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Journal articles on the topic 'Virtual place'

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1

Burris, Justin T. "Virtual Place Value." Teaching Children Mathematics 20, no. 4 (2013): 228–36. http://dx.doi.org/10.5951/teacchilmath.20.4.0228.

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MacCannell, Dean. "Virtual Reality's Place." Performance Research 2, no. 2 (1997): 10–21. http://dx.doi.org/10.1080/13528165.1997.10871546.

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Turner, Phil, and Susan Turner. "Place, Sense of Place, and Presence." Presence: Teleoperators and Virtual Environments 15, no. 2 (2006): 204–17. http://dx.doi.org/10.1162/pres.2006.15.2.204.

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Recreating real places—as distinct from virtual spaces or environments—using virtual reality technology raises a series of significant challenges. Fortunately there is a large body of existing research into the experience of place which might reasonably contribute to our understanding of the task. This paper reviews key aspects of the place literature, relates them to the concept of presence, and then illustrates their application in the context of virtual reality. We conclude that some modification of existing theories of sense of place is necessary for this context and outline proposals for
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Templeman, James N., Patricia S. Denbrook, and Linda E. Sibert. "Virtual Locomotion: Walking in Place through Virtual Environments." Presence: Teleoperators and Virtual Environments 8, no. 6 (1999): 598–617. http://dx.doi.org/10.1162/105474699566512.

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This paper presents both an analysis of requirements for user control over simulated locomotion and a new control technique designed to meet these requirements. The goal is to allow the user to move through virtual environments in as similar a manner as possible to walking through the real world. We approach this problem by examining the interrelationships between motion control and the other actions people use to act, sense, and react to their environment. If the interactions between control actions and sensory feedback can be made comparable to those of actions in the real world, then there
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Adams, Paul. "Network Topologies and Virtual Place." Annals of the Association of American Geographers 88, no. 1 (1998): 88–106. http://dx.doi.org/10.1111/1467-8306.00086.

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Jacobs, W. Jake, Kevin G. F. Thomas, Holly E. Laurance, and Lynn Nadel. "Place Learning in Virtual Space." Learning and Motivation 29, no. 3 (1998): 288–308. http://dx.doi.org/10.1006/lmot.1998.1008.

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Coyne, Richard. "Thinking through Virtual Reality." Techné: Research in Philosophy and Technology 10, no. 3 (2007): 26–38. http://dx.doi.org/10.5840/techne200710310.

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Critics and researchers apply various criteria to evaluate the efficacy of VR, including the conformity of VR environments to the character of place. I wish to add a further test: do VR environments enable thought? The paper thus applies to VR the controversial proposition advanced by Clark and others that thinking, i.e. human cognitive processes, are situated and spatial. As a further term in this mix I introduce the concept of non-place, as elucidated by Augé and propose that non-places can be characterized as unthinking spaces, i.e. spaces that provide little assistance to the thought proce
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Habarakada, Sanjeewani, and HaeRan Shin. "Transnational Religious Place-Making: Sri Lankan Migrants’ Physical and Virtual Buddhist Places in South Korea." Space and Culture 22, no. 4 (2018): 474–88. http://dx.doi.org/10.1177/1206331218760489.

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This article looks at the relationship between virtual Buddhist practices that keep Sri Lankan migrants’ engaged with Buddhist community and leadership both in South Korea and elsewhere. Based on mixed ethnographic research methods including participant observation and in-depth interviews, the research demonstrates the following findings. First, the key actors of the Buddhist place-making included Sri Lankan migrant workers, a Sri Lankan ambassador, Sri Lankan temples, Korean temples, and virtual temple participants from other countries. Migrant workers’ collaboration with them contributed to
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Vaux, Dana E., and Michael R. Langlais. "An Update of Third Place Theory." International Journal of Technology and Human Interaction 17, no. 4 (2021): 117–30. http://dx.doi.org/10.4018/ijthi.2021100107.

