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A virtual world is an interactive simulated environment accessed by multiple users through an online interface. Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG's." There are many different types of virtual worlds, however there are six features all of them have in common: 1. Shared Space: the world allows many users to participate at once. 2. Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D environments. 3. Immediacy: interaction takes place in real time. 4. Interactivity: the world allows users to alter, develop, build, or submit customized content. 5. Persistence: the world's existence continues regardless of whether individual users are logged in. 6. Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, etc. --------------------------------------------------------------------------------Virtual worlds have been created for many different purposes. The largest and most common type of virtual world is the "MMORPG" which stands for "Massively Multiplayer Online Role Playing Game." But virtual worlds have also been built for purposes other than gaming. The following section summarizes a few ways in which virtual worlds are currently used: Commercial GamingCommercial gaming worlds tend to focus on a singular fictional theme and consistently follow formal conventions such as character-focused avatars, progression through an interactive narrative storyline, and a series of competitive events. Strongly influenced by fantasy, science fiction, and anime genres of literature and film, the majority of sizable virtual worlds in existence today are commercial gaming worlds. Examples include Everquest, Lineage 2, and World of Warcraft. While Virtual Worlds Review includes several top-quality gaming worlds on the review list, we mostly feature worlds that fall outside the traditional gaming mold. Fortunately there are many other great sites that contain comprehensive lists of commercial gaming worlds. Here are a few: MPOGD.com Gamespot Gamespy Socializing / Online Community BuildingIn addition to the traditional fantasy RPG worlds, there are many commercial community-focused virtual worlds that emphasize socializing rather than gaming. These worlds offer a more open-ended experience and are strongly influenced by the cultures of text-based chat rooms. Although small-scale, casual games may be incorporated into a social world, participants are not necessarily there to win or play a game, but rather to socialize with others and, in many cases, create and decorate a personal space such as a home, room, or apartment. Social worlds tend to use settings based on idealized versions of reality. Most provide some basic building tools and the ability to host activities and events that revolve around a wide variety of topics. EducationSome virtual worlds have been created for educational purposes. In most cases, educational worlds are sponsored by academic institutions or nonprofit organizations, although some educational worlds are sponsored by corporations. Educational worlds come in a wide variety of forms, including 3D recreations of museum and gallery spaces, computer programming tutorials, virtual libraries, and meeting spaces for online university courses. Active Worlds Educational Universe is one of the oldest and largest networks of educational worlds. Adobe Atmosphere is also being used to build virtual worlds for educational purposes. A great example of a corporate-sponsored educational world is Mokitown. Political ExpressionVirtual worlds can serve as forums for political expression and debate. While real-world political issues can crop up in gaming, social, and educational worlds, there are a few cases in which completely separate virtual worlds have been built for the purpose of political debate or even experiments in various types of self-governing online communities. A great example of a virtual world with a political focus is AgoraXchange. Military TrainingVirtual world technologies are also being used in some interesting ways by the U.S. military. America's Army is being used as a tool to recruit potential soldiers, while companies like Forterra Systems are working with military groups to develop training simulations. And this is just the beginning. As these technologies develop further over the next several years, virtual worlds will be used for all types of purposes as more people begin spending more time in them. If you're new to the "world of virtual worlds" we hope that Virtual Worlds Review will serve as a user-friendly, informative place to learn a bit about them. For those who are already familiar with virtual worlds, we hope the site will let you know about other types of worlds you may not have heard of before. In either case, welcome and enjoy the site. -------------------A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree.[3] Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance senses.Massively multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible.