Most of us take for granted the kind of high technology and information at our fingertips: we use the internet everyday, use our laptops to take notes during class, engage in various social networking sites, virtual worlds and games. However, for a small (but significant) percentage of the population, computers and the internet have always been out of reach. The hearing- and visually-impaired live in a world filled with auditory and visual stimuli, and in these increasingly high-tech times they are largely excluded from new technological innovations. On the other hand, advances in technology have also led to developments in new technology that aids the visually- and hearing-impaired in navigating both the real and virtual worlds.
One example is e-Sullivan’s revolutionary computer for the deaf and blind, which converts web text into Braille and vice versa, and it also converts printed materials into Braille by scanning them. The device is small and handheld, and it provides an accessible way for deaf-blind people to interact on the internet. Another innovation for the blind comes from the vOICe Learning Edition, which “translates arbitrary video images from a regular PC camera into sounds.” In other words, you can map an image using a wide array of beeping sounds. The software can also be used with mobile phone cameras, making it easier to take advantage of the software in public. Recently, IBM released information regarding its Virtual Worlds User Interface for the Blind. As reported here, it “provides basic navigation, communication, and perception functions using GUI (graphical user interface) elements that are familiar to blind computer users." Detailed text and verbal descriptions of objects and places within the virtual world are provided by sighted users which are then annotated for use by blind users. IBM’s goal is to create a system that can be used across various platforms, saying "If successful, that portability would enable blind users to learn only one client application that is specifically tailored for their needs rather than learning a separate new application for each virtual world.”
It will be interesting to see what the future of technology has to offer the deaf and blind community. Hopefully the gap between the deaf and blind and the sighted will continue to be narrowed. As an aside, I am also very interested in any research that has been conducted on the deaf and blind community and their experiences with these new technologies.
Showing posts with label virtual world. Show all posts
Showing posts with label virtual world. Show all posts
Saturday, February 28, 2009
Thursday, February 26, 2009
Facebook's "25 Random Things"
Of course, you're all well-versed in the note, "25 Random Things," by now. But my friend actually just sent me this Slate article, and it is actually really intriguing! The goal, albeit an unrealistic one, was to track down the "creator" of the note. While no person was ever found and credited with birthing the note, over 3000 Slate people responded to a series of inquiries regarding "25 Random Things." The results, according to the Slate journalist, reveal a trend that resembles the "classic exponential growth of an epidemic curve."
Apparently, the trends revealed in the recorded posting and sharing of "25 Random Things" corroborates the hypothesis that catchy online ideas propagate according to evolutionary principles of mutation and selection. I think this only has a chance of holding true if the "ideas" are short enough to catch a user's attention, and entertaining enough to warrant a passing on. In any case, this might be useful to anyone doing research on social dynamics and Facebook. It definitely says a lot about the evolution of culture, whether virtual or in real life.
Apparently, the trends revealed in the recorded posting and sharing of "25 Random Things" corroborates the hypothesis that catchy online ideas propagate according to evolutionary principles of mutation and selection. I think this only has a chance of holding true if the "ideas" are short enough to catch a user's attention, and entertaining enough to warrant a passing on. In any case, this might be useful to anyone doing research on social dynamics and Facebook. It definitely says a lot about the evolution of culture, whether virtual or in real life.
Wednesday, February 25, 2009
WoW promoting torture and murder?
Thought I would share this interesting review regarding the new "Death Knight" class introduced to World of Warcraft along with the most recent expansion. It's a fairly dated article, but I feel it's still relevant to the sentiments of those concerned with any adverse affects violent games may have on players, as well as the subtle messages that may be promoted through gameplay.
I can't agree or disagree with the reviewer's stance that the forced roleplaying aspect of the Death Knight's initial storyline promotes bloodthirsty and psychopathic virtual behavior because, well, I've never actually played a Death Knight or experienced the gameplay that goes along with it. What I've come to understand from this article, however, is that some players object to Blizzard's decision to force them to torture, maim, and kill. The Death Knight is apparently an extreme form of constricted role play with little beginning options as to where to go and what to do. As opposed to players picking and choosing their quests and objectives within the vast universe of WoW, anyone with a Death Knight is required to advance through a premeditated storyline before stepping out in the freer world of the actual game.
I recently created a Blood Elf character for my class research, and I recall having to complete quests which required that I kill a certain amount of non-hostile animals. The difference being, of course, that I chose to do the quest and I wasn't shuffled right along on a direct storyline path. I also acknowledge that the Blood Elf, as allied with the Horde side of the game, is apparently supposed to be an "evil" class. However, the underlying plot of WoW is obviously war; and in war, there are two sides to every story. I don't necessarily agree that there are good factions and bad factions within WoW, just severe disagreements and misunderstandings.
