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Dissertations / Theses on the topic 'Virtual identity'

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1

Nincic, Vera. "Serbian virtual community and ethnic identity." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0016/MQ53403.pdf.

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2

Makryniotis, Thomas. "Identity through dress in virtual environments." Thesis, University of Kent, 2013. http://ualresearchonline.arts.ac.uk/7086/.

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The purpose of this thesis is to examine the formation of identity through dress in virtual environments, and to establish connections between identity, fashion, and virtual reality by means of language and semiology. The notion of identity through fashion in virtual environments is examined, with fashion as a factor in identity formation through dress as analysed in structuralist terms. The virtual aspect is used both as a literal field, i.e. the medium of video games and social networks that involve virtual avatars, and as theoretical testing ground from which to derive new results on the nature of dress and many of the aspects of clothing and fashion. The practical outcome of this research, a video game based on dress and narrative, serves as an applied experiment of the three main themes in this thesis and the relations and interactions between them, as well as a testing tool with which to challenge in a practical way the theories and speculations formed in the thesis. My methodology is based on structuralism and post-structuralism in the fields of linguistics, psychology and anthropology, with particular application to the visual media and virtual reality. I am using a post-structuralist approach as it has been the most dominant discourse of replacing economic and social (power) relations with codes and the interplay between signifiers and signifieds. This, I find, is the most appropriate method for analysing both virtual systems and fashion, because, on an atomic level, they both depend on variables such as words and numbers. The code is therefore the common denominator of both disciplines. Furthermore, both disciplines use narrative for their proper function, video games for their back story and motivation of the player, and fashion for its advertising and promotion, as well as through archetypes and symbols. Fashion in this context works as a catalytic agent between post-structuralist codes in modern media as texts, and video games.
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Popielinski, Lea Marie. "Noncorporeal Embodiment and Gendered Virtual Identity." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1339450867.

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4

Delise, Nathalie N. "Me, Myself, & Identity Online: Identity Salience on Facebook vs Non-Virtual Identity." ScholarWorks@UNO, 2012. http://scholarworks.uno.edu/td/1431.

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Many Social Networking Sites have come and gone over the past decade, but Facebook continues to grow in popularity. Facebook is designed to connect people to one another through virtual networks of “friends” where members participate in the presentation of self virtually- through profile creation, maintenance, and exchanges of content. Social Networking Sites create a location for identity formation and projection that is similar, yet distinct, from face-to-face interactions. Facebook offers a unique avenue for people to control their presentation of self, while maintaining reflexive features. This study this study explores the notion of a particular “Facebook role” while specifically addressing front stage projections in relation to backstage information and the resulting differences in identity. In effect, people are “themselves” on Facebook, just a consistently “good” version of themselves.
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Stark, Alicia. "Virtual pop : gender, ethnicity, and identity in virtual bands and vocaloid." Thesis, Cardiff University, 2018. http://orca.cf.ac.uk/110112/.

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Virtual bands have been present in popular culture for decades, and they have become the topic of increased scholarly interest over the past few years. Despite this new work, however, there remains a need for more indepth critical studies into gender and ethnicity in virtual phenomena, as this approach promises to open up new areas of enquiry. Focussing on questions of gender and ethnicity, my thesis will investigate the mechanics through which identity is constructed in animated, puppet, and hologram virtual band characters. My thesis will draw on a range of empirical, theoretical, and ethnographic approaches in order to analyse how and to what extent virtual band characters are created and disseminated by those in the industry, on the one hand, and by fans, on the other. In particular, I consider this question through the concepts of agency (perceived and attributed), authorship, and authenticity, and in relation to the notion of suspension of disbelief, examining ways in which animation affords greater potential for forms of ‘layered awareness.’ Following a historical overview of virtual bands, and a critical appraisal of relevant theoretical perspectives on this topic, the thesis moves to a close reading of two case studies that reinforce and subvert gender and ethnic stereotypes commonly found in popular culture: Gorillaz and Vocaloid. These examples present different aspects of identity construction in virtual media, the former apparently led by the band’s creators, the other by its fans. Within Gorillaz, my discussion centres around the female guitarist Noodle, who, I will argue, is a modern-day Orientalist construction. By contrast, the chapters on Vocaloid draw on fan studies techniques to show that Vocaloid’s fan base contains a large, unexpected demographic, and that part of the fans’ dedication stems from their confirmed expectations of gender and ethnic identity in the Vocaloid characters.
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6

Robinson, Anthony Quinn Jr. "Facebook Identity: Virtual Interaction and Life Satisfaction." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/52897.

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Objectives. Social Networking Sites (SNSs) have exploded in popularity around the world and are composed of hundreds of millions of users. SNSs give the ability to communicate, share photos, send files, and update personal information instantaneously and continuously. Research is now being done on these sites to determine their usefulness and study whether or not its existence can enhance learning and the lives of people. The purpose of this study is to examine whether or not Facebook use has an effect on life satisfaction through Facebook identity salience and Facebook role enactment. Methods. Using data acquired at the University of Texas at Austin, this research uses a path model to identity relationships between Facebook use and life satisfaction. Results. My research finds that identity theory can be applied to learning the effect Facebook use has on life satisfaction. Overall, greater Facebook identity salience and more Facebook friends are associated with greater life satisfaction. We also find that for females, the more time spent on Facebook, the lower the reported life satisfaction. Conclusion. My research has demonstrated that identity theory can be used to examine roles that are voluntary and not highly central to one's overall life functioning. The model designed can be used as a blueprint to examine other roles relating to social media. My hope is that future research looks at the importance of the social media roles for younger generations and how they compare to older generations with more salient roles.
Master of Science
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7

Kramer, Alice. "DIMENSIONS OF IDENTITY." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2896.

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Imagination and fantasy environments created by writers and artists have always drawn people into their worlds. Advances in technology have blurred the lines between reality and imagination. My interest has always been to question the validity of these worlds and their cultures and to transcend the evolving virtual dimension by fusing it with what we perceive to be reality.
M.F.A.
Department of Art
Arts and Humanities
Studio Art and the Computer MFA
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8

Lynch, Dianne. "Rehearsing the real : children's identity development in virtual spaces." Thesis, McGill University, 2005. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=100647.

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Children who have grown up with the Internet as a dominant form of cultural production bring to their identity development a complex and unique set of expectations and assumptions about identity fluidity and presentation. In addition, these "cyberchildren" are spending much of their social-interaction time in environments populated and controlled by adults, and yet beyond the purview or authority of the adults in their "real" lives. Understanding the nature of their identity development in virtual spaces and its implications for their real-world behaviors offers new opportunities for interventions that more effectively empower children to navigate and negotiate their experiences in relationship with online audiences. The study proposes that Goffman's dramaturgical metaphor can be productively applied to cyberspace, where children are rehearsing their identity performances in backstage, virtual environments; transferring their most salient and valuable identities to middle-stage spaces in real life, where they are performed for their peers and friends; and finally adopting them for presentation in front-stage, public spheres. The work draws on sociological interaction, dramaturgical analysis, information flow theory, and cyberstudies theory to propose a new theoretical framework. Its mixed-methodology approach incorporates a quantitative online survey, including benchmark questions drawn from three national surveys, and open-ended questions analyzed through qualitative methodologies. Taken together, the results confirmed the author's hypotheses that: (1) Cyberchildren have access to adult information and situations; (2) Traditional interventions to protect children in cyberspace are largely ineffective; (3) Cyberchildren maintain distinct online and real-life identities; and (4) Cyberchildren perceive of their virtual identities as valuable and salient.
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Steely, Danielle. "Identity in Chinese film: conflict, transformation, and the virtual." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=32509.

