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Virtual Communities & Virtual Reality
Contents:
  1. Table of contents
  2. Online Communities and Social Computing
  3. Online Communities and Social Computing
  4. Virtual Communities & Virtual Reality e-Books - Social Computing - LibGuides at IGI Global

They both grew out of the aim to better understand the interactions people have with each other through technology and the interactions with technology itself. For this reason they are interdisciplinary. Inherently both fields of study are concerned with social dynamics. Technology is embedded in the research, but people are the primary subjects, or purpose of the observation. Despite the inherent focus on ICT and social dynamic in both areas, the two feature a fundamental difference that, although subtle, results in unequal end goals.


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This difference may be best visualized by considering the placement and angle of observation each cast onto their subjects. In terms of content, the two are essentially observing the same phenomenon: humans interacting with one another over ICT. One way to divide the space in which this phenomenon takes place would be into the physical and the virtual. The physical space would be the world the users live in, the air they breathe, the social factors that play into their physical actions, and the social implications their actions account for.

The virtual space would be the world that exists inside the computer, so to speak, the world that is stored on servers in some, often times undisclosed, location. SI places its angle of observation within the physical space. It watches the end user interact with the computer, imagines all the end users communicating with one another and how they comprise a community existing in the physical space that harnesses ICT.

VC, on the other hand, places its angle of observation within the virtual space. It watches the interactions that take place, and the dialogues that exist in the virtual space, which it often times considers to be the community itself. It looks around the virtual space to observe functionality and out into the physical space to take note of motivational factors from the individual.

SI and VC are, in a sense, looking at each other through the window of the computer monitor. Due to this fundamental difference in observation, the two specialize accordingly and learn different things about people and ICT. SI is aimed at determining the effect ICT has on the individual as well as the broader social implications of arranging ICT: from community and organization, to nation, society, and culture.

With this mode of observation comes a strong ethical concern in SI. It is very critical of ICT for the purpose of improving it and ensuring the individual and social-communal health of the end users. VC is aimed at better understanding the inner workings of ICT. The primary goal of many VC studies reviewed was to identify what ICT factors have resulted in a successfully self sustaining virtual community, or have resulted in a failed virtual community. SI and VC compliment and complete one another. Together they provide the tools necessary for determining the design of a successful, sustaining, and socially ethical virtual community.

Both are necessary. If all ICT implementations are concerned only with ethics, they may lack the necessary design considerations to ensure longevity.

Likewise, if all ICT implementations are concerned only with success, they may lack the necessary precautions that ensure human health and avoid manipulation. Rob Kling is considered the father of SI, while VC does not seem to have origins from any one researcher. SI is largely concerned with establishing a critical perspective of social implications ICT results in over various levels of community context. VC is concerned with categorizing community by type, determining motivation and barriers to participation, and establishing design techniques to help ensure a successful and long lasting community.

SI and VC observe the same phenomenon from two different angles and, for this reason, draw unequal conclusions that may be combined into a rich palette of knowledge concerning human interactions over ICT. References Abdul-Rhaman A. Supporting trust in virtual communities.

About this book

System Sciences, Journal of Knowledge Management, 7 1 , Blanchard A. Virtual Communities and Social Capital. Social Science Computer Review, 16 3 , Bruckman A.

Table of contents

In Renninger K. Cambridge University Press. Chiu C. Understanding knowledge sharing in virtual communities: An integration of social capital and social cognitive theories. Decision Support Systems, 42, Day R.

Online Communities and Social Computing

Hagel, J. Net gain: Expanding markets through virtual communities. Boston: Harvard Business School Press. Hall H. International Journal of Information Management, 24 3 , Henri R. Understanding and analyzing activity and learning in Virtual Communities. Journal of Computer Assisted Learning, 19 4 , Hung, D. Educational Technology, 42, 1, 23— Since the dawn of civilization, new technologies-from the plow to the locomotive to the computer-have transformed human lives.

These changes have often been for the better, but occasionally also for the worse.

Online Communities and Social Computing

No matter what consequence, these changes have always been irrevocable and pervasive. This book is the interplay of the ubiquity of the virtual environment and our evolving interactions in this changed context.

Virtual Communities

Explores the notion of establishing an identity online, managing it like a brand, and using it with particular members of a community. Brings together a range of voices exemplifying how participants in online communities influence one another. Detailed treatment of technical, social, and legal issues inherent in online virtual communities, exploring methods of effectively implementing the latest social tools in their everyday practices, both professional and personal, in the interest of improved security and sustainability in digital collaborative environments.

Offers a holistic approach to virtual communities, providing relevant theoretical frameworks and presenting the latest empirical research on virtual technology, infrastructures, content modeling, knowledge modeling, content management, context awareness, mobility, security and trust. Presents foundational research, models, case studies and research results that researchers and scholars can port to their own environments to evolve their own research processes and studies.

Virtual Communities & Virtual Reality e-Books - Social Computing - LibGuides at IGI Global

Provides in-depth coverage of the state-of-the-art among the best international research experiences of virtual world concept creations from a wide range of media culture fields, at the edge of artistic and scientific inquiry and emerging technologies. Characterizes the nuanced communication, relational, and practical dynamics that characterize virtual working in contemporary organizations.

This reference work addresses virtual teams, peer relationships in virtual work, mentoring, vertical mobility, diversity in the virtual workspace, productivity and the postmodern aesthetic, and the communication practices and processes of dispersed work configurations. Examines what constitutes social capital in geographical communities and offers an in-depth description of its potential in virtual communities. Draws upon insights from interdisciplinary fields such as artificial intelligence, human computer interaction, educational technology, and economics and sociology.

Looks at best practices in building sustainable community development to explain not only how but why. This unique book contains extensive referencing and sophisticated analysis in the ways communities are using information communication technologies to secure a more prosperous future.

Addresses a range of e-collaboration topics, with emphasis on two particularly challenging ones: virtual team leadership and collaborative engineering. Presents a blend of conceptual, theoretical, and applied chapters creating a publication that will serve both academics and practitioners.

Collects a defining body of research on the concept of creativity as a specific objective for virtual teams. The international authorities contributing to this Premier Reference Source present a complete set of tools and technologies aimed at leveraging ideas from different locations in an organization to harness creativity and deliver innovation. Leading reference source for dynamic and innovative research in the field of communities of practice CoPs in information and knowledge management.

With knowledge management work on the increase, this single volume encyclopedia provides a comprehensive, critical and descriptive examination of all facets of CoPs in information and knowledge management in societies and organizations. Contributes to the understanding of how more subtle kinds of knowledge can be managed in a distributed international environment. It describes academic work in the field of Knowledge Management, with a specific focus on the management of knowledge which cannot be managed by the normal capture-codify-store approach.

Offers a series of chapters featuring practical research, insight and recommendations on how virtual team projects can be better managed, as well as in depth discussion on issues critical to virtual team success, including the place of virtual teams in organizations, leadership, trust and relationship building, best use of technology, and knowledge sharing.