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Responding to a perceived decline in social capital in America, sociologists Oldenburg and Brissett offer the third place as a solution. While traditionally defined as social gathering places in the physical environment, recent studies have demonstrated that virtual environments may also serve as third places. This study analyzes the social media website Facebook to identify current socializing patterns. The goals of the present study are twofold: 1) to examine the characteristics of third places in virtual contexts as evidenced in existing literature and 2) to identify new third place charact
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Murugesh, Harish, Sushant Kawale, Sham Mahajan, and Rajdeep Divekar. "Exploring Tourism with Virtual and Augmented Reality." International Journal for Research in Applied Science and Engineering Technology 11, no. 4 (2023): 3247–51. http://dx.doi.org/10.22214/ijraset.2023.50847.

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Abstract: Our Project labelled “EXPLORING TOURISM USING VIRTUAL AND AUGMENTED REALITY” is the embellished translation of existent arrangement of touristry websites. Tourists will experience utilizing this netting app as it determines all the lineaments converging terrace. Tourists will catch a feel of visiting differing visitor places of INDIA nearly as 360-strength view feature is executed in this place netting app and can likewise place a hint on a outline given to survey deeper about that particular place or about united states of America. This netting app is more appropriate and compassion
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PAZDERSKA, Ruslana. "THE PLACE OF VIRTUAL COMMUNITIES IN SCIENTIFIC RESEARCH PUBLIC COMMUNICATIONS." Herald of Khmelnytskyi National University. Technical sciences 307, no. 2 (2022): 58–65. http://dx.doi.org/10.31891/2307-5732-2022-307-2-58-65.

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The article focuses on the study of public communications as an integral part of the analysis of virtual communities. Accordingly, the definition of a “virtual community” has been formulated as a community in which information is regularly published about a specific industry where users from different backgrounds can communicate. The main task of the work is substantiated, which is to study the directions of development of public communications, combining different types of specializations of human activity. Given the study of which information technologies of virtual communities can be used.
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Madani, Mehran, Jacob Williams, and Ghida Kharfan. "Reclaiming a Virtual Sense of Place." International Journal of Design Management and Professional Practice 11, no. 1 (2017): 1–7. http://dx.doi.org/10.18848/2325-162x/cgp/v11i01/1-7.

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13

Plunkett, Daniel. "On place attachments in virtual worlds." World Leisure Journal 53, no. 3 (2011): 168–78. http://dx.doi.org/10.1080/04419057.2011.606825.

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Romani, Sandro, Terrence J. Sejnowski, and Misha Tsodyks. "Intracellular Dynamics of Virtual Place Cells." Neural Computation 23, no. 3 (2011): 651–55. http://dx.doi.org/10.1162/neco_a_00087.

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The pattern of spikes recorded from place cells in the rodent hippocampus is strongly modulated by both the spatial location in the environment and the theta rhythm. The phases of the spikes in the theta cycle advance during movement through the place field. Recently intracellular recordings from hippocampal neurons (Harvey, Collman, Dombeck, & Tank, 2009 ) showed an increase in the amplitude of membrane potential oscillations inside the place field, which was interpreted as evidence that an intracellular mechanism caused phase precession. Here we show that an existing network model of the
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15

Mathews, Brian S. "Libraries' Place in Virtual Social Networks." Journal of Web Librarianship 1, no. 2 (2007): 71–74. http://dx.doi.org/10.1300/j502v01n02_05.

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16

Relph, Edward. "Spirit of Place and Sense of Place in Virtual Realities." Techné: Research in Philosophy and Technology 10, no. 3 (2007): 17–25. http://dx.doi.org/10.5840/techne20071039.

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About forty years ago, when print media were still in their ascendancy, Marshall McLuhan argued that all media are extensions of the senses and that the rational view of the world associated with print is being replaced by a world-view associated with electronic media that stresses feelings and emotions (McLuhan, 1964). In 2003 researchers from the School of Information Management Sciences at Berkeley estimated that five exabytes (five billion gigabytes) of information had been generated in the previous year, equivalent to 37,000 times the holdings of the Library of Congress and that 92.00% of
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17

Downes, Daniel M., and Richard Janda. "Virtual Citizenship." Canadian journal of law and society 13, no. 2 (1998): 27–61. http://dx.doi.org/10.1017/s0829320100005731.