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This thesis is an analysis of the notion of the virtual as laid out in works by Brian Massumi, Gilles Deleuze, and Félix Guattari. In it, I explore the virtual across several Chinese films of the last two decades and with respect to different challenges to identity. Through Center Stage, Farewell My Concubine, and Frozen, I investigate the dangers of the virtual in performance and the difficulty in recognizing the line between role and real. I then compare this to the similar yet distinct notion of disguise in House of Flying Daggers and Infernal Affairs in order to demonstrate the different manifestations and effects of the virtual when one's performance is undisclosed to those to whom one plays. Finally, I examine identity and the virtual through cinematic doublings in the films Center Stage and Suzhou River.
Cette thèse est une analyse de la notion du virtuel telle que présentée dans les travaux de Brian Massumi, Gilles Deleuze et Félix Guattari. J'explore le virtuel au travers de plusieurs films chinois des deux dernières décennies en ce qui a trait aux différents défis de l'identité. Par des films tels que Center Stage, Farewell My Concubine, et Frozen, j'examine les dangers du virtuel dans la performance et la difficulté de pouvoir reconnaitre la mince ligne entre le rôle et le réel. Je compare, ensuite cela à la notion similaire mais quand même distincte de camouflage dans House of Flying Daggers et Infernal Affairs de manière à démontrer les différentes manifestations et les effets du virtuel lorsque la performance d'un personne est non- dévoilée à quelqu'un avec qui elle joue. Finalement, j'examine l'identité et le virtuel par les doublages cinématiques dans les films Center Stage et Suzhou River.
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Leung, Pui-man Helen, and 梁佩文. "Impact of virtual community on identity formation of adolescents." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31256387.

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Leung, Pui-man Helen. "Impact of virtual community on identity formation of adolescents /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25474674.

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12

Soyseckin, Idil Safiye. "Identity And Communication In Cyberspace Muds: Gender And Virtual Culture." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/3/12607564/index.pdf.

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This thesis investigates if it is possible to speak about a virtual culture. If so, it seeks to answers to the following questions: Is it possible to mention a culture peculiar to cyberspace or virtual culture is just a mirror of real life culture? Where does the body position? How have been identities experienced? What does fluid and fragmented identity mean? Does it offer a space of opportunities? How has been gender formed on cyberspace? Is removal of gender barriers possible? Answers to all these questions have been explored through text-based virtual reality environments on the Internet called MUDs in which creating alternative identities is possible. A survey and interviews as well as direct and participant observations for the exploration of MUD environments have been conducted. Mostly, MUDs called, LambdaMOO and Aardwolf, and then Cabü
lka Cabü
lsa have become central sites of observations and interviews. The findings show that cyberspace has its rules and limitations which are not independent from the real world. Since gender is a key component indicating the society interacts, culture of cyberspace cannot stay aside. Despite possibility of gender switching, stereotypical gender performances continue to exist. However cyberspace is a new and rich communication environment in respect of facilities it offers and its future structure and form largely depend on the users.
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13

Ma, Meng. "IT design for sustaining virtual communities an identity-based approach /." College Park, Md. : University of Maryland, 2005. http://hdl.handle.net/1903/2833.

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Thesis (Ph. D.) -- University of Maryland, College Park, 2005.
Thesis research directed by: Business and Management. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Touza, Leopoldo Sebastián. "Red de Argentinos : identity and citizenship in a virtual community." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ37239.pdf.

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15

Au, Yee Wei. "Identification and conflict in virtual teams : a social identity approach." Thesis, Heriot-Watt University, 2010. http://hdl.handle.net/10399/2379.

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Globalisation and the use of Information and Communication Technologies (ICTs) have extended the capabilities of organisations to alter their team based structures from traditional to virtual settings. The use of virtual teams has increased rapidly worldwide because such teams allow geographically dispersed people with common goals to perform interdependent tasks via the use of ICTs. Virtual teams may experience high levels of conflict because they work across organisational, geographical, cultural and time boundaries. The identification of individual members with their team has been linked to lower levels of conflict and an increase in behaviours that are congruent with virtual team identity. Past research has shown that the conflict-reducing effect which results from team identification is important in virtual settings. Yet there is relatively little empirical research that investigates conflict within virtual teams in terms of identification. The current research thus aims to examine how the impacts of the development of identity influence the emergence and resolution of conflict within virtual teams. It examines first the process and determinants of identification in the teams and secondly, the effect of self-enhancement strategies on virtual team members’ inter-group and conflict handling behaviour. A combination of a critical view on Social Identity Theory (SIT) and a qualitative case study methodology was utilised in comprehending the cognitive processes of identification, its sources of motivation, and employees’ inter-group relations within virtual teams. An empirical study of seven virtual teams drawn from four companies was undertaken. This study extends SIT into virtual settings. It suggests that examining identification processes in virtual teams provides an understanding of the inter-group relations in such teams. The findings reveal that employees’ intrinsic needs drive their identification with a particular virtual team and the fulfilment of such needs is influenced by the team’s contextual and situational factors. Additionally, the identification processes have an impact on the team members’ inter-group and conflict handling behaviour. This study contributes to SIT by drawing attention to directions for growth of contextual and longitudinal dimensions in research which examines the identification process and conflict of virtual teams.
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Abdullah, Ashraf R. A. "An ethnographic sociolinguistic study of virtual identity in Second Life." Thesis, University of Leeds, 2014. http://etheses.whiterose.ac.uk/7334/.

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The virtual world Second Life (SL) offers its millions of users a fertile environment in which to socialise and engage in digital communication, immersed in a world where it seems like anything is possible and imagination is the only limit. To become an established resident of this virtual world is to acquire a virtual identity, which in turn requires an understanding and acquisition of phenomena such as how to dress, walk and talk. The acquisition of a SLidentity involves various linguistic acts. Users must familiarise themselves with the creative vocabulary of SL in order to reflect in-group identity. They must recognise the deictic field of the virtual environment and act accordingly through appropriate use of indexical and deictic expressions, to show awareness of the virtual surroundings. The final step towards becoming 'virtual' is recognising, acknowledging and fulfilling pragmatic acts in all of their complexity. These acts, such as those of an instructive nature, have different communicative intentions and short and long-term aims that contribute to the (co)construction of virtual identity. A SL corpus of approximately 200 thousand words and 24 hours of video data was gathered through systematic participant observation and ethnographic data collection methods. Wordsmith Tools(Scott, 2011) was used to examine the corpus observing frequencies, concordances and collocations of lexical items, leading to qualitative discussions of examples. Through the use of SLEnglish and SLArabic, reflecting in-group identity, the use of personal pronouns and place and time deictic expressions, indexing one's personal, spatial and temporal awareness in the virtual world, and through instruction and direction, a noob (Crystal, 2004) or novice can transform into a Resident (www.secondlife.com) or established user, and it is this transformation process and the linguistic (co)construction of a virtual identity that is the focus of this study.
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Woodworth, Ashley C. "Community and Identity in Contemporary Physical and Virtual Spaces: Toward an Integration." Scholarly Repository, 2011. http://scholarlyrepository.miami.edu/oa_theses/258.

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The notions of community and identity are discussed and the various elements of each concept are analyzed in terms of their manifestation in physical and virtual spaces. A comparison of community and identity in physical and virtual spaces highlights the interdependent nature of these experiences in the intersection of these two spaces. Modern society functions through the use of technology that is ever increasing in speed and efficiency. We rely more and more on virtual technology as a tool to maintain relationships, perform various tasks, communicate and interact with others, and to manage our self-presentations. Thus, the fundamental experiences of community and identity must be studied in both online and offline contexts in order to determine how we can manipulate our use of technology for positive outcomes.
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Calka, Michelle. "Performances of Marginalized Identities in Virtual Worlds." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1344522664.

