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MSTU 5000 - Possibilities of Virtual Worlds

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Title: MSTU 5000 - Possibilities of Virtual Worlds


1
MSTU 5000 - Possibilities of Virtual
Worlds Teachers College, Columbia
University Anthony Cocciolo cocciolo_at_tc.edu
2
How do we do research in Virtual Worlds?
  • Discourse-analysis-based ethnographic work (e.g.,
    Steinkuehler, 2004)
  • Communication and space interaction (e.g., Clark
    Maher, 2003)
  • Motor-Behavior, Eye Gaze (e.g., Garau, Slator,
    Bee, Sasse, 2001)
  • Virtual Worlds as Simulated reality, Public
    Speaking (Slater, Pertaub, Steed, 1999)
  • Survey Research of Demographics, Motivations
    (e.g., Yee, 2006)

3
Survey Research in Virtual Worlds
  • Yee (2006) conducted study of demographics,
    motivations, and derived experienced of N30,000
    MMORPG users.
  • Advertised survey on websites that cater to
    MMORPG users, but survey not administered in
    MMORPG itself.
  • Can we increase response rates (and selection
    bias) by including surveys directly within the
    MMORPG?

4
Second Look What is it?
  • A tool for deploying surveys directly into
    SecondLife
  • Includes web-based interface for designing survey
  • Also includes web-based interface for viewing
    survey results
  • Survey is deployed using the chat interface

5
How it works
  • Copy Second Look to your inventory
  • Drag and drop Second Look to wherever you would
    like to administer your survey
  • Click Second Look to Design your survey
  • Have people take your survey
  • View results

6
Presence in Second Life
7
Designing survey (1)
8
Designing survey (2)
9
Ready to Administer
10
Taking the Survey
11
Viewing results (if owner)
12
Second Look Architecture
MS-SQL PHP
llHTTPRequest()
13
Current Limitations
  • Answer choices must be a-e (5 options).
  • No feature for open-ended, true/false, or
    Likert-scale
  • Limited previous and next question control via
    chat interface
  • Security No authentication (user login)
    depends on the UUID of the object for security
  • No feature to go back and edit survey after
    created

14
References
  • Clark, S., Maher, M. L.  (2003).  The effects
    of a sense of place on the learning experience in
    a 3D virtual world.  In Cook, J. and McConnell,
    D. (Eds), Communities of Practice. Research
    Proceedings of the 10th Association for Learning
    Technology Conference (ALT-C2003), 82-101.
  • Garau, M., Slater, M., Bee, S., Sasse, M. A.
    (2001). The Impact of Eye Gaze on Communication
    using Humanoid Avatars. CHI 2001, March 31-
    April 5, Seattle, WA.
  • Slater, M., Pertaub D., Steed, A. (1999).
    Public Speaking in Virtual Reality Facing an
    Audience of Avatars. IEEE Computer Graphics and
    Applications, 19(2), 6-9.
  • Steinkuehler, C. A.  (2004). Learning in
    Massively Multiplayer Online Games. In Y. B.
    Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon,
    F. Herrera (Eds.), Proceedings of the Sixth
    International Conference of the Learning Sciences
    (pp. 521-528). Mahwah, NJ Erlbaum.
  • Yee, N. (2006). The Demographics, Motivations,
    and Derived Experiences of Users of Massively
    Multi-User Online Graphical Environments.
    Presence, 15(3), 309-329.

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