An increasing number of people with lifelong disability are active members of virtual worlds. Through their avatars, people with disability are able to participate in social, work related and educational activities in the virtual world. The aim for this paper was to explore how people with lifelong disability experienced the relationship with their virtual self and others, applying the lens of Embodied Social Presence Theory. Based on data collected through participant observation and interviews with novice and experienced users of Second Life, our findings indicate that the relationship between humans and their avatar is strong. Further, the findings indicate that the relationship with a person?s own avatar and others in the virtual world ...
Social Virtual Environments (SVEs) have been in existence for as long as we have communicated with o...
Online virtual worlds such as Second Life and World of Warcraft offer users the chance to participat...
PURPOSE: The aim of this research was to explore educators\u27 perceptions of a virtual world Second...
Research Problem: Virtual worlds like Second Life are shared 3D graphical places where people intera...
This paper explores the intersection of disability studies and persistent online virtual worlds, and...
"The findings from this thesis show that virtual worlds offer valuable affordances for people with ...
One article © 2014 IEEE. Reprinted, with permission, from : Stendal, K., Molka-Danielsen, J., Munk...
One article © 2014 IEEE. Reprinted, with permission, from : Stendal, K., Molka-Danielsen, J., Munk...
People with disabilities (PWD) remain highly marginalized worldwide; they continue to receive insuff...
Avatars are technological artifacts that provide communicators a body in virtual spaces. It is throu...
Avatars are technological artifacts that provide communicators a body in virtual spaces. It is throu...
© 2015, © The Author(s) 2015. Drawing on an ethnographic study of identity and disability in the 3D ...
This thesis examines an ethnographic research study on the disability community within Second Life (...
The emergence of digital capital has given birth to “creationist capitalism” in which the creative e...
Studies report the virtual world program Second LifeTM is a successful environment for learning, tre...
Social Virtual Environments (SVEs) have been in existence for as long as we have communicated with o...
Online virtual worlds such as Second Life and World of Warcraft offer users the chance to participat...
PURPOSE: The aim of this research was to explore educators\u27 perceptions of a virtual world Second...
Research Problem: Virtual worlds like Second Life are shared 3D graphical places where people intera...
This paper explores the intersection of disability studies and persistent online virtual worlds, and...
"The findings from this thesis show that virtual worlds offer valuable affordances for people with ...
One article © 2014 IEEE. Reprinted, with permission, from : Stendal, K., Molka-Danielsen, J., Munk...
One article © 2014 IEEE. Reprinted, with permission, from : Stendal, K., Molka-Danielsen, J., Munk...
People with disabilities (PWD) remain highly marginalized worldwide; they continue to receive insuff...
Avatars are technological artifacts that provide communicators a body in virtual spaces. It is throu...
Avatars are technological artifacts that provide communicators a body in virtual spaces. It is throu...
© 2015, © The Author(s) 2015. Drawing on an ethnographic study of identity and disability in the 3D ...
This thesis examines an ethnographic research study on the disability community within Second Life (...
The emergence of digital capital has given birth to “creationist capitalism” in which the creative e...
Studies report the virtual world program Second LifeTM is a successful environment for learning, tre...
Social Virtual Environments (SVEs) have been in existence for as long as we have communicated with o...
Online virtual worlds such as Second Life and World of Warcraft offer users the chance to participat...
PURPOSE: The aim of this research was to explore educators\u27 perceptions of a virtual world Second...