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Italian Journal of Psychology and Internet
Psicologia Online

WebPsych Partnership Member

ARCHIVIO

nelle pagine dell'archivio si ritrova la storia di
Italian Journal of Psychology and Internet - Psicologia Online
ma anche la storia della psicologia italiana e mondiale in rete
dal 1996 al 2000
(i link alle pagine web o alle immagini possono risultare datati e dunque errati)
Visualizzazione post con etichetta research. Mostra tutti i post
Visualizzazione post con etichetta research. Mostra tutti i post

venerdì 10 dicembre 2010

One month more at Rodasia, in Second Life, and happy holidays to everyone :-)

Riporto qui, per chi fosse interessato, il contenuto di una notecard inviata ora in Second Life al gruppo Art&Mente (l'iscrizione, a richiesta, a questo gruppo, consente di utilizzare la sim comune come una Sandbox)

Un mese ancora a Rodasia, e Buone Feste a tutti!

One month more at Rodasia, and happy holidays to everyone :-)

A few considerations:

1. My presence in Second Life, that I stll consider the actual best worldwide communication tool, is for me a re-search and a way to learn and, if it happens, to help people with rl/sl difficulties, as I can

2. I don't believe in a near future of OpenSims , and the cost for renting a small homesteaf island is still better (considering to estate controls too) than buy (and pay fees) for a prims equivalent 16.000 m2 in Mainland, the minimum for considering our sim at least as a group sandbox

3. So, I decide to stay and pay here for a month more (untill January 2011)

4. I'm not interested to directly partecipating to any 'artistic' event, I see case by case, but in the same time Rodasia will ever host panels with lm and links about historical or actual creative events inwordl and rl too

5. I'd like to add more 'sense' and if possible 'unity' to our group, so I am open minded for any suggestions from you.

Thank you
Lapsus Weinstein

http://maps.secondlife.com/secondlife/Rodasia/123/40/28

Un mese ancora a Rodasia, e Buone Feste a tutti!

Alcune considerazioni:

1 La mia presenza in Second Life, che tuttora considero il più avanzato sistema di comunicazione, esteso a tutto il mondo, è per me un modo di fare ricerca, di imparare, e se capita di rendermi utile a persone in difficoltà nella loro vita reale/virtuale, per quanto mi è possibile

2. Non credo in un futuro prossimo delle OpenSim, ed il costo dell'affitto di una piccola isola homestead resta equiparabile, considerati anche i controlli sulla 'estate', a quello dell'acquisto (e pagamento dele relative tasse mensili) di uno spazio equivalente in termini di prim di 16.000 m2 in Mainland, il minimo per poter utilizzare la nostra sim almeno come una sandbox di gruppo

3. Ho così deciso di restare qui, e di pagare fino a tutto Gennaio 2011 compreso.

4. Non sono interessato a partecipare direttamente ad eventi 'artistici', vedrò caso per caso, ma nello stesso tempo Rodasia continuerà ad ospitare pannelli con landmark e link riguardanti eventi storici ed attuali eventi creativi, della vita virtuale e reale

5. Mi piacerebbe aggiungere un maggiore 'senso' e se possibile una maggiore coesione del gruppo, e resto con mente aperta in attesa di qualunque suggerimento da parte vostra

Grazie

Lapsus Weinstein

http://maps.secondlife.com/secondlife/Rodasia/123/40/28

Arte e Mente in Second Life

Art Psychology Communication Health Memory Psychoanalysis SL2 Shared Media Classes Research Rights Culture Society Sandbox del gruppo Art&Mente arte psicologia comunicazione medicina ricerca corsi società diritti cultura memoria condivisione Italia Italy

Art&Mente Group's Sandbox
Sandbox del gruppo Art&Mente


Percorsi nell'Arte, nella Mente, nella Memoria. Incontri, Accoglienza, Scambio di Esperienze di Prima e Seconda Vita

martedì 7 dicembre 2010

La "fuga di cervelli" avviene anche nel metaverso? in Second Life? e in che forme, in quali sottili modi?

cervelli in fuga anche in Second Life?

Qualcuno ne ha fatto esperienza?

[foto tratta da: http://l-antipatico.blogspot.com/2008/11/fuga-di-cervelli.html ]

Provo a esprimermi meglio: in Italia SL, i metaversi, opensim incluse, sono noti soprattutto per quanto riguarda l'ARTE e l'INTRATTENIMENTO (compresi i GIOCHI DI RUOLO)

Che ne è della RICERCA? Non è forse vero che chi "sta" in SL (o equivalenti) molto spesso, e in molteplici direzioni e dimensioni, "fa" RICERCA?