[clarify]Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms.HistoryThe concept of virtual worlds predates computers and could be traced in some sense to Pliny.[5] The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its world. Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality device. This form of virtual reality is characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar inspiration.[6] While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an imersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive experience.The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users [7]. Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line Interface.Maze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter game. Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a maze.” (http://www.digibarn.com/history/04-VCF7-MazeWar/index.html, 29th Feb). According to the website this was in 1974, it was played on Arpanet (the initial internet), however it could only be played on an Imlac, as it was specifically built for this type of computer.Then in 1978 MUD was released, it however was not 3D, it was text-based and used a TELNET program, by following the link you will be able to play the game, and understand just how far virtual worlds have come since http://www.british-legends.com/. You can understandably argue whether or not this is a “virtual world” and that Maze War was more sophisticated (being 3D), but you must understand that MUD could be played by anyone, Maze War was computer specific. Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information).Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).[citation needed]In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.[citation needed][edit] Virtual world conceptsOne perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual world.[citation needed] Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every day. All the online games listed above[clarify] include downtime for maintenance that is not included as time passing in the virtual world. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game time.As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example). massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles. Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is shared. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where permitted.[edit] BoundariesVirtual worlds are well-known as being fantasy spaces sealed off from the real world, but more careful analysis reveals that the boundaries between the real and virtual worlds is quite porous. Participants constantly arrive and depart from the world, carrying with them their unique set of behavioral assumptions and attitudes that cannot be disentangled from their interactions in the virtual world.[8][clarify] For example, in virtual worlds which bring together players from multiple cultural backgrounds, a participant in a virtual world brings their own cultural preconceptions about those other cultures across the boundary into the world while playing. The term magic circle has been used to describe the imaginary barrier between the virtual world and the real world. The fantasy environment of the virtual world is protected from the intrusion of real life by this magic circle, but practices such as the sale of virtual items and virtual currency for real life currency challenges this separation while reinforcing the notion that objects in the virtual world have real life value. In a 2001 study by Edward Castronova, the value of the currency in the MMORPG Everquest was evaluated based on its exchange rate at USD 0.0107, making this unit of virtual currency of higher value than the Yen or the Lira.Even though Virtual Worlds are most of the time seen as 3D Games, there are many different kinds of it: forums, blogs, wikis and chatrooms where communities born. Places which have their own world, their own rules, topics, jokes, members, etc... Each person who belongs to these kinds of communities can find like-minded people to talk to, whether this be a passion, the wish to share information about or just to meet new people and experience new things. Some users develop a double personality depending on which world they are interacting with. Depending on whether that person is in the real or virtual world can impact on the way they think and act. It is not all about video games and communities, virtual world also plays a part in the social as it can allow people to speak or share knowledge with each other. Best examples are instant messaging and visio-conferences which allow people to create their own virtual world. It can also be used to help hospitalized children (suffering from painful disease or autism for example) to create a comfortable and safe environment which can help them.Although Virtual Worlds can be seen as a new way for people to socialize, they are said to be at the heart of a lot of anti-social behaviour. People