ophthalmoplegia may occur early in epidermolysis bullosa simplex associated with muscular dystrophy and aid in diagnosis.

[
J Pediatr Ophthalmol Strabismus
. 2018;55:e26–e29.]
Curriculum Reform and Practice of Mechanical CAD/CAM Technology
Authors: Xin Li
Published: August 2018

Mechanical CAD/CAM technology is an important course for the mechanical design and manufacturing major. Its scope has a wide teaching content and discipline span, and is regarded a comprehensive course with strong theoretical and practical characteristics. Theoretical teaching was emphasized in the past to undervalue software operation. Unpractical teaching content directly resulted in student’s insufficient practice after the course. Thus, teaching reform measures were proposed, such as optimizing teaching contents, implementing modular teaching, introducing skill-based software, and formulating typical work tasks. Combined with theoretical knowledge, students used the software as a tool to accomplish designated tasks and reach corresponding teaching objectives. Taking mouse punch as an example, MasterCAM software was used to introduce the specific mode of task-oriented teaching in CAD/CAM experiments. Results show that students improve their abilities of applying CAD/CAM software after the course’s teaching reform. Practical engineering problems are analyzed thoroughly and orderly. Employment quantity and quality of graduates are significantly improved to gain praises from enterprises and achieve a remarkable teaching effect.
A Painting Teaching Mode Based on STEM Theory
Authors: Pan Chang
Published: August 2018

Painting teaching is of great significance in cultivating students’ observation, imagination, creativity and personality. However, due to the outdated teaching methods, the traditional painting teaching mode makes it impossible to effectively combine relevant knowledge and painting skills during the teaching process and therefore makes it difficult to achieve the overall purpose of painting teaching. With this regard, a STEM (Science, Technology, Engineering, Mathematics) teaching method was proposed in this study and introduced into the entire painting teaching process. It includes three painting teaching programs, namely scientific inquiry, engineering practice, and communication enhancement and integrates “Painting 3D” software of Windows 10 for teaching. The teaching practice of the STEM teaching mode in the painting course proved that the teaching mode can effectively improve students’ ability to combine the learned theoretical knowledge of painting with the actual operation. At the same time, it can enhance students’ interest in learning and cultivate students’ comprehensive capacity.
Animation Production Teaching Model based on Design-Oriented Learning
Authors: Ma Ben
Published: August 2018

The course of two-dimensional animation production focuses on practice. In teaching, more attention should be paid to cultivation of students’ innovation ability, team cooperation ability and similar prior education goals. With the promotion of paperless animation design courses, the animation production process should include the knowledge points in teaching. With this regard, taking the advantages of Flash software, an animation teaching model based on design-oriented learning was constructed in this study relying on design-oriented learning theory in animation production teaching, and taking project-oriented learning and empirical learning theory as guidelines. Meanwhile, comparison was made with the traditional teaching methods that only emphasize the presentation and transmission of knowledge. The research results show that using Flash software with design-oriented animation production teaching model makes it easier for students to accept knowledge when compared with the traditional PPT teaching model. It cannot only fully mobilize the learners’ enthusiasm, initiative and independent innovation, but also promote the students’ ability to study independently and constantly throughout their life. The Flash teaching platform adopted in the teaching process facilitates teacher-student interaction, team communication, and resource sharing, and is an effective assistant in the multimedia teaching process.
A Study of College Basketball LAMS Teaching Model Centered on Learning Activities
Authors: Sheng Feng , Sheng Shaozeng
Published: August 2018

Traditional basketball teaching has some problems, including the duplication of contents, outdated methods, disconnection between theories and practice, and lack of discussion on the use of computer technology and Internet technology to optimize the existing teaching mode. Based on the theoretical basis of “learning activities as the center”, a LAMS (Learning Activity Management System) teaching mode was proposed in this study for the course of “College Basketball”. It consists of three parts: the design module, the learning module, and the monitoring module. The LAMS-based college basketball teaching mode mainly includes learning activities, and learning resources and tools. Learning activities mainly involve teaching objectives, creation of learning activities, collection of information concerning learning activities, information analysis and improvement of activities. Meanwhile, learning resources and tools were set for the smooth progress of learning activities. After the teaching mode was constructed, it was applied in practical teaching at Shandong Normal University in Shandong Province, China. The teaching results show that compared to the traditional teaching mode, the LAMS teaching mode centered on learning activities can significantly improve the effect of teaching College Basketball.
Elevator Safety Monitoring System Based on Internet of Things
Authors: Zihan Ming , Shaoyi Han , Zhanbin Zhang , Shuang Xia
Published: August 2018