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AbstractThis paper examines the importance of metaphor and media to the ideas of citizenship, nation, and place. In particular, the authors explore the relationship between citizenship and the double metaphor of the “nation-state”. If this double metaphor were to lose its hold on the collective imagination, what metaphor could take its place and be represented through modern media of communication? The authors use the example of deterritorialization, discussing first the emergence of the phenomenon particularly given the role of contemporary media of communication, and noting how it bears upon
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Bhagyashree, P. Dhoble, and Bhushan A. Deshpande Prof. "Virtual Reality Based Remote Place Explorer Application." International Journal of Research and Review 6, no. 4 (2019): 250–54. https://doi.org/10.5281/zenodo.3989189.

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Virtual Reality is implemented by a combination of technologies that are used in order to visualize and provide interaction with a virtual environment. These environments often depict three-dimensional space which may be realistic or imaginary, macroscopic or microscopic and based on realistic physical laws of dynamics, or on imaginary dynamics. A key feature of Virtual Reality is that it allows multi-sensory interaction with the space being visualized. Virtual Reality ideally suited for effective learning and try to explain this effectiveness in terms of the advantages afforded by active lear
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19

Langstrup, Henriette, Louise Bagger Iversen, Signe Vind, and Thomas Lunn Erstad. "The Virtual Clinical Encounter." Science & Technology Studies 26, no. 2 (2013): 44–60. http://dx.doi.org/10.23987/sts.55298.

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Telemedical devices such as the Patient Suitcase for treating chronic heart failure patients at home have been suggested to foster new and empowered patients. In this paper we analyse to what extent the ‘virtual clinical encounters’ taking place through the Patient Suitcase can be said to have such effects. We find that new skills are developed for all actors involved and that the work involved in the consultation is largely shared, but the normative claims of an independent and self-managing ‘Patient 2.0’ are difficult to support. Rather than seeing this as a dismissal of the transformative e
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20

Falconer, Liz, David Burden, Rosamund Cleal, et al. "Virtual Avebury: exploring sense of place in a virtual archaeology simulation." Virtual Archaeology Review 11, no. 23 (2020): 50. http://dx.doi.org/10.4995/var.2020.12924.

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<p class="VARAbstract">This paper describes and discusses creating and evaluating a virtual reality simulation of Avebury Stone Circle and Henge complex as it might have appeared and sounded circa 2300 BCE. Avebury is a Neolithic heritage site in the UK which is part of the Stonehenge, Avebury and associated sites UNESCO World Heritage Site. The overall aim of the project was to better understand the sense of place and presence that visitors can experience in virtual simulations of heritage sites. We investigated how virtual spaces might become experienced as places by visitors through t
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Ayiter, Elif. "Spatial poetics, place, non-place and storyworlds: Intimate spaces for metaverse avatars." Technoetic Arts 17, no. 1 (2019): 155–69. http://dx.doi.org/10.1386/tear_00013_1.

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Abstract This article will ask questions that connect the conceptions of Marc Augé's 'place/non-place' and Gaston Bachelard's 'poetic space' to the avatar of real-time, perpetual, online, three-dimensional virtual builder's worlds, also known as the metaverse. Are metaverses 'places' or 'non-places'? Do we actually live in the metaverse or do we just traverse these worlds very much in the sense that Marc Augé defines them as transitional loci that are assigned only to circumscribed and specific positions? The question following from this is whether there are nevertheless three-dimensionally em
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22

Langlais, Michael, and Dana E. Vaux. "Establishing and Testing a Quantitative Measure for Evolving Third-Place Characteristics." International Journal of Technology and Human Interaction 18, no. 1 (2022): 1–15. http://dx.doi.org/10.4018/ijthi.293201.

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Third places offer and promote social experiences beneficial for building interpersonal relationships. This study has two goals: 1) establish a scale that tests if an environment is characteristic of third place characteristics and 2) use this scale with four virtual environments (Facebook, Snapchat, Instagram, and Twitter) to test the proficiency of third place characteristics as representative of virtual third places. A research-informed scale was created and tested with a sample of 354 participants. Confirmatory factor analysis verified a nine-factor solution, with each subscale reporting a
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23

Nurjamilah, Pipih. "Tourists and good places in the metaverse." Turizmus Bulletin 24, no. 4 (2024): 4–11. https://doi.org/10.14267/turbull.2024v24n4.1.

