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首页> 外文期刊>Journal of Virtual Worlds Research >Conducting Empirical Research in 3D Virtual Worlds: Experiences from two projects in Second Life
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Conducting Empirical Research in 3D Virtual Worlds: Experiences from two projects in Second Life

机译:在3D虚拟世界中进行实证研究:《第二人生》中两个项目的经验

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At The Open University in the UK, we have conducted empirical qualitative research in Second Life, a 3D virtual world. The first project is in the education domain in which we are investigating the designs of learning spaces in Second Life, while the second project is related to shopping and consumer behaviour of users in Second Life. In this paper, we discuss our experiences of conducting empirical research in 3D virtual worlds with a specific focus on the following aspects: ethical norms, real-world and virtual identities, privacy of the participants, communication modalities (voice, text and use of gestures), logistics of conducting user-based studies, and skills and training needs of researchers. Although our experiences are based on conducting empirical research in Second Life, we hope that our experiences and discussions in this paper will also be useful for researchers who aim to conduct research in avatar-based 3D virtual worlds other than Second Life.
机译:在英国的开放大学,我们已经在3D虚拟世界“第二人生”中进行了实证定性研究。第一个项目是在教育领域,我们正在研究《第二人生》中学习空间的设计,而第二个项目与《第二人生》中用户的购物和消费者行为有关。在本文中,我们讨论了在3D虚拟世界中进行实证研究的经验,并特别关注以下方面:道德规范,真实世界和虚拟身份,参与者的隐私,沟通方式(语音,文本和手势使用) ),进行基于用户的研究的物流,以及研究人员的技能和培训需求。尽管我们的经验是基于对《第二人生》进行的经验研究,但我们希望本文中的经验和讨论对旨在在“第二人生”以外的基于化身的3D虚拟世界中进行研究的研究人员也有所帮助。

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