In view of the frequent occurrence of elevator accidents, an elevator safety monitoring system based on the Internet of things (IOT) was designed. First, the requirements of elevator safety monitoring system were analyzed in terms of function and performance, andthe feasibility of the system was evaluated from perspectives of demand, technology, and practical operation. The design scheme of the system was then presented, which combined the Brower/Server (B/S) and Client/Server (C/S) architectures. As the client of the command and control center, the front-end monitoring system communicated and interacted with it and used the standard real-time transport protocol (RTP) for transmission. Finally, the elevator safety monitoring system was implemented. The test showed that the function and performance of the proposed elevator safety monitoring system achieved the designed target of the system and had practical application value.
Ruminal degradation of elephant grass silages added with faveira pods
Authors: Garcez Bruno Spindola , Santos Claudiane Morais dos , Nicolini Cicero , Machado Francisco Araújo , Macedo Ernando De Oliveira , Do Ó Alan Oliveira
Published: August 2018

The objective of this study was to evaluate in situ ruminal degradability of elephant grass silages with addition of 8, 16 and 24% of faveira pods in experimental silos of 100x50 mm, equipped with bunsen valves. The content of crude protein (cp) and neutral detergent fiber (ndf) were determined on a dry matter basis. To evaluate the in situ degradability of dm, cp and ndf, nylon bags containing 4 g sample were incubated in the rumen of three fistulated cattle for 6, 24 and 72h. The dm and cp content of elephant grass silages increased (p < 0.05) from 8% inclusion associated with a higher concentration of constituents in faveira pods (77.25 and 9.61% dm). The ndf fraction reduced 10.91% (p < 0.05) when adding 24% pods. The potential degradation (pd) of dm and cp increased with inclusion of faveira pods, with 75.97 and 95.21%, respectively, for the level of 24%. There was increased potentially degradable fraction (bp) of ndf by 7.07% with inclusion of 24% faveira pods, as well as a reduced colonization time (lag) from 3.81 to 3.44 hours. The addition of up to 24% faveira pods to elephant grass silages improves rumen microbial degradation, and it is indicated this level of addition to obtain better quality silage.
Characteristics of Nanofluids Made from Solgel Synthesized-Al2O3 Nanoparticles Using Citric Acid and PEG as Organic Agent and Bauxite as Raw Material
Authors: Syarif Dani Gustaman , Prajitno Djoko Hadi , Umar Efrizon
Published: August 2018

Nanofluids have great attention in the world due to big potential to replace conventional fluids that have been used in some systems such as automotive, nuclear reactors, solar heating, building heating, and industry. Utilization of indigenous raw material in production of nanoparticles is a key to reach real application of the nanofluids. The aim of this study is to know the effect of combination of organic agent in solgel synthesis on characteristic of Al2O3nanoparticles and nanofluids made of them. In this study, Al2O3nanoparticles have been synthesized from local bauxite using solgel method with citric acid and PEG 4000 as chelating and capping agent. Nanofluids with pH 10 were prepared from the nanoparticles. Raw material of Al (OH)3was extracted from the bauxite. Powder of Al (OH)3was diluted in water, and citric acid and PEG 4000 was added into the solution to form a sol. The sol was heated to form a xerogel, and then calcined at 900°C for 3 hours to get the Al2O3nanoparticles. From the synthesis we got gamma-Al2O3nanoparticles with crystallite size of 4.0-4.6 nm. From the characterization data of the nanofluids it was known that the nanofluids with concentration of Al2O3nanoparticles of 0.025 vol % to 0.1 vol% possessed relatively high zeta potential of-39.2 mV to-40 mV, and good critical heat flux (CHF) enhancement of 13% to 74%. The nanofluids had large potential to be applied as coolant for External Reactor Core Cooling System (ERVCS), ECCS (Emergency Core Cooling System), electronics, automotive, metal forming and solar heating system.
Integration of Multiwalled Carbon Nanotubes in Bulk Heterojunction CdSe/PCPDTBT Hybrid Solar Cells
Authors: Madsuha Alfian Ferdiansyah , Sofyan Nofrijon , Yuwono Akhmad Herman , Krueger Michael
Published: August 2018