E cosa avviene quando ci confrontiamo con persone di altre nazioni, di altri continenti?

Non è forse vero che delle due l'una: o seguiamo la RICERCA del RESTO DEL MONDO, e però poi non c'è modo di IMPORTARNE i risultati, in modo convincente, in Italia, o ci si apparta, ci si separa dal resto del mondo, della serie "vieni via con me", perchè siamo Italiani?

Perchè se in Italia la ricerca viene scoraggiata, la FUGA non è detto avvenga necessariamente ALL'ESTERO.

Puo' molto più semplicemente accadere che la FUGA prenda la forma della RINUNCIA, senza metter piede fuori dai "casa nostra"

E, per fortuna, ci pensano proprio gli IMMIGRATI a portare anche in Italia tracce di culture altre, e stimoli alla ricerca di cui altrimenti potremmo continuare a ignorare l'importanza.

Questa dovrebbe essere la SFIDA da raccogliere, invece che MIOPEMENTE insistere a trattare e ritenere chi MIGRA in Italia come un INTRUSO, o un INVASORE, quando invece ci offre un insperato SERVIZIO. A me pare...

Corrado Guzzanti: Le battute che non aiuteranno il programma su "Vieni via con me"



backto1967 | 23 novembre 2010 | 4 Mi piace, 0 Non mi piace

Corrado Guzzanti

L'ira di Berlusconi contro Fini: Futuro e Libertà è un ossimoro. Scelga, o Futuro per noi o Libertà per loro.

Si chiede a Masi se pensa che sarebbe giusto privatizzare la Rai, risponde: Un'altra volta?

Nelle scuole italiane non c'è cartaigienica, il ministro Gelimini prega le mamme di mandare i bambini a scuola già defecati.

Un preservativo condonato si chiama Condon.

Il governo dei fatti: catturato il pusher.

La fuga dei cervelli all'estero: Gasparri si scorda il corpo quì.

La camorra contro Saviano: la scorta ci impedisce il contradditorio.

Luciana Littizzetto: Villari non va via, ma c'è la fuga di cervelli



rai | 24 novembre 2008
http://www.rai.tv - "Che tempo che fa"

mercoledì 25 luglio 2007

Studying Behavior in a Virtual World

Get a (Second) Life
Studying Behavior in a Virtual World

By Jillian Sherwin, June 2007
Volume 20, Number 6

psychologicalscience.org

... Because the interaction in Second Life appears to closely parallel real-life (or would that be First Life?) human interaction, it is an ideal MMORG for psychological scientists. Researchers are discovering ways to use Second Life to study human interaction on an entirely new level. Nick Yee, a graduate student in the Department of Communications at Stanford University, has been involved with virtual research since he was an undergraduate psychology major. As a junior, he served as the lab technician for two seniors who were doing a project on Everquest, another MMORG. When he arrived at Stanford, he began doing his own research on avatar interaction in Second Life.

The basic question is the degree to which avatars are useful proxies for humans. “Some of the social norms that govern social interaction can transfer into the virtual world,” says Yee. Yee hypothesizes that people will conform to stereotypes of their digital bodies, in terms of gender, size, and attractiveness. Dubbing this the Proteus Effect, Yee studied the degree to which avatar appearance influences virtual behavior. To test this, Yee created avatars of varying degrees of attractiveness for subjects in the lab, and then allowed them to interact in Second Life. He discovered several interesting trends. “Attractive avatars are friendlier, and more revealing about themselves,” he said. “And taller avatars bargain more aggressively than shorter avatars.”

Peter Yellowlees, professor of psychiatry and director of academic information systems at the University of California, Davis, uses Second Life to simulate schizophrenic hallucinations. Although he began the project in a virtual 3-D cave, Yellowlees, an international expert on telemedicine and long distance health care, switched to Second Life because he wanted to make it more accessible to users and Second Life was “the best around.”

Yellowlees interviewed three schizophrenic patients and recorded information about their specific hallucinations. With the help of actors, artists, and computer programmers, and with continued feedback from patients, Yellowlees reconstructed the hallucinations in Second Life. “Mind Games in Second Life,” a YouTube video of one of 30 modeled hallucinations, illustrates Yellowlees’ work.



He found that although the hallucinations were quite variable, the hallucinogenic voices and imagery were typically “constant and harassing,” something that is much easier to capture in Second Life’s 3-D world than in more traditional written or verbal descriptions. Yellowlees developed the hallucination models to be used as teaching aids to help educators, the general public, and families develop a better understanding of patients’ experiences. ..

domenica 22 luglio 2007

But Second Life is more than just that. And: Thus begins the education of China's 137 million Netizens into the ways of 3-D virtual words (Newsweek)

In a few short years, Second Life has grown from an experiment to the world's largest virtual universe. Inside the mind of its founder.