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In tourism, good places are where destinations offer positive experiences, making tourists want to return, talk, and recommend them to others and even dream to migrate there. As technology evolves in the age of the metaverse, the question arises whether virtual destinations can provide such experiences. This study aims to understand how a good place is created in the metaverse by exploring the concepts of sense of presence and place. A literature review examined how place and destination in the metaverse relate to avatars and these senses. Insights were gathered on how current technology enhan
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24

Zubanova, Lyudmila B., and Dmitry A. Stolbov. "PROJECTION OF PLACE IN DIGITAL REPRESENTATIONS OFTOURIST EXPERIENCE (BASED ON VIRTUAL TOURS OFTHEARKAIM MUSEUM-RESERVE)." Sign problematic field in mediaeducation 55, no. 1 (2025): 114–19. https://doi.org/10.47475/2070-0695-2025-55-1-114-119.

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The article deals with the application of digital technologies in tourism; it analyzes the initiatives on digitalization of the tourism sphere in Russia: e-tourism or online tourism, smart tourism, digital tourism and others. Special attention is paid to the technological possibilities of tourist route presentation based on the use of virtual tours and virtual excursions. Virtual tourism is considered in the article as a projection of a place (tourist object), the construction of which takes place through technically mediated representation of tourist experience. The digital projection of plac
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Murray, Craig D., John M. Bowers, Adrian J. West, Steve Pettifer, and Simon Gibson. "Navigation, Wayfinding, and Place Experience within a Virtual City." Presence: Teleoperators and Virtual Environments 9, no. 5 (2000): 435–47. http://dx.doi.org/10.1162/105474600566934.

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We report a qualitative study of navigation, wayfinding, and place experience within a virtual city. “Cityscape” is a virtual environment (VE), partially algorithmically generated and intended to be redolent of the aggregate forms of real cities. In the present study, we observed and interviewed participants during and following exploration of a desktop implementation of Cityscape. A number of emergent themes were identified and are presented and discussed. Observing the interaction with the virtual city suggested a continuous relationship between real and virtual worlds. Participants were see
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Saunders, Rutkowski, Genuchten van, Vogel, and Orrego. "Virtual Space and Place: Theory And Test." MIS Quarterly 35, no. 4 (2011): 1079. http://dx.doi.org/10.2307/41409974.

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27

Tomas, David. "Virtual reality and the politics of place." History and Anthropology 9, no. 2-3 (1996): 327–57. http://dx.doi.org/10.1080/02757206.1996.9960884.

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Graff, G. "Virtual Acoustics Puts Sound in its Place." Science 256, no. 5057 (1992): 616–17. http://dx.doi.org/10.1126/science.256.5057.616.

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Dance, Frank E. X. "Finding one's place in the virtual world." Review of Communication 4, no. 1-2 (2004): 94–96. http://dx.doi.org/10.1080/1535859042000250335.

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Sklenarik, Skyler M., Christopher N. Burrows, and Robert S. Astur. "Conditioned place preferences for virtual alcohol cues." Behavioural Brain Research 438 (February 2023): 114176. http://dx.doi.org/10.1016/j.bbr.2022.114176.

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Clancy, Anne. "Steder, stedsfortellinger og livsmot." Nordisk tidsskrift for helseforskning 15, no. 2 (2019): 13. http://dx.doi.org/10.7557/14.4936.

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The vital urge to live and find meaning - stories of place 
 This essay develops an understanding of how attachment to place and how physical, virtual and symbolic places can nurture or constrain a person’s will to carry on and find meaning. The nursing home is presented as an illustration of a physical place and the online gaming world represents a virtual place. Young and old share stories of how the symbolic meaning of place or memories of place can nurture hope and meaning. The stories also show how their attachment to place can result in a constricted understanding of who they are. M
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Benyon, David, Michael Smyth, Shaleph O'Neill, Rod McCall, and Fiona Carroll. "The Place Probe: Exploring a Sense of Place in Real and Virtual Environments." Presence: Teleoperators and Virtual Environments 15, no. 6 (2006): 668–87. http://dx.doi.org/10.1162/pres.15.6.668.

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This paper describes the design, application, and refinement of a qualitative tool designed to study sense of place. The Place Probe incorporates a range of stimuli and techniques aimed at articulating a person's sense of place. It has been developed, used, and undergone three revisions. The paper describes the background to the choice of measures that were included in the Place Probe and describes its application in both a physical place and a virtual representation of that place. This enables a comparison of the experiences. An analysis of the results reveals a similarity of reported experie
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Kneese, Tamara, Michael Palm, and Jennifer Ayres. "Selling in place: the home as virtual storefront." Media, Culture & Society 44, no. 2 (2022): 362–69. http://dx.doi.org/10.1177/01634437211045348.