In this work, the development of solution-processed bulk heterojunction hybrid solar cells based on CdSe quantum dot (QD) and conjugated polymer poly [2,6-(4,4-bis-(2-ethylhexyl)-4H-cyclopenta [2,1-b;3,4-b] dithiophene)-alt-4,7-(2,1,3-benzothiadiazole)], PCPDTBT was performed. The photoactive layer was formed by integrating CdSe QDs onto multiwalled carbon nanotubes (CNTs). A simple method of thiol functionalization in the interface CNTs and CdSe QDs has been investigated. Integration of CNTs enhances long-term performance of solar cells devices. Initial PCE values of about 1.9 % under AM1.5G illumination have been achieved for this hybrid CNT-CdSe photovoltaic device. In addition, the long-term stability of the photovoltaic performance of the devices was investigated and found superior to CdSe QD only based devices. About 84 % of the initial PCE remained after storage in a glove box for one year without any further encapsulation. It is concluded that the improvement is mainly due to a strong binding between thiol functionalized CNTs and CdSe QDs, resulting preservation of the nanomorphology of the hybrid film over time.
Recovery of Lanthanides from Indonesian Low Grade Bauxite Using Oxalic Acid
Authors: Kusrini Eny , Bahari Zakaria Jaka , Usman Anwar , Rahman Arif , Prasetyanto Eko Adi
Published: August 2018

The present work describes the extraction of lanthanide (rare earth elements, REE) from low grade bauxite using acid leaching method. The aim of this study is to obtain the best condition for extraction of lanthanides from low grade bauxite. The effect of different parameters such as temperatures and concentration of oxalic acid in leaching process were investigated. The content of La, Ce and Y elements were determined using ICP-OES. The experimental result shows that the efficiencies of lanthanide leaching are the temperature-dependent. Increasing leaching temperature from 45°C to 85°C did not improve recoveries of lanthanides. The most optimum condition was found at oxalic acid leaching of 1 mol/L, leaching temperature at 40°C, and time for 2 hours. The obtained results show that the lanthanides can be leached using oxalic axid. This finding may lead to more effective and economical method to separate lanthanides from low grade bauxite.
Study on Nugget Growth in Resistance Spot Welding of Thin Aluminum A1100 Using Welding Simulation
Authors: Baskoro Ario Sunar , Edyanto Andreas , Amat Muhammad Azwar , Muzaki Hakam
Published: August 2018

Resistance spot welding (RSW), generally which is one of the most often used to joint metal plate in the automotive and aviation industries. RSW welding process involves electrical, thermal mechanical, metallurgy, and complex surface phenomenon. Unlike the other welding processes, weld joint formation in RSW process occurs very quick (in milli-seconds) and took place between the workpieces overlap each other. Welding simulation allows visual examination of the weld joint without having to perform an expensive experiment. Weld nugget size is the most important parameter in determining the mechanical behavior of welded joints in RSW process. The quality and strength of the weld joint in RSW process is predominantly determined by the shape and size of the weld nugget. Simulation modeling of RSW process performed using ANSYS Parametric Design Language (APDL) module based on the finite element method (FEM), embedded in ANSYS Workbench. Electrical and transient-thermal interaction was developed to study the weld nugget growth on resistance spot welding of aluminum A1100 metal plate with a thickness of 0.4 mm respectively. Weld nugget diameter can be well predicted by using this simulation model from the temperature distribution during the welding process. Welding is performed by varying the weld current (1 kA and 2 kA) and the welding time for each electric current, which are start from 0.5, 1.0, and 1.5 cycle time. Nugget diameter for each of the welding parameters from the simulation modelling were 4,276 mm, 4,372 mm, 4,668 mm, 5,616 mm and 5,896 mm. Weld expulsion occurred for the specimen with welding current 2 kA and welding time 1.5 cycle time, characterized by the decreasing of the tensile-shear strength of the specimen.
Effect of SiC and Sintering Temperature Variations on the Characteristic of Fe-Sheathed MgB2 Superconductor Wires
Authors: Herbirowo Satrio , Hendrik  , Sebleku Pius , Sergio  , Imaduddin Agung , Sofyan Nofrijon , Yuwono Akhmad Herman
Published: August 2018

MgB2superconductor with relatively high critical temperature (Tc=40 K) has been developed for possibilities utilization in various practical applications such as Magnetic Resonance Imaging. In order to enhance the process, the material was prepared by Powder-In-Tube (PIT) method, while the superconducting properties was improved by incorporating 0 wt.%, 10 wt.% and 20 wt.% SiC nanoparticles into MgB2structure. This study aimed at analyzing the effect of sintering temperature on the microstructure, resistivity and phase of Fe-sheathed MgB2superconducting wires. Three different compositions of MgB2powders were inserted into Fe tube with inner ø of 4 mm and outer ø of 6 mm. This tube was then rolled and drawn into a ø 2.5 mm wire. Wire samples with three different compositions of SiC were heat treated at 600°C and 800°C respectively. All samples were characterized to analyze the morphology, resistivity and crystal structure. X-ray diffraction (XRD) analysis showed that some Mg may react with SiC to form MgSi and with oxygen to form MgO. Scanning electron microscope (SEM) images revealed that with no addition of SiC, MgB2was formed and dispersed uniformly in wire, but with 10 wt.% and 20 wt.% SiC nanoparticles, the whisker morphology was observed resulting in degradation of the superconducting properties.
The Role of Sr and TiB on Mechanical Properties of Aluminium 6061 Composites Produced through Stir Casting Route
Authors: Syahrial Anne Zulfia , Putro Egy Ciptia , Aditya Reza Mohammad , Andiva Sergi
Published: August 2018

