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Project Supporters Alameda Unified School District – Alameda Adult School, Alameda Family Literacy Program, and Mastick Senior Center volunteered to assist me by providing facilities and other support for prototype classes. The initial students in pilot studies were also obtained through AUSD.Awakened / The Unnamed – My guild and virtual family in the World of Warcraft massive multiplayer online role playing game. Several individuals from the guild volunteered to participate and provide feedback whenever appropriate. In addition, several other anonymous supporters whom I only know by their in-game pseudonyms have collaborated in initial concepting and prototyping. Daniel Schwartz – Dan provided valuable feedback on initial prototypes and concepts developed through the support of his course on interactivity. Decker Walker – My advisor and mentor at Stanford University has been a substantial collaborator on this project. Decker also provided feedback and review on a continuing basis. Hayward Unified School District – I am in negotiation with HUSD through the Hayward Adult School to support potential courses with students in the adult and older adult populations. I would like to host additional pilot courses through HUSD. Learning, Design, and Technology Cohort, 2006 – I have received substantial input and collaboration from my colleagues in the LDT program. In addition, several other collaborators from the School of Education and Department of Communications at Stanford University have provided invaluable input and feedback on my project. Linden Labs, creators and proprietors of Second Life - This widely used application and virtual environment is one of the key foundations for my project. I worked with technical specialists within Linden Labs (“The Lindens”) to design and prototype unique virtual tools for use with my project. Shelley Goldman – As LDT Director Shelley provided significant input and direction prior to the development of my initial ideas. In addition, Shelley’s guidance and feedback continued throughout my project. Special recognition of early support goes to Karin Chapin, Sara Kalintari, and David Tu for their input and participation in early stages of the development and prototyping. Also Halsted Larsson and Sam Ogami for their collaboration and brainstorming during the infancy of the project.
Selected References Ackoff, R.L.. Toward a Behavioral Theory of Communication. Management Science, Vol. 4, No. 3 (Apr., 1958) , pp. 218-234 (1958) Bailenson, J.N. & Beall, A.C.. Transformed Social Interaction: Exploring the Digital Plasticity of Avatars. In Schroeder, R. & Axelsson, A.’s (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments, Springer-Verlag. (2005, in press) Bailenson, J.N., Beall., A.C., Blascovich, J., Loomis, J., & Turk, M.. Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments. Human Communication Research, 31, 511-537. (2005) Bailenson, J.N., Beall, A.C., Loomis, J., Blascovich, J., & Turk, M.. Transformed Social Interaction: Decoupling Representation from Behavior and Form in Collaborative Virtual Environments. PRESENCE: Teleoperators and Virtual Environments, 13(4), 428-441. (2004) Bailenson, J.N., & Yee, N. A Longitudinal Study of Task Performance, Head Movements, Subjective Report, Simulator Sickness, and Transformed Social Interaction in Collaborative Virtual Environments. PRESENCE: Teleoperators and Virtual Environments. (2005, in press). Beck, J., and Wade, M.. Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press (2004) Bellamy, R.K.E.. Designing Educational Technology: Computer mediated change. In Bonnie Nardi (ed.) Context and Consciousness. Cambridge, M.A.: MIT Press. Pp.123-146. (1996) Blascovich, J., Loomis, J., Beall, A., Swinth, K., Hoyt, C., & Bailenson, J.N.. Immersive virtual environment technology as a methodological tool for social psychology. Psychological Inquiry, 13, 103-124. (2002) Blascovich, J., Loomis, J., Beall, A., Swinth, K., Hoyt, C., & Bailenson, J.. Immersive virtual environment technology: Not just another research tool for social psychology. Psychological Inquiry, 13, 146-149. (2002) Connolly, T., Jessup, L.M., Valacich, J.S.. Effects of Anonymity and Evaluative Tone on Idea Generation in Computer-Mediated Groups. Management Science, Vol. 36, No. 6 (Jun., 1990) , pp. 689-703 (1990) Corvoda, D., & Lepper, M. Intrinsic Motivation and the Process of Learning: Beneficial Effects of Contextualization, Personalization, and Choice. Journal of Educational Psychology, Vol. 88. (1996) Glenberg, A.M., Gutierrez, T., Levin, J., Japuntich, S., Kaschak, M.P.. Activity and Imagined Activity Can Enhance Young Children’s Reading Comprehension. Journal of Education Psychology. Vol 96, No. 3. (2004) Jones, R. M. 2000. Design and implementation of computer games: a capstone course for undergraduate computer science education. In Proceedings of the Thirty-First SIGCSE Technical Symposium on Computer Science Education (Austin, Texas, United States, March 07 - 12, 2000). S. Haller, Ed. SIGCSE '00. ACM Press, New York, NY, 260-264. (2000) Kirsh, D. 1996. Adapting the environment instead of oneself. Adaptive Behavior 4, 3-4 (Aug. 1996), 415-452. (1996) Malone, T.W., & Lepper, M.R.. Intrinsic motivation and instructional effectiveness in computer-based education. in R.E. Snow & M.J. Farr (Eds.) Aptitude, learning and instruction. Vol. 3: Conative and affective process analyses (pp. 253-286). Hillsdale, NJ: Lawrence Erlbaum Associates. (1987) Norman, D.. The Design of Everyday Things. Basic Books: New York (1988) Reeves, B., & Nass, C.. The Media Equation. Cambridge University Press: New York (1996) Resnick, M., Martin, F., Berg, R., Borovoy, R., Colella, V., Kramer, K., and Silverman, B. 1998. Digital manipulatives: new toys to think with. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Los Angeles, California, United States, April 18 - 23, 1998). C. Karat, A. Lund, J. Coutaz, and J. Karat, Eds. Conference on Human Factors in Computing Systems. ACM Press/Addison-Wesley Publishing Co., New York, NY, 281-287. (1998) Schwartz, D,. Physical Interactivity. In lecture notes from Education 328: Interactivity. Stanford University. (2006) Shoemaker, P.. Hard wired for news? Using Sociobiology theory to explain the content of the news. The Journal of Communication. Volume 46 Iss. 3. Page 32 (1996) Stephenson, N.. Snow Crash. New York: Bantam (1992) Steuer, J.. Defining Virtual Reality: Dimensions determining telepresence. Journal of Communication, 42, 73-93. (1992) Tomasello, M., Carpenter, M., Call, J., Behne, T., & Moll, H.. Understanding And Sharing Intentions: The Origins Of Cultural Cognition. Behavioral and Brain Sciences. Vol 25, No. 5. (2005) Yee, N.. The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments. (2005, in press) Yee, N.. The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments. London: Springer-Verlag. (2005, in press)
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