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34

Shcherov, Vladimir Ivanovich. "Virtual Space and “Place” Conception in Modern Philosophy." Manuscript, no. 1 (January 2020): 104–7. http://dx.doi.org/10.30853/manuscript.2020.1.21.

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35

Hay, Iain. "Zoom and Place: Video Conferencing and Virtual Geography." South Australian Geographical Journal 116, no. 1 (2020): 1–5. http://dx.doi.org/10.21307/sagj-2020-003.

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Strojan, Tadeja Zupancic, and Michael Mullins. "The Identity of Place in Virtual Design Studios." Journal of Architectural Education 56, no. 1 (2002): 15–21. http://dx.doi.org/10.1162/104648802321019137.

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Zhu, Liangfeng, Xin Pan, and Gongcheng Gao. "Assessing Place Location Knowledge Using a Virtual Globe." Journal of Geography 115, no. 2 (2015): 72–80. http://dx.doi.org/10.1080/00221341.2015.1043930.

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Astur, Robert S., Andrew W. Carew, and Bonnie E. Deaton. "Conditioned place preferences in humans using virtual reality." Behavioural Brain Research 267 (July 2014): 173–77. http://dx.doi.org/10.1016/j.bbr.2014.03.018.

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Field, Simon, and Yigal Hoffner. "ViMp-A Virtual Market Place For Insurance Products." Electronic Markets 8, no. 4 (1998): 3–7. http://dx.doi.org/10.1080/10196789800000046.

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Uichin Lee, Jiyeon Lee, Joon-Sang Park, and M. Gerla. "FleaNet: A Virtual Market Place on Vehicular Networks." IEEE Transactions on Vehicular Technology 59, no. 1 (2010): 344–55. http://dx.doi.org/10.1109/tvt.2009.2030892.

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Childs, Emma, Robert S. Astur, and Harriet de Wit. "Virtual reality conditioned place preference using monetary reward." Behavioural Brain Research 322 (March 2017): 110–14. http://dx.doi.org/10.1016/j.bbr.2017.01.019.

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42

Bollard, Kate. "The Virtual Void: An Empty Place of Power." International Political Anthropology 16, no. 2 (2023): 97–113. https://doi.org/10.5281/zenodo.10447680.

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Social media is a central feature of the modern world and a propagator of contemporary culture. It can be regarded as a void – that is, a problematic domain that is equipped with the potential to subvert and transform the identities of those who enter it and distort their lifeworld. Classifying the realm of social media as a void illustrates how the intangible site is a divisive feature of modernity. To gain comprehension of the pervasive void created by technology, a consideration of historical precursors can be useful. Stone circles function as a physical and tangible representation of
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CAUSEY, MATTHEW. "Suppositions (as in uncertain beliefs) on the current place of theatre." Theatre Research International 35, no. 3 (2010): 299–300. http://dx.doi.org/10.1017/s0307883310000647.

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Now that the affects of the technologies of the virtual have spilled out across the topography of the real to such an impossible degree one can safely argue that the age of the virtual is now past, and that presently contemporary technologized and digital cultures are post-virtual (i.e. supersaturated with virtuality). Further, now that the biological is intimately folded within the technologies of the virtual in manners haptic, somatic and psychic, these contemporary technologized cultures can be modelled as bio-virtual, which means that life itself, through a strategy of bio-power, is contai
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Ibanga, Isaac John, Gideon Fwah Karnilius, Tanimu Anjili, and Raphaelline Hyelaiti. "Electrical Engineering Practicum: The Place of Virtual Laboratory in Nigerian Universities." Engineering Science Letter 2, no. 02 (2023): 59–67. http://dx.doi.org/10.56741/esl.v2i02.368.