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19

Arakawa, Aaron (Aaron Ryuji) 1976. "PILPUL : a 2D graphical virtual forum for exploring identity and values." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80034.

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Vesna, Victoria. "Networked public spaces : an investigation into virtual embodiment." Thesis, University of South Wales, 2000. https://pure.southwales.ac.uk/en/studentthesis/networked-public-spaces(e64f64d6-be3f-41fb-bab5-6453de03684f).html.

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Networked Public Spaces: An Investigation into Virtual Embodiment is an exploration of issues surrounding networked public spaces in relation to three artworks created by the author between 1995 to 2000: Virtual Concrete, (1995); Bodies© Incorporated (1996-2000); and Datamining Bodies (initiated in 2000). All three works have several key things in common: each exists on the Internet; each is conceptually connected to the idea of online identity and virtual embodiment, and each required extensive research to inform and inspire the creative practice. The projects are presented within three main sections, each of which attempts to link personal experience and history to a larger cultural context within which the works were produced. The first section, "Breaking with Tradition," provides an overview of historical events that have influenced the changing relationship between artist and audience and argues that the foundations for networked art were laid largely by conceptual artists working during the 1960s and 1970s. The second section, "Distributed Identity," examines the emergence of identity in online public spaces, focusing specifically on issues surrounding the appropriation and use of the term "avatar," and the current cultural preoccupation with databasing and archiving. The third and final section, "Visualizing the Invisible," explores the various efforts to map cyberspace, particularly paying attention to the implicit intersection of network data visualisations and biological systems, and the popular trend toward developing more "intelligent" networks through use of autonomous agents.
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21

Parker, Maggie. "Haute games : innovative self and self-identity blendings." Thesis, Teesside University, 2008. http://hdl.handle.net/10149/112686.

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This thesis introduces the original idea that it is possible, and productive, to consider the ‘blending’ of (or deliberate creative combining of methods from) the fields of fine art practice and science practice, using selected empirical research methods to investigate constructions of self and self-identity that emerge between disciplines. In particular, the thesis investigates how the scientific aspects of modern computer games, for instance, can be seen to affect emotional responses from viewers and how those responses are, in turn, affected by the ‘blending’ of aesthetic concerns with consideration of alternative cognitive processes that induce relaxation to connect with participant-players’ self-identities. This process created a method to access cognitive processes, hitherto unexplored by computer-game developers. This research locates its arguments primarily in and between the disciplines, Art and Game Studies and supports the findings with examples taken from art practice and with theories of Psychology and Gaming. This thesis documents the creation of the author’s original hybrid ‘art- work-game’, known as ‘Star World’. It describes the process of ‘Star World’s’ creation, with analysis of the efficacy of this environment as a space where the mapping of narrative, and where perceptual and interactive ‘blendings’ of self and self-identity were employed and tested, with both qualitative and empirical studies of the experiences and perceptions of participant-players. The research focuses on how the distinctive abstract environment, ‘Star World’, affords and facilitates personal expression and interaction for computer-game players. It reveals specific cognitive processes undergone by participant-players; evidence that supports and validates the conjecture that participant-players use personal frames of reference when navigating, exploring and interpreting computer games. Teach-back protocols and their impact are shown to improve the interactivity and immersive potential of the environment. Overall, this thesis classifies ‘haute game’ rules that are formulated to identify virtual environments creating unique, alternative ‘blendings’ with participant-players and assembles a framework for developers to pursue, when producing original computer-game genres. It offers an innovative case study of value to future scholars of Game Studies, as well as to game developers, with cautionary examples provided to assist in dealing with situations where emotional states are accessed by game play. This thesis highlights the potential of interactive art and game design to produce beneficial outcomes for its participant-players, moreover, it demonstrates, with empirical evidence, the effect of the virtual environment on its participant-players.
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Ramsay, Lehan, University of Western Sydney, of Performance Fine Arts and Design Faculty, and School of Contemporary Arts. "Amechan : the creation and packaging of identity." THESIS_FPFAD_CAR_Ramsay_L.xml, 1999. http://handle.uws.edu.au:8081/1959.7/211.

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This paper and the accompanying project Amechan explore the construction of 'virtual' identity on the Internet. It explores historic art trails and how they lead to the new frontier of web art, moving from the traditional arts to television, video to the Internet. It explores the need for alternative forms of art practice and art dissemination in contemporary society and it looks at what makes web art unique. It also explores the alternate realms of reality; our physical world, and the new world of the virtual. And how this has affected our notions of self, privacy, and narrative. And finally, it explains the construction of the Amechan site, both theoretically and practically. The paper has been divided into three parts. The first sites the work within current art practices. The second places Amechan into the context of the author's art practice. The third section looks at the elements and themes contained within the Amechan site, which was a serialized 'homepage' created by a fictional character, a diaristic narrative of image and text. The site initially ran from February 1-July 31, 1999. The section also discusses the ideas that have informed the site in less discernible ways. It looks at the theoretical and practical concerns of creating and maintaining the site for the 6 months it was initially operating, and at the site as 'installation'. It also introduces an email correspondence between the fictional character of 'Amechan' and an unknown correspondent.
Master of Arts
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23

Hite, Dwight M. Davis Mark Alan. "Leader emergence and effectiveness in virtual workgroups dispositional and social identity perspectives /." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-11035.

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Kao, Dominic. "Researching and developing the impacts of virtual identity on computational learning environments." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/115631.

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Thesis: Ph. D., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages [245]-319).
With the current proliferation of educational games, MOOCs, and with the pervasive use of virtual identities such as avatars in systems ranging from online forums to virtual reality simulations, it is increasingly important to understand the impacts of avatars. Over two years, I led an initiative in MIT's Imagination, Computation, and Expression (ICE) Laboratory conducting experiments involving > 10,000 participants to understand the impacts of virtual identities on users in virtual environments. Using a computer science learning platform and game of our own creation as an experimental setting, we have been studying the impacts of avatar use on users' performance and engagement in computer science learning environments. This is a topic of increasing importance in human-computer interaction [69, 130, 132, 310, 452, 549]. While a great deal of work focuses on procedural thinking and problem solving, we argue that attending to learners' identities and their engagement to be equally important. We systematically explored the impacts of different avatar types on users, beginning with distinctions between anthropomorphic vs. non-anthropomorphic avatars, user likeness vs. non-likeness avatars, and other conditions informed by insights from the learning sciences and sociology. Our studies have revealed that avatars can support, or harm, performance and engagement. Several notable trends are: 1) simple abstract avatars (such as geometric shapes) are especially effective when the player is experiencing failure, e.g., while debugging, 2) likeness avatars (avatars in a user's likeness) are not always effective, 3) role model avatars (in particular scientist avatars) are often effective, and 4) successful likeness avatars that are a user's likeness when doing well and otherwise abstract are effective. We describe our studies leading to these findings and end with a follow-up study.
by Dominic Kao.
Ph. D.
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Hite, Dwight M. "Leader Emergence and Effectiveness in Virtual Workgroups: Dispositional and Social Identity Perspectives." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc11035/.