By Jessica Bennett
Newsweek International

http://www.msnbc.msn.com/id/19878950/site/newsweek/

July 30, 2007 issue - Fake worlds have long served as an escape from reality for the socially inept geeks of the real world. But Second Life is more than just that. Whereas the likes of the hit '80s board game Dungeons and Dragons and the Internet's World of Warcraft provided fantasy for gamers, Second Life creeps much closer to reality. At once a 3-D social networking site, a place for would-be entrepreneurs to do business (and make real money), and a forum for conducting scientific and medical research, it has now attracted the attention of multinational corporations seizing the opportunity to translate virtual money into cold cash. As a result, Second Life is blurring the boundaries between the virtual world and the real one.

China's answer to Second Life is in the works, but facescensors and other hurdles its American rival never will.

By Jonathan Adams
Newsweek International

http://www.msnbc.msn.com/id/19887681/site/newsweek/



Thus begins the education of China's 137 million (and counting) Netizens into the ways of 3-D virtual worlds. With a launch planned for the end of the year, HiPiHi appears to be on track to becoming the first homegrown Chinese competitor to Second Life, the virtual world that's all the rage in the United States. HiPiHi's 38-year-old CEO and founder, Xu Hui, has ambitious goals: he plans to sign up 100,000 users in the first three months. Then he wants to branch out through partnerships with U.S., Japanese and other foreign firms to establish discrete virtual "continents." Ultimately, he sees a handful of virtual worlds, including HiPiHi and Second Life, linked up in one vast universe. "We're on the same road to a dream—virtual worlds are just beginning," says Xu.

martedì 17 luglio 2007

I Have an Avatar Therefore I Exist

21/06/2007

Electronic Commerce Research: Special Issue Call

I HAVE AN AVATAR THEREFORE I EXIST:
OPPORTUNITIES AND CHALLENGES IN METAVERSES

Dr Savvas Papagiannidis
Lecturer in Management, Business School, Newcastle University UK
Tel +44 (0) 191 2225724; Fax +44 (0) 191 2225103; E-mail Savvas.Papagiannidis@ncl.ac.uk

Dr Michael Bourlakis
Senior Lecturer, Business School, Brunel University, UK
Tel +44 (0) 189 5265427; E-mail Michael.Bourlakis@brunel.ac.uk

Prof. Feng Li
Prof. E-business Development, Business School, Newcastle University UK
Tel +44 (0) 191 2227976; Fax +44 (0) 191 2225103; E-mail Feng.Li@ncl.ac.uk

Millions of users from around the globe participate in massive multiplayer online role playing games (MMORPG), such as Second Life and World of Warcraft, 3D worlds that are often considered the next generation Web. With their user base growing at an exponential rate we are already experiencing the development of a phenomenon that may be as significant as the Web itself. The rapid development of MMORPGs and metaverses is likely to bring about significant business as well as social, legal, policy, methodological and technological opportunities and challenges.

This special issue aims to explore these and contribute to this rapidly expanding field by focusing on issues relevant to electronic business and management. Academics and practitioners are invited to submit conceptually and empirically based original papers addressing areas such as those listed below:

  • Business opportunities and challenges
  • Marketing implications
  • Identity management issues
  • Virtual economies and economic policies
  • Virtual entrepreneurship and metaverse ebusiness models
  • Developing MMORPGs and related strategies and ebusiness models
  • Real money trading
  • Consumer and business ethics in metaverses
  • Case studies (e.g. Second Life, World of Warcraft etc)
  • Human-computer interaction issues in metaverses
  • Psychological aspects of participating in metaverses
  • Legal issues (e.g. copyright and ownership of virtual property)

The above areas are just indicative and this special issue would welcome papers discussing other relevant topics. For the manuscripts guidelines please visit the journal’s web site. All papers, accompanied by a short biographical note for each author (approximately 200-250 words per author), should be submitted as an email attachment to the Guest Editors (Email: savvas.papagiannidis@ncl.ac.uk). All papers will be double blind refereed.

Important dates:

  • Last date for submitting the manuscript: 1st December 2007
  • End of the first review cycle: 1st of March 2008
  • Tentative date for completing the revised papers: 15th April 2008
  • Tentative date for completing the second review cycle: 15th May 2008
  • Submission of the final manuscripts for print: August 1 2008

Authors of accepted papers will be asked to sign a copyright release form, provide a short biography and picture, and send the complete packet of materials to: gavishadm@mail.cox.smu.edu.

http://www.ebusiness-newcastle.com/news/article.php?id=40