Aluminium 6061 composites have been succesfully produced by stirr casting method. The process involved melting aluminium at 800°C and mixed with AlSr, TiB and Mg to produce master alloy of matrix phase, then degassing to remove all of gas entrapped in molten aluminium by argon. There are two types of particles reinforced added into aluminium to produce aluminium composite such as SiC and Al2O3. The particles reinforced addition for both SiC and Al2O3 are started from 2vf-% to 10vf-% to obtain the optimum compostion which have good mechanial propperties. The addition of 10wt-% Mg is to promote wetting between matrix and reinforced while the addition of AlSr and TiB are to improve mechanical properties by modifying the eutectic structure as well as grain refinement of the matrix phases. The two composites are compaired both mechanical properties and microstructure analysis. The mechanical properties of Al/SiC composites such as tensile strength, elongation, and hardness have a maximum value at addition of 10 Vf-% SiC with the value up to 230 MPa, 6.5%, and 62 HRB respectively. While for Al/Al2O3 composites have the highest tensile strength and elongation at 6 Vf-% Al2O3 with the value of 224 MPa and 7% respectively, but the highest hardness is obtained at addition of 10 Vf-% Al2O3 reaches to 55 HRB. The percentages of porosity were increased for both composites along with the increase of particles reinforced. The microstrutures for both composites are similar since they have the same matrix and Sr clearly changed primary Mg2Si become finer chinese scripts, while TiB as grain refiner worked efficiently for higher reinforced particles addition because the grain size reduced for both composites.
Feasibility Study of Chemical Treatments on Sorghum Fibres for Compatibility Enhancement in Polypropylene Composites
Authors: Ismojo  , Pratama Rai , Ramahdita Ghiska , Syahrial Anne Zulfia , Chalid Mochamad
Published: August 2018

Polypropylene (PP) is one of the biggest petro-polymers, which is used in very wide application nowadays. The environment problem due to materials such as plastics having very long time degradability, and critical petroleum sources have promoted some studies to empowerment of natural resources such as natural fibres for substituting or at least modifying petro-polymers. Because of biodegradability obtained from natural source, sorghum fibers are interesting to be used as filler in PP composites, despite of weak compatibility between them. Surface modification on the sorghum fibers through alkalinization prior to acetylation was aimed to improve the fiber compatibility to PP. The treatments were expected to substitute hydroxyl group in the sorghum fibers, into acetic ester group in order to increase their hydrophobicity as the fillers. Moreover, the treatments were able to unbundle single fibers into micro-fibrillated cellulose (MFC) fibres with increase in crystallinity index. Usage of this MFC fiber as filler in PP leads to improvement of the composite performances such as thermal properties. In this study, Fourier Transformation Infra-Red (FTIR) Spectroscopy, X-ray Diffraction (XRD), Differential Scanning Calorimetry (DSC) and Field-Emission Scanning Electron Microscope (FE-SEM) were used to evaluate the performances of the Sorghum fibers after the treatments and as the filler in the Sorghum fibers/PP composites. The experimental results showed the MFC fibers as the smallest sizes in 5.0 microns and the highest crystallinity index up to 79.1 %, obtained from alkalinization with 2.5 M NaOH prior to acetylation with 17.4 M CH3COOH and the glacial (CH3CO2)2. Compatibility study of the treated Sorghum fibers on PP shows an improvement indicated by a strong interaction between the fibers and PP on morphology observation, increase in melting point of PP from 163.4°C (using virgin Shorgum fibers) into 163.6°C (using treated Sorghum fibers) in DSC measurements.
Help – Somebody Robbed my Second Life Avatar!
Authors: Elliott James , Kruck S E
Published: August 2018

Virtual worlds are fantastic places for people all over the world to come together and collaborate, socialize, as well as buy and sell goods. Unfortunately, criminals have discovered that virtual worlds can be used to commit crimes and violence against the citizens of the virtual worlds. This paper reviews many of those crimes and steps users must take to protect themselves from becoming a victim of fraud or other crimes that occur in Second Life.
Defining Virtual Worlds and Virtual Environments
Authors: Schroeder Ralph
Published: August 2018