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In today's global competitive environment, many organizations utilize virtual workgroups to overcome geographic and organizational boundaries. Research into their dynamics has received the attention of scholars within multiple disciplines, and the potential for an integrative approach to the study of virtual workgroups exists. This dissertation is a first step towards such an approach. The primary aim of this research is to examine antecedent and contextual factors that affect the emergence and effectiveness of leaders in virtual workgroups. To achieve this aim, an integrative model assembled from theory and empirical findings in leadership, management, social identity, and communications research is posited. Hypothesized relationships depicted in the model identify key dispositional and contextual variables linked to leader emergence, member behavior, and leader effectiveness within virtual workgroups. This study employed a nonexperimental research design, in which leader emergence and social identity manifest as naturally occurring phenomena. Data collection occurred via two web-based surveys administered at different points in time. Hypothesized relationships were tested utilizing correlational and hierarchical moderated multiple regression analyses. The findings of this dissertation suggest that traits, such as personality and cognitive ability, are not associated with leader emergence in virtual workgroups. In addition, the results indicate that the exhibition of relationship-oriented leader behaviors enhances group identity. In turn, identification is associated with increases in perceptions of leader effectiveness and decreases in counterproductive behavior exhibited by group members. This dissertation exposes an important limitation to the application of trait leadership theory. It also demonstrates the importance of relationship-oriented behavior and social identity in virtual contexts. Further, it advances an integrative theoretical model for the study of virtual workgroup phenomena. These contributions should assist and inform other researchers, as well as practitioners, interested in leadership and group member behavior in virtual workgroups.
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Shang, Ziyuan. "Cultural Influences on Emotional Expression in Virtual Communication." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/scripps_theses/1272.

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Research has consistently demonstrated the influences of cultural orientation (Individualism/collectivism) on emotional expression when interacting with in-groups and out-groups members in face-to-face communication (e.g., Eid & Diener, 2001; Matsumoto et al., 2008; Safdar et al., 2009). The purpose of the proposed study is to investigate whether the same pattern exists in virtual communication, especially in instant text messaging. Using a mixed design, an online self-report questionnaire measuring Individualism/Collectivism and intensity of emotional expression of both positive and negative emotions will be given to a sample of 788 college students. Several universal effects are predicted, including greater emotion expression toward in-groups versus out-groups, greater overall expressivity for people with a high individualism score, and greater expressivity for positive emotions than negative emotions. It is further predicted that people with high individualism score will express more negative emotions to their in-groups, while people with high collectivism score will express more positive emotions. Lastly, it is predicted that when interacting with out-groups, people with a high individualism score will express more positive emotions, while people with high collectivism score will express more negative emotions. Implications for cultural orientation and emotion expression are discussed.
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Freire, Denise de Oliveira. "Telenovela e identidade nacional no ciberespaço: explorações metodológicas da recepção internacional de Caminho das Índias em comunidades virtuais." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/27/27152/tde-05112010-113008/.

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É possível falar em identidade nacional em tempos de globalização? Tendo como problemática esta pergunta e a telenovela como narrativa da nação, buscamos perceber a interpretação e a construção de novos significados sociais do produto audiovisual no ciberespaço através dos tipos de comunidades existentes e das discussões promovidas por brasileiros residentes em Portugal, no ciberespaço, em relação à telenovela Caminho das Índias, de Gloria Perez, da Rede Globo, transmitida pela SIC. Para desenvolvermos este estudo, foi necessário à presente dissertação a revisão de conceitos e procedimentos metodológicos, uma vez que a pesquisa no espaço virtual traz novos desafios à metodologia da pesquisa em geral, e da Comunicação, em especial.
Is it possible to talk about national identity in times of globalization? With this question as the issue and also the telenovela as the nation narrative, we intend to perceive the interpretation and the shaping of new social meanings for the audiovisual product in cyberspace through existant communities and discussions promoted by brazilians living in Portugal about Gloria Perez\'s telenovela Caminho das Índias (Rede Globo) broadcasted by SIC. For us to develop this study, this dissertation highlights yetst the need to review concepts and methodological procedures, once the research on virtual space brings us new challeges to methodology of research and especially Comunication methodology.
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Lukasiewicz, Claude. "Territoire virtuel, identite réelle : la plasticité identitaire sur Internet." Thesis, Paris 4, 2009. http://www.theses.fr/2009PA040197.

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A travers une enquête réalisée auprès de plus de 2 400 étudiants provenant de 19 filières différentes, nous avons étudié l'outil Internet comme outil révélateur d'une identité réelle, non pas tant à travers les différentes expressions identitaires que le sujet utilise et les différents territoires virtuels qu’il emprunte qu’à travers les raisons qu’il invoque pour s’y connecter. Partant de l’hypothèse selon laquelle le cyberespace est non seulement un espace de communication et d’interaction, mais aussi un espace psychologique, c'est-à-dire un espace symbolique et un lieu d’expression identitaire, notre travail a pour objectif de déterminer les motivations profondes qui se greffent ou qui se substituent à celles que l'individu évoque habituellement pour justifier sa connexion. Le cadre théorique pluridisciplinaire, qui constitue les deux premières parties de notre travail, se situe au confluent de trois approches. La première porte sur l’étude du territoire en tant que facteur constitutif de l’identité individuelle et collective. La seconde s’articule autour des travaux centrés sur l’étude du concept d’identité, limitée à celle du sujet et de son fonctionnement psychologique. La troisième met l’accent sur les travaux qui concernent la mise en place et la pratique des médias informatisés, et plus spécifiquement d’Internet, ainsi que sur les transformations sociétales qu’elles génèrent et la plasticité identitaire qu’elles révèlent.Notre enquête occupe la troisième partie de notre travail. Elle nous a permis, d’une part, de recueillir les réflexions de nos sujets, autour de quatre thèmes : la représentation qu’ils se font d’Internet, les craintes ou les espoirs que ce nouvel outil de communication leur inspire, les incidences sociales qu’il est susceptible d’engendrer, et les modifications spatiales qu’il peut générer. Et, d’autre part, d’étudier l’outil Internet comme médiateur-réflecteur dans le processus de la construction identitaire et les mécanismes psychologiques qu’il révèle
Through a student survey carried out from more than 2 400 people in 19 different college courses, we analyzed the Internet as a tool revealing real identity, nothing so much as the different identity expressions and virtual territories a subject can use, than the reasons he invokes for connecting to the Internet. Starting from the hypothesis that the cyberspace is not only a communication and interaction space, but also a psychological or symbolic one, as well as an identity expression place, our work aims to determine the deeper motives which come along or replace the motivations the individual puts forward to justify his connection. The multidisciplinary theoretical frame of the two first parts of our work is at the junction of three approaches. The first one is based upon the territory study as a constituent factor of the individual and collective identity. The second one deals with the study of identity concept works, restricted to the individual scope and his psychological mode. The third one stresses upon works about the setting up and practice of computer-mediated communication, more specifically the Internet, as well as, consequently, the generated societal mutations, and the brought out plasticity of identity.Our survey is developed in the third part of our work. It enabled us on the one hand, to gather our students’ thoughts according to four themes: their own representation of the Internet, their fears or hopes about this new communication tool, the social impact it could generate, and the space transformations it could cause. On the other hand, to study the Internet tool as a mediator / reflector in the identity building process and psychological mechanisms it brings out
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Keller, Kyle Tinnell. "THE ROLE OF PERSONAL IDENTITY IN STEREOTYPE THREAT SPORTS STEREOTYPES AND VIRTUAL WORLDS." Thesis, The University of Arizona, 2009. http://hdl.handle.net/10150/192500.

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Bromberg, Heather (Heather Dawn) Carleton University Dissertation Sociology and Anthropology. "Exploring virtual worlds; computer-mediated communication and perceptions of community, identity and reality." Ottawa, 1996.

