Virtual Worlds

A special issue of Future Internet (ISSN 1999-5903).

Deadline for manuscript submissions: closed (15 April 2011) | Viewed by 8283

Special Issue Editor


E-Mail Website
Guest Editor
Department of Geography, University at Buffalo, 105 Wilkeson, Buffalo, NY 14261, USA
Interests: agent-based modeling; computational social science (CSS); geocomputation; geographic information science (GIS); urban systems; spatial analysis; social networks; volunteered geographic information (VGI)
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

This special issue of the journal Future Internet focuses on the broad topic of virtual worlds such as Second Life, Active Worlds and OpenSim and their research potential. Virtual worlds are computer simulated environments that can mimic the real world or be purely artificial. In such worlds people, in the form of avatars (a computer user's digital representation of himself/herself) interact with each other and their environment through a computer.

Such electronic environments offer huge potential for study, education and outreach across all the sciences albeit in the virtual world (see Bainbridge 2007). Virtual worlds are open to whoever is connected to the internet (with obvious limits of membership, censorship, etc.). This literally puts users "in" the internet, rather than "on" it. The ability of many to engage and interact is the key feature that defines Web 2.0 technologies where interaction is key and where most interaction is currently achieved through graphical user interfaces.

We therefore seek high-quality, original papers on any aspect of virtual world research. Example topics might include: emergence of cooperation in role playing games; the evolution of social norms; censorship within virtual worlds; modelling; creating realistic worlds and associated technological challenges; experiences of using virtual worlds for teaching purposes, public participation or as space for experimentation or debate, etc. Papers can be either empirical, conceptual or theoretical in nature, or position papers that outline and/or evaluate any important existing or emerging aspects in the field, or issues, benefits and limitations of virtual environments.

Dr. Andrew Crooks
Guest Editor

Reference:
Bainbridge, W.S. (2007) The Scientific Research Potential of Virtual Worlds. Science. 317(5837): 472-476.


Benefits of Publishing in a Special Issue

  • Ease of navigation: Grouping papers by topic helps scholars navigate broad scope journals more efficiently.
  • Greater discoverability: Special Issues support the reach and impact of scientific research. Articles in Special Issues are more discoverable and cited more frequently.
  • Expansion of research network: Special Issues facilitate connections among authors, fostering scientific collaborations.
  • External promotion: Articles in Special Issues are often promoted through the journal's social media, increasing their visibility.
  • e-Book format: Special Issues with more than 10 articles can be published as dedicated e-books, ensuring wide and rapid dissemination.

Further information on MDPI's Special Issue polices can be found here.

Published Papers (1 paper)

Order results
Result details
Select all
Export citation of selected articles as:

Research

881 KiB  
Article
Architecture and Design for Virtual Conferences: A Case Study
by Andrew Sempere
Future Internet 2011, 3(3), 175-184; https://doi.org/10.3390/fi3030175 - 6 Jul 2011
Cited by 3 | Viewed by 7551
Abstract
This paper presents a case study of the design issues facing a large multi-format virtual conference. The conference took place twice in two different years, each time using an avatar-based 3D world with spatialized audio including keynote, poster and social sessions. Between year [...] Read more.
This paper presents a case study of the design issues facing a large multi-format virtual conference. The conference took place twice in two different years, each time using an avatar-based 3D world with spatialized audio including keynote, poster and social sessions. Between year 1 and 2, major adjustments were made to the architecture and design of the space, leading to improvement in the nature of interaction between the participants. While virtual meetings will likely never supplant the effectiveness of face-to-face meetings, this paper seeks to outline a few design principles learned from this experience, which can be applied generally to make computer mediated collaboration more effective. Full article
(This article belongs to the Special Issue Virtual Worlds)
Show Figures

Back to TopTop