This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. The topic for this series of essays is "defining virtual worlds".
Second Life Mixed Reality Broadcasts: A Timeline of Practical Experiments at the NASA CoLab Island
Authors: Smith Stephanie
Published: August 2018

Personnel at the Second Life NASA CoLab island have been experimenting with providing live, virtual world broadcast events for the benefit of the space and technology community. The broadcasts range from simple one-way stream feeds to more complex two-way interactive events. This paper will provide background information about the NASA CoLab, sketch an evolutionary timeline of experimental events held at the NASA CoLab island, and compare a couple of similar two-way mixed reality events.
Consuming Code: Use-Value, Exchange-Value, and the Role of Virtual Goods in Second Life
Authors: Martin Jennifer
Published: August 2018

In recent years, there has been significant growth in consumption of commodities in virtual social worlds, such as Second Life, and in the economies that arise from this practice. While these economic systems have been acknowledged and studied, there remains relatively little understanding of the reasons why individuals choose to purchase such goods, despite the fact that reasons for consumption are strong enough to drive a virtual goods industry with annual profits in the millions of dollars. Virtual goods, the author argues, meet no immediate needs for avatars or individuals and, as such, are purchased based exclusively on their exchange- and symbolic-values. Due to the graphical nature of Second Life and the consequent visibility of commodities within the environment, these reasons for purchasing virtual goods are explored in terms of their roles for users, and especially in terms of their potential for expressing wealth, power, status, individuality, and belonging. As such, this paper considers the roles of consumption in a way that relies on and further illuminates theories of consumption and value with respect to virtual environments and commodities.
On the Relationship between My Avatar and Myself
Authors: Messinger Paul R , Ge Xin , Stroulia Eleni , Lyons Kelly , Smirnov Kristen , Bone Michael
Published: August 2018

What is the relationship between avatars and the people they represent in terms of appearance and behavior? In this paper, we hypothesize that people (balancing motives of self-verification and self-enhancement) customize the image of their avatars to bear similarity to their real selves, but with moderate enhancements. We also hypothesize that virtual-world behavior (due to deindividuation in computer-mediated communication environments) is less restrained by normal inhibitions than real-world behavior. Lastly, we hypothesize that people with more attractive avatars than their real selves will be somewhat more confident and extraverted in virtual worlds than they are in the real world.

We examine these issues using data collected from Second Life residents using an in-world intercept method that involved recruiting respondents’ avatars from a representative sample of locations. Our quantitative data indicate that, on average, people report making their avatars similar to themselves, but somewhat more attractive. And, compared to real-world behavior, respondents indicate that their virtual-world behavior is more outgoing and risk-taking and less thoughtful/more superficial. Finally, people with avatars more attractive than their real selves state that they are more outgoing, extraverted, risk-taking, and loud than their real selves (particularly if they reported being relatively low on these traits in the real world). Qualitative data from open-ended questions corroborate our hypotheses.
Real Virtual Worlds SOS (State of Standards) Q3-2008
Authors: Sivan Yesha
Published: August 2018

This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question:

"Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of 'old wine in a new bottle'?"
The “New” Virtual Consumer: Exploring the Experiences of New Users
Authors: Wetsch Lyle R
Published: August 2018

The development of virtual worlds began long before the invention of computers; the minds of children at play would create fantasy or virtual worlds in which to explore or interact. However, the development of the computer provided an opportunity for these

worlds to expand from within an individual’s mind to fixed video game environments and shared, interactive communities co-created by the users. The high growth of various virtual worlds globally that has occurred in recent years has prompted a number of Fortune 2000 companies to either enter the virtual space, or at least monitor the

development and potential of avatar-based marketing.

Although the current number of participants in virtual worlds is growing, in comparison to the overall consumer population, these numbers still represent just a very small percentage. To maximize the value that can be achieved and enhance the return on investment in a virtual world presence, organizations need to not only successfully

market to the existing members of the virtual world, but they also need to effectively recruit real world consumers into the virtual world and retain them through positive interactions.