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Boone, George William. "A Burkean analysis of "World of Warcraft" identity work in a virtual environment /." Click here for download, 2008. http://proquest.umi.com/pqdweb?did=1568974071&sid=1&Fmt=2&clientId=3260&RQT=309&VName=PQD.

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Myers, Gary L. III. "The V.A.L.O.R. Leadership Shift: The Impact of Identity Verification Through Virtual Platform Interactions." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent156500172325042.

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Ogungbemi, Funke Jaiyeola nee. "Collaborative Virtual Environments : Identity Construction in Online Environments with a Focus on Facebook." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3844.

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Abstract My essay focuses on the construction of identity in virtual spaces but with an emphasis on Facebook. The purpose of my thesis is to analyze the construction of identities online and the characteristics attributable to online identities. Also, I attempt to draw a comparison between the modernist and postmodernist concept of self presentation and how they operate. With my essay, I demonstrate that the modernists view of self presentation online is arguably faulty by showing that contrary to their views identities are not stable nor fixed bur are fluid and constantly changing through the availability of technologically advanced computer languages and again by outlining the availability of tools that enable users create, and/or distort their identities Also, with my essay, I explain how these identities are maintained through a process called “impression management”. I analyze identity construction through the eyes of theorists like Erving Goffman, who proposes that we actors performing our identities, Sherry Turkle, who evaluates identity construction in the age of the internet and other theorists like Judith Butler, Joanne Finkelstein, Peggy A Thoits, Annette N Markham, Zizi Papacharissi among others. Digital Artifact: creation of a website that adopts a performative nature to depict the unstable locus of identity on Facebook. In order to achieve this, I would work on HTML, Flash, Photoshop to create a constantly changing array of texts and images using actual images from selected Facebook users’ accounts and actual status updates. Keyterms: Identity, Medium/Media, Nomenclature, Hyperreality, Representation, Culture and Performance.
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Lohle, Michael F. "Implications for Real Project Management Success: A Study of Avatar Identity as an Antecedent of Virtual Team Trust." NSUWorks, 2012. http://nsuworks.nova.edu/gscis_etd/219.

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Virtual worlds provide a way to simulate face-to-face meetings via three dimensional environments where users can meet and communicate through avatars, or their graphical and customized online alter egos. Unfortunately, minimal research exists into the application of virtual worlds on virtual teams for real project management success. This is a concern because virtual worlds can restore the visual cues that foster trust but their avatars' identities may diverge from their owners', thus potentially undermining that trust. Since virtual team members may never physically meet, it is unclear how this will affect virtual team member trust and project success when avatars are used for project communication. This qualitative study assessed whether the authentic projection of an owner's identity via their avatar is an antecedent of team trust. It presented a theoretical model that depicts the impact of virtual team trust on the ability of project managers to leverage the enhanced delivery opportunities virtual worlds provide and the impacts of team member comfort with the virtual world medium and their attitudes toward others' avatar designs on virtual team trust.
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Vaz, Raphael do Amaral. "A formação da identidade virtual na comunidade do Orkut." Pontifícia Universidade Católica de São Paulo, 2011. https://tede2.pucsp.br/handle/handle/15090.

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Made available in DSpace on 2016-04-28T20:37:59Z (GMT). No. of bitstreams: 1 Raphael do Amaral Vaz.pdf: 970202 bytes, checksum: 4df41be31518a3c02063ccb1928f99d9 (MD5) Previous issue date: 2011-11-18
This research aims to study the construction of identity in the virtual community Orkut, identifying the reasons for the choice of identity and how individuals construct their virtual identity, aims to also determine what features and qualities are virtual identity, identify similarities and differences between virtual and real life identity, and, finally, to observe how the subject relates to your friends Orkut and how it relates to them in real life. For this, we conducted semistructured interviews with ten patrons of that community (men and women) between 20 and 32 years. The respondents' answers were categorized from some common words found in them. The results were analyzed using the theoretical framework of Analytical Psychology. It was observed that results in the formation of virtual identity is based on the various ways in which users work in this social network. Established through interaction between friends, many users design their wishes on Orkut to be seen by others as they would like to see. Raised through the categories of responses, we can observe that the construction of virtual identity that occurs from projective action of the subject in relation to the other members of social networking and also always having a relationship with the real identity of the subject. We can say that the formation of virtual identity in this study had a fundamental importance to clinical psychology, as we understand the permanence of Orkut users in a psychic link is established between the subject and digital social network, providing projective actions of psychic contents Persona
Esta pesquisa visa a estudar a construção da identidade virtual na comunidade do Orkut, identificando quais as motivações para a escolha da identidade e como o sujeito constrói a sua identidade virtual; tem por objetivo, ainda, verificar que características e qualidades têm a identidade virtual, identificar semelhanças e diferenças entre a identidade virtual e a vida real, e, por fim, observar como o sujeito se relaciona com suas amizades do Orkut e como se relaciona com elas na vida real. Para isso, foi realizada entrevista semidirigida com dez frequentadores dessa comunidade (homens e mulheres), entre 20 a 32 anos. As respostas dos entrevistados foram categorizadas a partir de algumas palavras em comum encontradas nas mesmas. Os resultados foram analisados por meio do referencial teórico da Psicologia Analítica. Observou-se nos resultados que a formação da identidade virtual ocorre a partir das diversas maneiras com que os usuários atuam nesta rede social. Por meio da interação estabelecida entre os amigos, muitos usuários projetam seus desejos no Orkut a fim de serem vistos pelos outros da forma como gostariam de serem vistos. Nas categorias levantadas por meio das respostas, foi possível observar que a construção da identidade virtual ocorre a partir dessa ação projetiva do sujeito na sua relação com os demais membros da rede social e também tendo sempre um vínculo com a identidade real do sujeito. Podemos dizer que a formação da identidade virtual neste estudo teve uma importância fundamental para a Psicologia Clínica, pois compreendemos que a permanência dos usuários no Orkut consiste em um vínculo psíquico estabelecido entre o sujeito e a rede social digital, proporcionando ações projetivas de conteúdos psíquicos da Persona
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Ryan, Tamlyn. "Virtual spirituality : the negotiation and (re)-presentation of psychic-spiritual identity on the Internet." Thesis, University of York, 2012. http://etheses.whiterose.ac.uk/3794/.

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This research is an examination of how people engaged in psychic and spiritual interests use the internet to participate as a group through social media. Exploring how individuals take advantage of the opportunities afforded by the internet to pursue their interest in psychic spirituality reveals different ways of participating and interacting online. The ways in which individuals present their psychic-spiritual selves online, how they negotiate their online identities and make sense of their culture, is also examined. Using an eclectic methodological approach, this research used a combination of ethnographic methods and autoethnography to explore online psychic-spiritual culture. Documentary analysis of website text and images, together with participant observation, both covert and overt, were used to examine websites. Facebook interaction and psychic readings in online discussion board forums based on psychic-spiritual interests were analysed using discourse analysis. Autoethnographic self-reflections were also collected and analysed in order to capture an intrapsychic perspective of psychic reading culture. It was found that psychic practitioners use their websites to communicate the message that they are credible psychic readers whilst Facebook was found to be a site in which, through a delicate interplay of activity and performance, identity is constructed through interaction between the psychic reader and their Facebook friends. Psychic-spiritual discussion board forums meanwhile are sites of situated learning in which learner psychic readers learn to become appropriate members of the psychic-spiritual milieu. Also, although the sociological analytic mind does not easily accommodate the nature of psychic reading, the study did manage to obtain an intrapsychic perspective on psychic readings. Thus, members of the psychic-spiritual milieu have taken full advantage of the internet to pursue their interest in psychic reading culture.
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Henderson, Janie D. "Welcome to Facebook: Changing The Boundaries of Identity, Community And Disclosure." Oxford, Ohio : Miami University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1218680716.

