Examples of Virtual World in the following topics:
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- Virtual worlds include multiplayer games like World of Warcraft and social networking sites like Facebook.
- Further, virtual worlds can emerge when people who know each other in reality engage virtually through online messaging services like AOL Instant Messenger and Google Chat.
- Many studies of virtual worlds have questioned the virtual world's ability to convey nuanced emotional messages as people do in face-to-face interactions.
- Certainly, users have developed techniques in the virtual world to communicate emotion.
- While interaction with other participants in virtual worlds can often be done in real-time, time consistency is not always maintained in online virtual worlds.
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- A virtual world is an online community that takes the form of a computer-based simulated environment through which users can interact with one another.
- Many studies of virtual worlds have questioned the virtual world's ability to convey nuanced emotional messages as people do in face-to-face interactions.
- Certainly, users have developed techniques in the virtual world to communicate emotion.
- Another aspect of social interaction in virtual worlds is variation of interactions between participants.
- While interaction with other participants in virtual worlds can often be done in real-time, time consistency is not always maintained in online virtual worlds.
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- For example, in the virtual world Second Life the computer-user can create a humanlike avatar that reflects the user in regard to race, age, physical makeup, status and the like.
- By selecting certain physical characteristics or symbols, the avatar reflects how the creator seeks to be perceived in the virtual world and how the symbols used in the creation of the avatar influence others' actions toward the computer-user.
- For example, in the virtual world Second Life, the computer-user can create a human-like avatar that reflects the user in regard to race, age, physical makeup, status, and the like.
- By selecting certain physical characteristics or symbols, the avatar reflects how the creator seeks to be perceived in the virtual world and how the symbols used in the creation of the avatar influence others' actions toward the computer user.
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- World Systems Theory posits that there is a world economic system in which some countries benefit while others are exploited.
- World Systems Theory, like dependency theory, suggests that wealthy countries benefit from other countries and exploit those countries' citizens.
- Core countries own most of the world's capital and technology and have great control over world trade and economic agreements.
- In the 11th century, international production and trade was dominated by the exchange of silk, and thus countries along the silk route were the dominant participants in the "world-system. " Today, with vast communications and transportation technology, virtually every society participates in the world-system as either a source of raw materials, production, or consumption.
- Produce a map of the world that shows some countries as core, peripheral, and semi-peripheral according to Wallerstein's theory
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- The data gathered from the Virtual Educational Organization case study describes how one school district was in the formative stage of developing a virtual organizational structure based upon a convergence of high quality software, Internet connectivity, and capacity building to support digital teaching and learning.
- Not only was technology changing the nature of teaching and learning, aspects of the educational organization were being replaced by software that extended the nature of school organization into virtual management, virtual leadership, virtual pedagogy, and virtual learning that resulted in online and hybrid courses that, taken together, were an extension of the local school and school district.
- The assumption that there is "one best system" for educating children has been especially problematic within the context of a pluralistic American society, a globalized world, and advances in information technology.
- The model of American education based upon the industrial factory is undergoing a revolution based upon emerging technologies that redefine school organization as a virtual as well as a physical learning environment.
- Towards the Virtual K-12 Educational Organization: An Emerging Framework with Technology
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- Virtual crime refers to a virtual criminal act that takes place in a massively multiplayer online game (MMOG).
- The huge time and effort invested into such games can lead online "crime" to spill over into real world crime, and even blur the distinctions between the two.
- Some countries have introduced special police investigation units to cover such "virtual crimes. " South Korea is one such country, and looked into 22,000 cases in the first six months of 2003.
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- The circular pattern is continuous, flowing through the altering of physical environment, to the altering of ideas about the way the world works, and finally to the altering of behavior.
- Its evolution into an essential room furnishing caused changing ideas about how the world works.
- A channel was available for virtually everyone: Cartoon Network, Nickelodeon, the Disney Channel, MTV, ESPN, BET, Spike and E, the list could go on virtually forever.
- From altered physical environment to altered world outlooks to altered behavior, the television has had a larger impact than I can begin to describe.
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- Decolonization outside the Americas lagged until after World War II.
- The term "neocolonialism" has been used to refer to a variety of contexts since the decolonization that took place after World War II.
- Dependency theory builds upon Marxist thought, blaming colonialism and neocolonialism for poverty within the world system.
- The world-systems theory suggests that the aftermath of colonialism and the continuing practice of neocolonialism produces unequal economic relations within the world system.
- Differentiate between dependency theory, world-systems theory, and the Marxist perspective on colonialism
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- There are many disadvantages that collectively work in a circular process to make it virtually impossible for individuals to break the cycle of poverty.
- Slum-dwellers, who make up a third of the world's urban population, live in poverty no better, if not worse, than rural people, who are the traditional victims of poverty in the developing world.
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- An example of the Information Age is how virtually every individual uses the Internet in some way at their place of work.
- Though the Internet itself has existed since 1969, it was the invention of the World Wide Web in 1989 by British scientist Tim Berners-Lee and its implementation in 1991 that allowed the Internet to truly became a global network.