In any case, players are required to have already played a level 55+ character in order to play a Death Knight, and I'm far from that. As such, I admit to having very little direct experience with the similarities and differences of the Death Knight and Blood Elf classes. However, the article does reveal some fascinating elements of a virtual world's variable gameplay and how even the slightest constrictions create in-game animosity.
I can't agree or disagree with the reviewer's stance that the forced roleplaying aspect of the Death Knight's initial storyline promotes bloodthirsty and psychopathic virtual behavior because, well, I've never actually played a Death Knight or experienced the gameplay that goes along with it. What I've come to understand from this article, however, is that some players object to Blizzard's decision to force them to torture, maim, and kill. The Death Knight is apparently an extreme form of constricted role play with little beginning options as to where to go and what to do. As opposed to players picking and choosing their quests and objectives within the vast universe of WoW, anyone with a Death Knight is required to advance through a premeditated storyline before stepping out in the freer world of the actual game.
I recently created a Blood Elf character for my class research, and I recall having to complete quests which required that I kill a certain amount of non-hostile animals. The difference being, of course, that I chose to do the quest and I wasn't shuffled right along on a direct storyline path. I also acknowledge that the Blood Elf, as allied with the Horde side of the game, is apparently supposed to be an "evil" class. However, the underlying plot of WoW is obviously war; and in war, there are two sides to every story. I don't necessarily agree that there are good factions and bad factions within WoW, just severe disagreements and misunderstandings.
In any case, players are required to have already played a level 55+ character in order to play a Death Knight, and I'm far from that. As such, I admit to having very little direct experience with the similarities and differences of the Death Knight and Blood Elf classes. However, the article does reveal some fascinating elements of a virtual world's variable gameplay and how even the slightest constrictions create in-game animosity.
Labels:
death,
gaming,
MMO,
virtual world,
virtual worlds,
warcraft,
WoW
Monday, February 9, 2009
Daedalus Project: Guild Demographics
I noticed on the syllabus that we'll be reading Yee's "The Social Life of Guilds in World of Warcraft" next week. From Nick Yee's website, I thought that these figures might prove useful for anyone looking into broader guild relations and demographics.
http://www.nickyee.com/daedalus/archives/001635.php?page=1
What I found most interesting was the first chart on page three of the study, that supports the theory of MMOs maintaining real life social connections. Findings showed that a majority of players surveyed (59%) joined guilds where they knew someone in real life (defined as someone the player knew before joining the guild).
This is a startlingly statistic for me because, as an outsider, I was always given the impression that the "guild" sphere was built upon relationships formed entirely online. In the past, the idea of grouping "guild members" and "friends" in the same category was challenging for me to understand. I feel I should also note that this perspective is strengthened by myself falling victim to an absolutely terrifying incident of "web-rage" escaping into the real-world more than three years ago.
Regardless, I do feel that these figures have given me deeper insight into guild demographics, and I do intend on researching guilds further for my study.
http://www.nickyee.com/daedalus/archives/001635.php?page=1
What I found most interesting was the first chart on page three of the study, that supports the theory of MMOs maintaining real life social connections. Findings showed that a majority of players surveyed (59%) joined guilds where they knew someone in real life (defined as someone the player knew before joining the guild).
This is a startlingly statistic for me because, as an outsider, I was always given the impression that the "guild" sphere was built upon relationships formed entirely online. In the past, the idea of grouping "guild members" and "friends" in the same category was challenging for me to understand. I feel I should also note that this perspective is strengthened by myself falling victim to an absolutely terrifying incident of "web-rage" escaping into the real-world more than three years ago.
Regardless, I do feel that these figures have given me deeper insight into guild demographics, and I do intend on researching guilds further for my study.
Labels:
groups,
guilds,
internet,
MMO,
nick yee,
real world,
virtual world,
warcraft,
WoW
Thursday, February 5, 2009
redlightcenter.
it's four in the morning, but before I forget!
I stumbled upon this... interesting ADULT (and very not safe for work!) virtual world.
as far as I can tell it's basically the anonymous sex personals section of craigslist in virtual world form.
here's a gallery of (mostly safe) screen shots they have on the site, if you'd like to dodge the unsafe main page but still have looksee.
Labels:
fantasy,
MMO,
online dating,
red light center,
sex,
virtual world
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