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38

Mancini, Pedro Felipe de Andrade. "O mito da \"segunda vida\": sociabilidade virtual no Second Life." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/8/8132/tde-03052012-084119/.

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O presente estudo visou investigar as estratégias interativas, de manipulação de impressões e de gerenciamento de identidades vigentes no ambiente de sociabilidade de Second Life, um mundo virtual determinado. Nele, indivíduos munem-se de inúmeras ferramentas para administrar a exposição de informações pessoais, o que proporcionaria elevado controle sobre a impressão causada nos demais. A pesquisa compôs-se de uma observação participante em um primeiro momento e posteriores entrevistas com adeptos, selecionados a partir de uma metodologia do tipo bola-de-neve. A análise das regras e táticas de sociabilidade do ambiente em questão deu-se à luz de interpretações sociológicas de Erving Goffman, Georg Simmel e, em menor medida, Pierre Bourdieu. Por meio delas, conceitos como o de manipulação de impressões, cuidado com a face, sociabilidade e coquetismo foram aplicados e adaptados para a compreensão do fenômeno. Após a etapa exploratória, buscou-se situar os valores e mecanismos sociais percebidos em Second Life com relação à sociedade contemporânea fora das telas do computador, conforme apreendida por proeminentes autores atuais como Ulrich Beck, Mike Featherstone e Kenneth Gergen. A partir deles, aplicou-se a visão da liberdade precária, a noção de sociedade de consumo e suas implicações para o gerenciamento de identidades, além da suposta situação de saturação do self notada por Gergen (1991) como dominante em sociedades ocidentais do fim do século passado. Como objetivo norteador do estudo, buscou-se questionar a validade da ideia, propagada por desenvolvedores e adeptos desse mundo virtual, que o percebe como uma alternativa significativa às formas de existência típicas das sociedades ocidentais contemporâneas. Tal abordagem, nem sempre exposta clara e diretamente pelos próprios desenvolvedores desse programa de computador, está implícita em seu próprio título segunda vida. Em suma, após uma exploração das regras de sociabilidade típicas do ambiente em questão, contesta-se até que ponto é possível confirmar a existência da produção de identidades e realização plena de liberdade quando da imersão dos indivíduos em mundos virtuais
This study aimed to investigate the interactive strategies, manipulation of impressions and identity management prevailing in the sociability environment of Second Life, a determined virtual world. In it, individuals are provided with several tools to manage the exposure of personal information, which would allow high control over the impressions made by one user on others. The research consisted of participant observation at first and later interviews with users, selected from a methodology such as \"snow-ball.\" The analysis of rules and tactics of social environment in question took place in the light of sociological interpretations of Erving Goffman, Georg Simmel, and Pierre Bourdieu to a smaller extent. Through them, concepts such as \"management of impressions\", \"facework,\" \"sociability\" and \"flirting\" were applied and adapted to the understanding of the phenomenon. After the exploratory stage, we sought to place the perceived values and social mechanisms in Second Life in relation to the contemporary society out of computer screens, as perceived by prominent present authors like Ulrich Beck, Kenneth Gergen and Mike Featherstone. Important ideas were applied, like the vision of \"precarious freedom,\" the notion of \"consumer society\" and its implications for identity management, and the supposed state of \"saturation of the self\" noted by Gergen (1991) as dominant in Western societies in the end of the last century. As a guiding objective of the study, we sought to question the validity of the idea, propagated by developers and adepts of this virtual world, that perceives it as a meaningful alternative to the typical ways of living of contemporary Western societies. Such approach, not always clear and exposed directly by the developers of this computer program, is implicit in its very title - \"second life\". In short, after an exploration of the typical rules of sociability of the environment in question, it is disputed how far it is possible to confirm the production of identities and full realization of freedom when individuals are immersed in virtual worlds.
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Smith, Jeffrey S. "Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality." Ohio : Ohio University, 2010. http://www.ohiolink.edu/etd/view.cgi?ohiou1260214092.

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40

Steils, N. "Exploring learner identity in virtual worlds in higher education : narratives of pursuit, embodiment, and resistance." Thesis, Coventry University, 2013. http://curve.coventry.ac.uk/open/items/bbb41df4-7526-4254-86b6-00417069d05e/1.

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This research study, funded by the Leverhulme Trust as part of the CURLIEW project, explored how learners understand, construct, express, and manage identity when virtual worlds are utilized in higher education and how the virtual world itself might impact on concepts of identity. In particular, the study focused on aspects of learner identity from the physical world and learner identity in virtual worlds, the latter being a ‘translation’ of physical identity markers onto the avatar. The research builds on the experiences of 75 student participants, who employed virtual worlds as learning environments. A narrative research approach was applied to thematically analyze interview, focus group, and observational data, collected from two educational contexts at two British universities. Three themes emerged from the analysis and interpretation of these data, which are presented as narratives of Pursuit, Embodiment, and Resistance. The study makes two main contributions to existing knowledge on learning in virtual environments: firstly, it reveals that virtual worlds are ‘threshold concepts’, in which students need to be able to align their learner identities with the utilization of virtual worlds to integrate them successfully in their learning. Secondly, the study develops a five-dimensional typology of the ways in which students engage and manage identity directly in the virtual world through their avatars. This typology includes: dislocated avatars, representative avatars, avatars as toys and tools, avatars as extensions of self, and avatars as identity extensions. The study demonstrates that engagement with virtual worlds and avatars in the educational context can provide a valuable opportunity to foster critical thinking, if learner identities are given a central place in course design and delivery. Then, virtual world learning can enable students and tutors to reflect critically on what shapes, influences, and constrains identity in virtual worlds, in the physical world, in higher education, and beyond.
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Cherjovsky, Natalia. "VIRTUAL HOOD: EXPLORING THE HIP-HOP CULTURE EXPERIENCE IN A BRITISH ONLINE COMMUNITY." Doctoral diss., Orlando, Fla. : University of Central Florida, 2010. http://purl.fcla.edu/fcla/etd/CFE0003029.

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Huang, Xiao Wei. "Is there a second life online? :Culture and socio-cultural identity in the virtual world." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3952619.

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Perrotta, Carlo. "The construction of a common identity through online discourse : a socio-cultural study of a virtual community." Thesis, University of Bath, 2009. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.520326.

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This thesis investigates the relationship between identity and discourse in a networked collaborative environment in order to explore the following question:
Is the construction of a common identity taking place?

The research question draws on the socio-cultural theory and, in particular, on the view according to which the development of a common identity is an important dimension of learning. More specifically, the thesis builds upon recent criticism attracted by the sociocultural notion of ―Community of Practice‖ for its inadequate account of the relationship between identity, language and practice, both in traditional and computer-mediated settings. The empirical section of the thesis reports a study which applies the concept of recognition work developed by James Gee to the discursive dynamics identified in a ―discussion room‖ of an Italian online community of young psychologists and psychology students. In the study, discourse analysis was carried out on 20 online discussions and on 23 semi-structured interviews.

The findings demonstrate that the notion of recognition work can be used to study how identities are constructed and negotiated through discourse, and provide an additional insight into the role of computer-mediated communication in the relationship between identity and learning. The findings also have theoretical implications, raising the question as to whether the emphasis on communities of practice has exhausted its possible contributions to a socio-cultural theory of learning. Additionally, the thesis also considers the implications for the design of virtual learning environments that try to foster collaborative learning through networked discourse.
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Lineberry, Matthew C. "Initial identity level and cooperation in face-to-face and computer-mediated contexts." [Tampa, Fla] : University of South Florida, 2009. http://purl.fcla.edu/usf/dc/et/SFE0002875.