Following the experiences of 40 undergraduate business students and 10 MBA graduate students as they enter the virtual world of Second Life for the first time, their 12 week journey is documented through weekly personal blog entries, online discussion groups, and exit interviews. The students’ comments and discussions provide insight into the mind of the new entrant to the virtual world. These insights guide suggestions for improving the experience of new virtual consumers in order to create long-term consumer relationships with an organization’s virtual presence.
Culture and Practice: What We Do, Not Just Where We Are
Authors: Paul Christopher A
Published: August 2018

Arguing that culture is shaped by location and practice, this essay advocates the study of common practices across virtual worlds to better understand how shared practices constitute cultures spanning multiple worlds. Connections among worlds are growing, as world designers borrow from similar influences and player bases gain experience with multiple worlds, leading to cultures potentially defined by the practices they share, rather than the worlds they inhabit.
Artistic Expression in Second Life: What can we learn from creative pioneers of new mediums?
Authors: Lester / Pathfinder Linden John
Published: August 2018

Second Life is a virtual world that allows its Residents to create completely original content using atomistic building tools in a shared and globally accessible space. In this respect it is a very unique new medium for artistic expression, as it give artists not only a new collection of creative tools but also the ability to create an environment where individuals can experience this art as a group while engaging with each other. How are artists exploring this new medium of virtual worlds, and what can we all learn from them? In some ways, they are leveraging very ancient human desires for shared experiences around classic creative work such as music and visual art. In other ways, they may be creating completely new models of artistic expression, such as dynamic art that changes based on the interactions of both live performing artists and patrons in a global setting that sometimes blurs the boundaries between the virtual world and the physical world. Studying these new artistic explorations may yield insights into yet unforeseen best practices for engaging human beings around creative content and collaborative expression in virtual worlds.
Learning in a different life: Pre-service education students using an online virtual world.
Authors: Campbell Chris
Published: August 2018

Second Life is an online virtual world that is three dimensional and uses rich graphics to allow the user to be engaged in this environment. There has been a significant increase in people using this virtual world and of those conducting research in it in the recent past. This research study analyses a project where pre-service education students accessed Second Life as part of a fourth year elective course. The students had not used this virtual world prior to being introduced to it in class. They completed a problem based learning experience in Second Life that allowed the students to explore the virtual world as well as develop an activity that could be taught to a high school class. This study used case study methodology within a qualitative research framework. Although it was only a small pilot study, results suggest that the students learned how to navigate around Second Life and were open to this new technology. Half the students reported that they would use this technology or similar technologies in the future.
Virtual Education: Teaching Media Studies in Second Life
Authors: Herold David Kurt
Published: August 2018

Following the adoption of the virtual world Second Life by tertiary educational institutions worldwide, a limited study was conducted at the Hong Kong Polytechnic University to test the feasibility and desirability of employing a virtual environment to conduct classes. 30 tutorials were held in Second Life over a period of five weeks in support of a course on Media Studies with 60 students. Feedback was gathered continuously from students and the lecturer via informal interviews, feedback forms, and participant observation. The results proved most of the initial hypotheses wrong, but supported the value of virtual teaching and learning in a well-supported institutional environment. The paper emphasises the need to integrate virtual environments into the educational framework of courses and for a careful consideration of the educational aims and uses of virtual worlds within specific courses.
Second Life Physics : Virtual, Real or Surreal?
Authors: Dos Santos Renato P.
Published: August 2018

Science teaching detached itself from Reality and became restricted to the classrooms and textbooks with their abundance of standardized and repetitive exercises, while students keep their own alternative conceptions. Papert, displeased with this inefficient learning process, as early as 1980 championed physics microworlds, where students could experience a variety of laws of motion, from Aristotle to Newton and Einstein or even “new” laws invented by the students themselves. While often mistakenly seen as a game, Second Life (SL), the online 3D virtual world hosted by Linden Lab, imposes essentially no rules on the residents beyond reasonable restrictions on improper behavior and the physical rules that guarantee its similitude to the real world. As a consequence SL qualifies itself as an environment for personal discovery and exploration as proposed by constructivist theories. The physical laws are implemented through the well-known physics engine Havok, whose design aims to provide game-players a consistent, “realistic” environment. Going beyond Reality limits, however, the Havok User Guide explicitly encourages developers to use several tricks to cheat the simulator in order to make games funnier or easier to play. As it is shown in this study, SL Physics is unexpectedly neither the Galilean/Newtonian “idealized” Physics nor a real world Physics virtualization, intentionally diverging from reality in such a way that it could be called hyper-real. As a matter of fact, if some of its features make objects behave “more realistically than real” ones, certain quantities, e.g. energy, have a totally different meaning in SL as compared to Physics. Far from considering it as a problem, however, the author argues that its hyper-reality may be a golden teaching opportunity, allowing surreal Physics simulations and epistemologically rich classroom discussions around the “what is a physical law?” issue, in good accordance with Papert’s never-implemented proposal.
Beyond the Game: Quest Atlantis as an Online Learning Experience for Gifted Elementary Students
Authors: Gerstein Jackie
Published: August 2018