playing video games online and more precisely, MMORPG are sometimes so addicted to the game that they cannot live without playing it. Such people are called “No Life” or Otaku and spend most of their time in their house not leaving it for days. They are often wrongly treated like insane people and also represented as dangerous when criminal cases imply links with video games. The thing is that video games played online are most of the time designed to be played for a long period of time (and even in the case of World Of Warcraft indefinitely – programmers provide updates and new things to discover regularly). People who abuse this kind of video games end up living most of their live in their bedrooms, do not develop any social life or skills: they communicate with friends mostly via the game or the internet, they create their own life on the internet with a specific name, image and charisma. The example of Second Life is totally unique because players develop communities and businesses in this game. Second Life is a game where the player has to create his/her own character with a human aspect and live a second life in a virtual world. The thing is that some people are so involved in this game (and created their “own self” in this game) that they have a double personality.

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深深哒瑷

在海外发表或已获通知发表论文15篇,其中英文论文7篇,SSCI论文3篇,相当于国内一级核心期刊论文1篇,国内发表论文和专著34篇,商务印书馆专著1册,译著一册,一类核心期刊论文1篇,核心期刊论文11篇I. 海外出版论文2010 “Public participation in China’s green communities: Mobilizing memories and structuring incentives,” (with Boland A. the second author), Geoforum,Accepted. (SSCI)2009 “Boundaries and Belonging in Guangzhou: Changing the Nature of Residential Space in Urban China” (with Alana Boland), in Amrita Daniel and Mike Douglass, eds. Building Urban Communities: The Politics of Civic Space in Asia.US: Routledge Press.2009“建设本土公民社会:以ICS为个案”,澳门:《神州交流》2009年10月第六卷第四期2009 “大陆公民社会的能力建设:话语与实践”,台北:《台湾社会研究季刊》第74期。2009 “抗震救灾,中国公民社会崛起的契机?”, (第一作者,第二作者陈建民)香港:《二十一世纪》第114期。2008“White-collar Work and the Construction of Female Identity: Women in a Multinational Corporation in Guangdong”. In Women of South China: gender in tradition and change. Edited by Siumi Maria Tam. New York: Sharp Inc. Forthcoming.“转型过程中的政府与NGO关系----三个案例的分析”,«第三部门与政府跨部门治理» 台湾智胜文化事业有限公司出版,2008.32007 “Strategy and culture in the collective action:A Case Study of Lijiang Gardenat Canton” (with Wang Chao), China Sociology & Anthropology, Vol. 40.p5-34.(SSCI)2007 “Space, Power and the Construction of the Community Identity: Case Study of Residents Movement at a ShanghaiNeighborhood”, ChinaSociology & Anthropology, Vol. 40. p65-90. (SSCI)2007 “Not against the State, Just Protect the Residents’ Interests: An Urban Movement in a Shanghai Neighborhood” (with Peter Ho), in Peter Ho and Richard Esmonds, eds. China’s Embedded Activism: Opportunities and Constraints of a Social Movement.2006 “Chinese NGOs strive to survive” (with Chan Kin-Man, Qiu Haixiong), Leiden: Social Transformation in Chinese SocietiesVol. 1,2006.2006 “和平、进步与相互联结的东亚公民社会”,台湾:台湾社会科学季刊2006年第2期。2004“空间、权力和社区认同的建构:上海一个社区地邻里运动的个案研究”,台北:《第三部门学刊》2004年第2期。“权力与街区空间:当代中国街区权力研究导论”,香港:《中国社会科学季刊》1999年第26期和第27期(被收入《中国社会学文选》第二辑,中国社会科学出版社,2003年版)1998 “文化主权:一种新的主权观念”(与张来治合写),香港:《亚洲论坛》1998年第1期II. 国内出版论文与专著“旅游景区生产与族群文化的再造——对一个布依族村寨的旅游人类学研究”,《广西民族大学学报》2010年第6期《国与家之间:关于上海邻里的民族志研究》,中国社会科学文献出版社2010年版论基层治理中政社分离的趋势、挑战与方向,《中国行政管理》,2010.4译著(和王超合译):Sidney Mintz著《甜与权力》,商务印书馆2010年版社区组织化参与中的公民性养成——以上海一个社区为个案,《思想战线》,2010.2主编:《社区、空间与行动》,中国社会科学出版社,2010年1月出版“NGO合作,能否成为主流?”,《中国社会工作》,2009.9上期“汶川地震救灾中的NGO合作方式”,《中国社会工作》,2009.9上期“绿色社区建设的理念与实践”,(与吴桐雨共为作者),《现代物业》2009年8期上旬刊(总第124期)“Civil society 在中国情境下的应用”,《西北民族研究》,2009年第3期。“人类学关键词:辨析与表述(一)导言”,《西北民族研究》(第二作者,陈志明为第一作者),2009年第3期(总第62期)《责任·行动·合作:512抗震救灾中的NGO合作研究》(第一作者,与王超、胡明为共同作者),北京大学出版社2009年8月出版“冀南乡村的物物交换——地方经济的人类学研究”,《中国农业大学学报》,(第一作者,与羡晓曼共为作者)2009年第2期“打工者社会空间的生产——番禺打工者文化服务部的个案研究”,载张曙光主编《中国制度变迁的案例研究(广东卷)》第六集,中国财政经济出版社、中山大学出版社,2008.11《行动的力量:对民间志愿组织的实践逻辑的个案研究》,商务印书馆2008年3月出版。“公众参与与社区公共空间的生产——对绿色社区建设的个案研究”,北京:《社会学研究》(一类核心期刊)(和阿兰图特纳共为作者)2007年第4期“国际NGO与中国地方治理创新——以珠三角为例”,广州:《开放时代》(核心期刊)2007年第5期。“当代中国公民社会的成长和创新”,上海:《探索与争鸣》(核心期刊)2007年第6期。《水边人家——一个布依族村寨的发展描述》(主编),知识产权出版社2006年第11期“草根NGO与公民社会的成长“,广东:《开放时代》(核心期刊)2004年第6期“工作、权力与女性”,北京:《清华社会学评论》2002年第11期“革命后政治思潮”,《新编西方政治思想史》第九章,复旦大学出版社1999年版“城市社区建设:在实践中反思理论”,《中国城市社区建设》,北京:《北京社会科学》增刊1999年版“非政府组织在中国”(与张运藩合写),《百科知识》(核心期刊),1999年第1期“志愿服务是社会全面发展的要求”(与徐中振合写),上海:《解放日报》理论版1998年5月19号副主编:《五里桥:一个发展中的城市新型社区》,上海:学林出版社1998年版“志愿服务是社会全面发展的结构因素和价值追求”(与徐中振合写),《志愿服务与社区发展》,上海三联书店1998年版“要重视培育和发挥群众性志愿组织的作用”,《志愿服务与社区发展》,上海三联书店1998年版“文化主权:主权斗争的新焦点”(朱健刚、张来治),《复旦大学学报》(核心期刊)1998年第1期“城市基层政权结构的变迁”(朱健刚、张来治),《新华文摘》1998年第8期,初登于《探索与争鸣》(核心期刊)1998年第3期,转载于“城市街区的权力结构: 强国家与强社会”,北京:《战略与管理》(核心期刊)1997年第5期“城市街区的权力变迁”,北京:《北京大学研究生学刊》1997年第3期“城市社区制改革的问题与对策”(与人合写),上海:《公共行政与人力资源》1997年第5期“社区行政框架研究报告”(与张来治等合写),上海:《公共行政与人力资源》1997年第5期“基督教与东方宗教的对话”(合译), 《复旦大学学报》(核心期刊)1997年第1期“中庸思想的历史变迁及其现代意义”,湖南:《求索》(核心期刊)1996年第1期

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