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45

Liyanage, M. (Madhusanka). "Enhancing security and scalability of Virtual Private LAN Services." Doctoral thesis, Oulun yliopisto, 2016. http://urn.fi/urn:isbn:9789526213767.

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Abstract Ethernet based VPLS (Virtual Private LAN Service) is a transparent, protocol independent, multipoint L2VPN (Layer 2 Virtual Private Network) mechanism to interconnect remote customer sites over IP (Internet Protocol) or MPLS (Multiprotocol Label Switching) based provider networks. VPLS networks are now becoming attractive in many Enterprise applications, such as DCI (data center interconnect), voice over IP (VoIP) and videoconferencing services due to their simple, protocol-independent and cost efficient operation. However, these new VPLS applications demand additional requirements, such as elevated security, enhanced scalability, optimum utilization of network resources and further reduction in operational costs. Hence, the motivation of this thesis is to develop secure and scalable VPLS architectures for future communication networks. First, a scalable secure flat-VPLS architecture is proposed based on a Host Identity Protocol (HIP). It contains a session key-based security mechanism and an efficient broadcast mechanism that increase the forwarding and security plane scalability of VPLS networks. Second, a secure hierarchical-VPLS architecture is proposed to achieve control plane scalability. A novel encrypted label-based secure frame forwarding mechanism is designed to transport L2 frames over a hierarchical VPLS network. Third, a novel Distributed Spanning Tree Protocol (DSTP) is designed to maintain a loop free Ethernet network over a VPLS network. With DSTP it is proposed to run a modified STP (Spanning Tree Protocol) instance in each remote segment of the VPLS network. In addition, two Redundancy Identification Mechanisms (RIMs) termed Customer Associated RIMs (CARIM) and Provider Associated RIMs (PARIM) are used to mitigate the impact of invisible loops in the provider network. Lastly, a novel SDN (Software Defined Networking) based VPLS (Soft-VPLS) architecture is designed to overcome tunnel management limitations in legacy secure VPLS architectures. Moreover, three new mechanisms are proposed to improve the performance of legacy tunnel management functions: 1) A dynamic tunnel establishment mechanism, 2) a tunnel resumption mechanism and 3) a fast transmission mechanism. The proposed architecture utilizes a centralized controller to command VPLS tunnel establishment based on real-time network behavior. Hence, the results of the thesis will help for more secure, scalable and efficient system design and development of VPLS networks. It will also help to optimize the utilization of network resources and further reduction in operational costs of future VPLS networks
Tiivistelmä Ethernet-pohjainen VPLS (Virtual Private LAN Service) on läpinäkyvä, protokollasta riippumaton monipisteverkkomekanismi (Layer 2 Virtual Private Network, L2VPN), jolla yhdistetään asiakkaan etäkohteet IP (Internet Protocol)- tai MPLS (Multiprotocol Label Switching) -yhteyskäytäntöön pohjautuvien palveluntarjoajan verkkojen kautta. VPLS-verkoista on yksinkertaisen protokollasta riippumattoman ja kustannustehokkaan toimintatapansa ansiosta tullut kiinnostavia monien yrityssovellusten kannalta. Tällaisia sovelluksia ovat esimerkiksi DCI (Data Center Interconnect), VoIP (Voice over IP) ja videoneuvottelupalvelut. Uusilta VPLS-sovelluksilta vaaditaan kuitenkin uusia asioita, kuten parempaa tietoturvaa ja skaalautuvuutta, optimaalista verkkoresurssien hyödyntämistä ja käyttökustannusten pienentämistä entisestään. Tämän väitöskirjan tarkoituksena onkin kehittää turvallisia ja skaalautuvia VPLS-arkkitehtuureja tulevaisuuden tietoliikenneverkoille. Ensin väitöskirjassa esitellään skaalautuva ja turvallinen flat-VPLS-arkkitehtuuri, joka perustuu Host Identity Protocol (HIP) -protokollaan. Seuraavaksi käsitellään istuntoavaimiin perustuvaa tietoturvamekanismia ja tehokasta lähetysmekanismia, joka parantaa VPLS-verkkojen edelleenlähetyksen ja tietoturvatason skaalautuvuutta. Tämän jälkeen esitellään turvallinen, hierarkkinen VPLS-arkkitehtuuri, jolla saadaan aikaan ohjaustason skaalautuvuus. Väitöskirjassa kuvataan myös uusi salattu verkkotunnuksiin perustuva tietokehysten edelleenlähetysmekanismi, jolla L2-kehykset siirretään hierarkkisessa VPLS-verkossa. Lisäksi väitöskirjassa ehdotetaan uuden Distributed Spanning Tree Protocol (DSTP) -protokollan käyttämistä vapaan Ethernet-verkkosilmukan ylläpitämiseen VPLS-verkossa. DSTP:n avulla on mahdollista ajaa muokattu STP (Spanning Tree Protocol) -esiintymä jokaisessa VPLS-verkon etäsegmentissä. Väitöskirjassa esitetään myös kaksi Redundancy Identification Mechanism (RIM) -mekanismia, Customer Associated RIM (CARIM) ja Provider Associated RIM (PARIM), joilla pienennetään näkymättömien silmukoiden vaikutusta palveluntarjoajan verkossa. Viimeiseksi ehdotetaan uutta SDN (Software Defined Networking) -pohjaista VPLS-arkkitehtuuria (Soft-VPLS) vanhojen turvallisten VPLS-arkkitehtuurien tunnelinhallintaongelmien poistoon. Näiden lisäksi väitöskirjassa ehdotetaan kolmea uutta mekanismia, joilla voidaan parantaa vanhojen arkkitehtuurien tunnelinhallintatoimintoja: 1) dynaaminen tunnelinluontimekanismi, 2) tunnelin jatkomekanismi ja 3) nopea tiedonsiirtomekanismi. Ehdotetussa arkkitehtuurissa käytetään VPLS-tunnelin luomisen hallintaan keskitettyä ohjainta, joka perustuu reaaliaikaiseen verkon käyttäytymiseen. Tutkimuksen tulokset auttavat suunnittelemaan ja kehittämään turvallisempia, skaalautuvampia ja tehokkaampia VLPS järjestelmiä, sekä auttavat hyödyntämään tehokkaammin verkon resursseja ja madaltamaan verkon operatiivisia kustannuksia
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Rappa, Natasha Anne. "Have I become what I beheld? : identity enactments as the hidden Other in a virtual world." Thesis, University of Sheffield, 2015. http://etheses.whiterose.ac.uk/8654/.

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My study explores the enactments of adolescents who took on an avatar depicting a member of a marginalised group or a hidden Other in a three-dimensional virtual environment known as Second Life. I chose to examine people with disabilities as a case of the hidden Other in acknowledgement of extant social realities in the Singapore context where people with disabilities tend to be marginalised. I discover how my able-bodied participants’ enactments reflect various ways in which they identified or did not identify with the hidden Other within their discourse; I analyse the processes by which people are alienated and integrated, I investigate shifts in identification using an identification framework I developed and I trace individual trajectories of group affiliations. I also examine the affordances and limitations of Virtual Worlds for facilitating vicarious living experiences and the role of critical literacy and dramatic techniques in affording agency in identifications. I draw evidence primarily from video recordings of the role-plays within Second Life which I supplement with evidence from semi-structured interviews and various written artefacts. I present my findings largely in the form of case studies to shed light on discursive processes, moves and trajectories in relation to representation, power and affiliations. I evaluate my curricular interventions and analytical approaches and discuss their implications for future research.
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47

Pereira, Purificação Maria Pinela. "Museu virtual de Santa Margarida da Serra (Grândola)." Master's thesis, Universidade de Évora, 2012. http://hdl.handle.net/10174/12159.