Quest Atlantis (QA) is a learning and teaching project that uses a 3D virtual environment to immerse children, ages 8-15, in educational tasks. It allows users to travel to virtual places to perform educational activities known as Quests. The core elements of QA are: 1) a 3D multi-user virtual environment (MUVE), 2) inquiry learning Quests and unit plans, 3) a storyline involving a mythical Council and a set of social commitments, and 4) a globally-distributed community of participants (Barab, Arici, & Jackson, 2005). These inherently engaging environments are natural motivators for this age-level student, who can be considered members of the Club Penguin generation. To determine the perspectives of the users, themselves, a survey was conducted with a group of 35 gifted elementary students. The results, gathered through both closed and open-ended questions, identified the strengths and limitations of this media as a viable pedagogy for teaching more traditional content area subjects. Teacher observations of student behavior both in the real life classroom and in the online environment present additional insights how digital natives engage in and interact with this media. Implications for using virtual worlds such as Quest Atlantis for distance learning of upper elementary students are proposed.
A Pedagogical Model for Virtual World Residents: A Case Study of the Virtual Ability Second Life Island
Authors: Zielke Marjorie A. , Roome Thomas , Krueger Alice B.
Published: August 2018

Many benefits are available to people with disabilities who wish to participate in a virtual world. These include self-efficacy and the ability to share in virtual world community support. Further, many disabled residents of virtual worlds can vicariously experience physical activities through their avatar such as dancing, walking, and running – actions sometimes not possible in real life. However, learning the technology in a virtual world can be daunting for many new residents. Virtual Ability Island in Second Life® offers a platform for adults with disabilities to learn the functionality necessary to enter a virtual world. This article lays out a learning model based on the andragogy theory of Malcolm Knowles, often called the father of adult learning, and complemented by other recent research on e-empowerment and virtual designs for those with disabilities. A composite construct is then created as a framework to study the development of Virtual Ability Island as a destination where new residents to Second Life® with disabilities can learn basic functionality and enjoy social and physical e-empowerment.
The Six Learnings of Second Life: a Framework for Designing Curricular Interventions In-world
Authors: Lim Kenneth
Published: August 2018

Editor’s CornerThe six learnings of Second Life:A framework for designing curricular interventions in-worldBy Kenneth Y T Lim, Nanyang Technological University, SingaporeIn this paper, a framework for facilitating effective and targeted planning and design of learning environments within Second Life and other similar virtual worlds and environments will be shared. A possible scenario faced by school-leaders and teachers, with respect to thinking about incorporating virtual worlds as a complementary pedagogical strategy alongside traditional classroom environments is first described and then the Six Learnings framework will then be elaborated upon, including its use discussed as a metric against which such learning interventions can be planned and subsequently evaluated.
Virtual Worlds as Educational Experience: Living and Learning in Interesting Times
Authors: Carpenter, II B. Stephen
Published: August 2018

Editors’ CornerVirtual Worlds as educational experience:Living and learning in interesting timesBy B. Stephen Carpenter, Texas A&M University
Shaping the ‘Public Sphere’ in Second Life: Architectures of the 2008 U.S. Presidential Election
Authors: Wharton Annabel Jane
Published: August 2018

The built environments of immersive worlds have generated a great many publications on construction technologies; much has also been written on the uses of virtual buildings for commercial and educational purposes. Remarkably little research has, however, been devoted to the appearance and effect of digital architectures, the traditional questions asked by architectural historians. This article offers a modest investigation of sites in Second Life that functioned as campaign venues during the 2008 United States presidential election. In the course of describing the symptomatic differences between the sites of the Republicans and Democrats, the author offers observations on buildings’ contribution to the creation of a “public sphere”—that discursive space broadly considered vital to a successful democracy. Though the architectures of the actual and virtual worlds are in some ways utterly divergent, they are, in others, remarkably similar. One of those ways, the author argues, is their agency. In virtual, as in actual settings, architecture manipulates the actions of its users. Buildings, it is posited, condition the movements of avatars and the thoughts of humans, often without their conscious realization.
Virtual Worlds in Health Care Higher Education
Authors: Johnson Constance M , Vorderstrasse Allison A , Shaw Ryan
Published: August 2018

Advances in information technology bring progress in distance education. Online education programs are pervasive, however, only recently has the Web 2.0 brought about interactive, dynamic distance based health care education in virtual worlds (VWs). VWs allow for real time representations of environments, manipulable objects and interactions between avatars or bots, creating a sense of realism and presence that is absent in traditional, flat online education. Presence has been linked to knowledge transfer and better learning. Second Life®, currently the largest virtual world, has been used in higher education, including health care education at the Duke University School of Nursing. Students have indicated higher levels of satisfaction with the learning environment and quality of instruction in this VW compared to other online learning systems. There is a need for further research in online education in VWs, and room for growth in applications of VWs in education.
Payback of Mining Activities Within Entropia Universe
Authors: Falk Markus , Besemann Daniel M , Bosson James Michael
Published: August 2018

