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Chris Jones Who
are you? The experience of working through an avatar The position of the researcher was not part of the central team guiding the particular project and as a participant the researcher had to make sense of the research setting as it developed under another research group's control. The paper takes as its starting point a line from Alice's Adventures in Wonderland when Alice meets the caterpillar.
One of the possible reasons for using avatars is that they could enhance the sense of context and presence felt by the people using the system. My own experience was that the social context experienced in a virtual space using avatars was about mutual understanding in a way that was very similar to face-to-face settings. I found that the use of avatars in the virtual spaces we experienced both helped and hindered mutual understanding and my sense of presence. I was not sure if I was any more 'context bound' when in a virtual space using an avatar than I was in a simple text space such as email or a text-based conferencing system. This paper will reflect upon the nature and meaning of presence in 3D avatar worlds and the nature of context as it appears to the user. Presence has particular meaning amongst Virtual Reality and Virtual Environment researchers and it has recently been suggested that this discussion should be extended to include the senses of presence and co-presence that can build up in Active Worlds type environments (Shroeder 2002). Context is a problematic term with multiple meanings in terms of education and learning environments. This paper will examine the experience of context in an avatar world and reflect upon possible educational implications. References Becker, B. and Mark, G. (2002) 'Social Conventions in Computer-mediated Communication: A Comparison of Three Online Shared Virtual Environments'. In Schroeder, R. (Ed.) The Social Life of Avatars. Springer-Verlag: London, 19-40. Carroll, L. Alice's
Adventures in Wonderland. Available online at: Fejfer Olsen, S., Siggaard Jensen, S., Bolander, K., Deepwell, F., Jones, C.R., and Mann, S. (2004). 'Narratives from the 3D Agora-world'. In Banks, S., Goodyear, P., Hodgson, V., Jones, C., Lally, V., McConnell, D and Steeples, C. (Eds) Networked Learning 2004: Proceedings of the Fourth International Conference on Networked Learning 2004. Lancaster: Lancaster University and University of Sheffield Hudson-Smith, A. (2002) '30 Days in Active Worlds - Community, Design and Terrorism in a Virtual World'. In Schroeder, R. (Ed.) The Social Life of Avatars. Springer-Verlag: London, 77-90. Schroeder, R. (Ed.) (2002) The Social Life of Avatars. Springer-Verlag: London. Siggaard Jensen,
S. (2004), 'Knowledge sharing in the 3D Agora-world'. In Banks, S., Goodyear,
P., Hodgson, V., Jones, C., Lally, V., McConnell, D and Steeples, C. (Eds)
Networked Learning 2004: Proceedings of the Fourth International Conference
on Networked Learning 2004. Lancaster: Lancaster University and University
of Sheffield |
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