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A pequena e secular aldeia de Santa Margarida da Serra enfrenta um processo de desertificação humana que pode levar ao desaparecimento da sua comunidade e do seu património cultural. Neste cenário é essencial desenvolver um projeto que chame a atenção para a gravidade da situação e que possibilite a recolha e preservação das memórias desta população, pelo que um museu virtual de território é a melhor hipótese para conseguir este intento, devido a não necessitar de elevados recursos financeiros para ser executado, e por ser um poderoso instrumento de divulgação. O presente trabalho tem como propósito definir as características, estrutura e conteúdos deste museu o qual tem como finalidade a pesquisa, estudo, registo e difusão do património material, imaterial e natural desta localidade, assim como servir de meio para sensibilizar particulares e entidades para a necessidade de planear e implementar, com alguma urgência, projetos para a revitalização e desenvolvimento deste território; ### Abstract: Virtual Museum of Santa Margarida da Serra The small and centuries-old village of Santa Margarida da Serra faces a process of human desertification that could lead to the disappearance of both its community and cultural heritage. In these circumstances it is essential to develop a project that calls the attention to the gravity of such situation and allows the gathering and preservation of this population’s memories. Therefore, the creation of a territory’s virtual museum would be the best means to accomplish that purpose, for it, on the one hand, wouldn’t require high financial resources to be implemented, and on the other, would be a powerful divulging tool. The present paper aims to define the characteristics, the structure and the contents of such museum, whose purposes would be to research, study, register and diffuse the material, immaterial and natural heritage of the locality, as well as to a be a means to sensitise both individuals and organisations to the somewhat urgent necessity of planning and implementing projects for revitalising and developing this territory.
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48

Beserra, Rael Bispo. "Comunidades de relacionamento virtual como agentes potencializadores de emancipação." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/16990.

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Made available in DSpace on 2016-04-29T13:31:00Z (GMT). No. of bitstreams: 1 Rael Bispo Beserra.pdf: 523303 bytes, checksum: 685828ba2fc76039fc8f0489ed1206d4 (MD5) Previous issue date: 2012-10-19
The present research that works with the prospect of Social Psychology aims to understand the processes involving the metamorphosis of identity (CIAMPA, 1987, 1995) of people using the communities of virtual relationship as an important means of social constructions and their identity. The intensification of the virtual nowadays is an emerging issue that still generates some controversy as to the consequences for the individual and their socialization processes. It is likely and natural that differences remain for some time, we are facing a new reality. The research is just another contribution to other studies that certainly will happen. Virtual reality is becoming more real in people's life. This is a qualitative research technique that has as main, the Life History. This is a technique used in NEPIM (Center for Studies and Research in Identity-Metamorphosis), the program of Postgraduate Studies in Social Psychology from PUC-SP, coordinated by Prof. Drº Antonio da Costa Ciampa, with important results to Social Psychology. The research was based on a report of a person for about 12 years has systematic relationships with the same virtual community. The dissertation seeks to understand how a person uses virtual reality as potentiating agent of emancipation in their life trajectory. The critical and ethical position also allowed us to realize the risks of considering the realities - and virtual - disconnected, making clear the importance of understanding them as complementary and interdependent realities
A presente pesquisa que trabalha com a perspectiva da Psicologia Social pretende compreender os processos envolvendo a metamorfose identitária (CIAMPA, 1987, 1995) de pessoas que utilizam as comunidades de relacionamento virtual como um meio importante para suas construções sociais e identidade. A intensificação do virtual na contemporaneidade é uma questão emergente que ainda gera algumas controvérsias quanto às consequências para o indivíduo e seus processos de socialização. É provável e natural que as divergências permaneçam por algum tempo, estamos diante de uma nova realidade. A pesquisa é apenas mais uma contribuição para outros estudos que certamente acontecerão. A realidade virtual é cada vez mais real na vida das pessoas. Trata-se de uma pesquisa qualitativa que tem como técnica principal a História de Vida. Essa é uma técnica utilizada no NEPIM (Núcleo de Estudos e Pesquisas em Identidade- Metamorfose), do programa de Estudos Pós-Graduados em Psicologia Social da PUC-SP, coordenado pelo profº Drº. Antonio da Costa Ciampa e tem alcançado resultados importantes para a Psicologia Social. A pesquisa apoiou-se em um relato de uma pessoa que durante cerca de 12 anos manteve relacionamentos sistemáticos com uma mesma comunidade virtual. A dissertação procura compreender como uma pessoa se utiliza da realidade virtual como agente potencializador de emancipação em sua trajetória de vida. O posicionamento ético e crítico permitiu, também, perceber os riscos de considerar as realidades presencial e virtual desconectadas, deixando clara a importância de compreendê-las como realidades complementares e interdependentes
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49

Costa, Vera Teresa Spcht da. "As representações da homossexualidade feminina na esfera pública virtual." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2008. http://hdl.handle.net/10183/16938.

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A homossexualidade feminina tem, na atualidade, maior visibilidade nos espaços midiáticos num processo indicativo de mudanças acerca do tema que emerge da intimidade para o debate na esfera pública. Esse processo mobiliza questionamentos na sociedade sobre normalidade e anormalidade das orientações sexuais bem como de suas representações sociais. Verificar, compreender e examinar como as lésbicas utilizam a comunicação mediada por computador é o objetivo deste trabalho que se detém na análise das narrativas para avaliar a interação comunicacional, as redes de socialidade e solidariedade e a afirmação identitária. Neste percurso são vistos a atuação individual e do movimento lésbico por mudanças nos direitos de cidadania dentro da esfera pública virtual: o ciberespaço.
The visibility of woman homossexuality on media space indicates a changing process about this theme on public shpere. This fact sets questions about normality and abnormality of sexual orientations and also about the lesbians' social representations. Verifying ,understanding and examine how those women use the computer-mediated communication is the purpose of this study. Narrative analyses are the method used to evaluate the communicational interaction, the lesbian identity and the lesbian movement actions in the changing process citizenship in the virtual public shpere: the cyberspace.
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50

Viamonte, Connie M. "You Crit Like a Girl: the Performance of Female Identity in the Virtual Gaming Community World of Warcraft." FIU Digital Commons, 2015. http://digitalcommons.fiu.edu/etd/2273.

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This dissertation examines how gender is expressed and performed in the virtual gaming community of World of Warcraft. Players were approached through the medium of the game and through various on-line bulletin boards to answer surveys and open-ended interview questions about their experiences as a female player or with female players in this virtual society. In addition to answering questions, this project involved participant observations within several different types of realms or servers in World of Warcraft in order to gain a better understanding of community dynamics. The premise for this research is working through an idealistic notion that virtual communities might break down gender lines through allowing members to pick their gender or doing away with biological differences in gender altogether. This research hopes to dissect this idea and, furthermore, fill an important gap in existing sociological studies about virtual societies and games by making the argument that gender stereotypes carry over from the physical world into virtual spaces and, consequently, affect the vabried interactions of players within this virtual community as well as the gender performance of female players, in particular. Observations and game design suggests that many of the aesthetic principles of the female avatars available in World of Warcraft cater to attracting heterosexual male players. Clothing and armor is revealing and female avatars are highly sexualized not just through appearance, but through programmed behaviors in the game. This research examines the effects of such pre-conditioned parameters on the population of this top ranked game.
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