In subscription-based virtual worlds the fee a user pays for participation is clear. However, in worlds in which the provider's revenue is generated via transactions made by users using a real in-world currency, lack of transparency in the underlying mechanisms can make it difficult for a user to gauge the service fee being paid. This paper studies the payback of mining activities within the virtual world Entropia Universe, with an aim to determine the cost of participation in this activity for the user. Entropia Universe developer MindArk estimates the normal service fee for an active user averages at $1 per hour. We compare our findings to this figure and observe how transactions between players can affect a user's returns. A statistical approach is employed, based on a large number of data points acquired by two Entropia Universe avatars. A theoretical mining-returns model is also created, consistent with our data sets, and is used to make predictions about general cost and profitability for Entropia Universe miners. These methods could be used to analyse the economy of other activities in Entropia Universe, and possibly activities other virtual worlds.
Another Endless November: AOL, WoW, and the Corporatization of a Niche Market
Authors: Op'tLand Ray
Published: August 2018

The entrance of World of Warcraft (WoW) into the massively multiplayer online role-playing game (MMO) market has drastically altered conceptions of how popular a virtual world could be. Currently servicing over 12 million monthly subscribers (Woodcock, 2008), it has vastly exceeded expectations, and has brought with it more new users to persistent virtual worlds than any other product before it. However, while there has been much academic work exploring developments within the game itself (Bainbridge, 2007; Duchenault, et al., 2006; Castronova, 2007), the processes by which this explosive growth has occurred have been under-explored. The growth of World of Warcraft relative to the MMO market can only be explained via its extrinsic characteristics of the game and how these characteristics interact with processes of standardization and diversification with relative to the market as a whole. In this paper, I propose that the process that enabled WoW to rise to its current position as market leader amongst MMOs is remarkably similar to that employed by America Online (AOL) in the early 1990’s, and that the growth of both firms are evidence of the standardizing influence that a globalizing process such as McDonaldization has when it enters a niche market. The parallels that may be drawn between these cases may be instructive in understanding the future growth of MMOs and other virtual environments. I will examine the history of the two firms to find evidence of commonalities between them. I will also outline the parallel corporatist models of McDonaldization and Disneyization as proposed by Ritzer (2000) and Bryman (2004). The process by which these firms grew to dominate their spheres will be examined in this context. I will conclude with an examination of what this growth may mean for the future of the MMO industry.
Introduction to MPEG-V
Authors: Gelissen Jean H.A.
Published: August 2018

Virtual worlds (often referred to as 3D3C for 3D visualization & navigation and the 3C’s of Community, Creation and Commerce) integrate existing and emerging (media) technologies (e.g. instant messaging, video, 3D, VR, AI, chat, voice, etc.) that allow for the support of existing and new kinds of networked services.
Culture of the Cloud
Authors: Boellstorff Tom
Published: August 2018

The goal of this speculative essay is to ask after potential consequences of the emerging notion of “cloud computing” for virtual worlds, but also for human sociality more generally. I explore the short history of cloud computing and some presuppositions that shape construals of “cloud computing” and its consequences. I examine convergences and distinctions between cloud computing and virtual worlds, and what this tells us about new forms of computer-mediated culture.
Producing knowledge in collaborative research about virtual worlds: discursive constructions of Second Life
Authors: Phillips Louise Jane
Published: August 2018

The topic of the paper is the production of knowledge about the virtual world, Second Life, in a collaborative research project in Denmark on sense-making processes and social and cultural innovation in virtual worlds. The paper applies a discourse analytical approach (based on Fairclough’s critical discourse analysis) in order to analyse how participants in the research project co-produce knowledge about Second Life by drawing on different discourses, that each represent particular ways of talking about, and thus giving meaning to, objects and subjects. Three main questions are addressed. In the construction of Second Life as an object of discourse, what meanings are ascribed to Second Life? How are researchers and users constructed as discursive subjects? And how does the discursive construction of “Second Life” and of users and researchers delimit the production of knowledge about virtual worlds in the collaborative research project? The paper argues for the importance of highlighting the implications of the delimitations identified for how virtual worlds are understood and studied. And, on the basis of the post-foundational epistemological position that all knowledge is context-dependent, it stresses the value of casting a reflexive eye on how “Second Life” is constructed as a research object and field of social practice through collaborative research practices.