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This study examined the level of awareness, perception, and utilization of virtual laboratories in Nigerian Universities by Electrical Engineering lecturers. The study was guided by three specific objectives and three survey research types. One hundred twenty-one lecturers in electrical engineering from 8 universities in Nigeria's Northeast comprised the study's population. Because the total population size was manageable, the study used whole-population sampling. Data was collected using a validated questionnaire. A reliability index of 0.79 was determined using Cronbach Alpha. Mean, and stan
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Wright, David J., Leah Greene, Kirsten Jack, Eleanor Hannan, and Claire Hamshire. "Birley Place: a virtual community for the delivery of health and social care education." BMJ Simulation and Technology Enhanced Learning 7, no. 6 (2021): 627–30. http://dx.doi.org/10.1136/bmjstel-2020-000849.

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Virtual simulation can provide high-quality learning experiences through innovative and engaging activities while also overcoming some of the constraints associated with physical simulation. We developed a virtual community, called Birley Place, to facilitate simulation-based learning activities. Adopting a novel approach, we modelled the virtual community on the large metropolitan city in which our institution is based. Publicly available health and population data were used to ensure that the homes, businesses and services in the community were representative of distinct socioeconomic areas
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Misak, John. "A (Virtual) Bridge Not Too Far: Teaching Narrative Sense of Place with Virtual Reality." Computers and Composition 50 (December 2018): 39–52. http://dx.doi.org/10.1016/j.compcom.2018.07.007.

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47

Fitzsimons, Sabrina, and Margaret Farren. "A brave new world: considering the pedagogic potential of Virtual World Field Trips (VWFTs) in initial teacher education." International Journal for Transformative Research 3, no. 1 (2016): 9–15. http://dx.doi.org/10.1515/ijtr-2016-0002.

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Abstract In its broadest and historical sense, place-based education refers to education that occurs outside of the physical boundaries of a school building (Dewey 1910; Sobel 1996; Theobald 1997; Woodhouse and Knapp 2000). Place-based education, colloquially referred to as the ‘field trip’, is predominantly considered a pedagogic tool of the sciences. It involves a physical movement from the school-based location to a place of interest, for example, a geography field trip to an ecological landscape or science visit to a local museum. This paper considers the use of virtual world field trips (
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Husted, Emil, and Ursula Plesner. "Spontane strategier i innovationsnetværk: materialitetens betydning for stabiliseringen af virtuelle verdner som professionelt kommunikationsmedie [Spontaneous strategies in innovation networks: The importance of materiality in stabilising virtual worlds]." MedieKultur: Journal of media and communication research 28, no. 53 (2012): 19. http://dx.doi.org/10.7146/mediekultur.v28i53.6046.

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Much research has dealt with how social and organisational processes change when they take place in virtual spaces. This article considers innovation processes in which actors try to establish virtual worlds as platforms for professional communication. However, instead of focusing on internal communication processes in virtual worlds, the article seeks to question the dichotomy between physical and virtual worlds and to explore the importance of materiality in organising the virtual. Adopting a perspective inspired by actor-network theory, the article argues that physical places and objects do
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Tammaro, Rosanna, Deborah Gragnaniello, and Roberta Scarano. "From the physical learning spaces to the virtual classroom: the role of the teacher in the digitization era." Form@re - Open Journal per la formazione in rete 22, no. 1 (2022): 340–48. http://dx.doi.org/10.36253/form-12635.

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In educational contexts, a careful space planning where the training process takes place is indispensable because it promotes changes and innovation and inclusion processes. With the distance learning the design of educational contexts is even more important: online learning environments have peculiar characteristics and, therefore, a simple transposition of traditional practices into virtual environments is not possible. Teaching professionalism and initial and in service training on digital competence and on the inclusion of pupils in virtual educational spaces are fundamental. Therefore, in
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Rzeszewski, Michał, and Leighton Evans. "Virtual place during quarantine – a curious case of VRChat." Rozwój Regionalny i Polityka Regionalna, no. 51 (November 19, 2020): 57–75. http://dx.doi.org/10.14746/rrpr.2020.51.06.

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During the first months of the COVID-19 pandemic many governments imposed forced lockdowns and implemented social distancing measures. At the same time there was also a large increase in gaming sales, which was particularly pronounced in the Virtual Reality (VR) sector of the market. We hypothesize that this is no coincidence since VR immersion and the capability of inducing embodiment and a feeling of presence can mitigate the loss of contact with outside world. VR has social and spatial potential to provide space and place for human interactions in time when physical contracts are restricted
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