Posted on May 26, 2010

3Dcamp at Tallaght IT

Rather than breaking with tradition, having attended and very much enjoyed 3Dcamp in both 2008 and 2009, I will be attending again this year. Luckily the venue is a bit closer to home. The Institute of Technology, Tallaght to be exact. So I’ll be jumping on a relatively quick Luas (instead of the usual two hour train to Limerick) on Saturday (29th of May 2010) and attending some of the great talks on offer.

Though my direction may have changed recently I still have a personal interest in 3D, augmented reality and Location based Services. Also, it’s good business sense to keep up to date with these emerging technology trends.

Talks of Interest to me?

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Posted on Jun 3, 2009

3DCamp at Limerick University

3DcampHaving very much enjoyed this same event last year, myself and some fellow Cyberpsychology students will be road tripping it down to Limerick again for the barcamp unconference 3Dcamp “the internet beyond the 2D browser”. This event is taking place on Saturday the 6th of June and you can register to attend and/or present here. One of the most interesting components of the M.Sc. Cyberpsychology course is the study of the psychological effects of virtual environments, hence our interest. However, 3Dcamp also covers a variety of other technologies and has a wonderful ability to showcase current research and development.

Talks of interest to a Cyberpsychologist?

Mark Campbell from eMedia will be showcasing 3D Medical animations employed as elearning tools for life sciences.

Ronan Skehill from YourPinPoints shall discuss the business, societal and privacy issues surrounding location based services.

PhD Researcher David McKeown will be discussing the shortcomings of 2D mice and keyboards being used to interface with 3D environments, and demonstrating the use of wiimotes with 3D PC applications and robots.

Artist Miriam Lohan will introduce Sound Mapping – how to read a map by listening, perceiving presence and filtering information for navigation or pleasure.

PhD Student Fabiano Pinatti will explore how technology can support the nomadic/mobile aspects of modern work and life.

Posted on Jan 26, 2009

Guest Post: Do you play World of Warcraft or Second Life?

Second LifeWorld of Warcraft currently has 11.5 million monthly subscribers, there are 15 million registered-accounts on Second Life, and 38,000 active members in-world at any one time. These numbers show that millions of people are interacting, collaborating, and forming strong relationships online every day - with fascinating outcomes.

My name is Eily Coghlan, and I’m currently studying Msc Cyberpsychology along with Sinéad. My research is specifically interested in investigating gender bending online. This is when an individual chooses to play an avatar who has a different gender online then they have in real life. It’s a common occurrence in online gaming, and a simple Google search returns hundreds of thousands of results. I’m trying to discover what inspires people to gender bend and what reasons they have for doing so. As part of my reseach I have created an online survey which I need people who gender-bend in these games AND people who don’t gender-bend to fill out.

Like Sinéad has already done, you also have the chance to win a €50 Amazon voucher at the end of the survey! You can now double your chances! I appreciate anyone who responds, I am extremely grateful! If you don’t happen to play either of these games, please pass it on to anyone that you know who does. It’s quite quick, only takes 10 minutes to complete!

Thanks to Sinéad for letting me sneak in on her blog!

Posted on May 26, 2008

Self Presentation in 3D Environments

There were some interesting questions raised during the Virtual Worlds Panel held at 3Dcamp at the weekend that I wanted to discuss more fully, from a social and developmental Psychology perspective.

What factors influence individuals to create 3D avatars as similar or dissimilar to their true physical forms?

Altering your digital self presentation, your avatar, in a 3D environment is as easy as applying make-up in the physical world. Unlike the physical world, however, making precise and dramatic changes to self presentation can be instantaneous rather than laborious e.g. losing weight. By putting an individual in total control they are free to create an avatar of their actual self (how they currently are), ideal self (how they would like to be) or their ought self (how they think they should be). Studies have indicated that users of online multi-player games will create a representation of themselves that reflects and approximates an idealised version of themselves, the ideal self. However, there are individual differences e.g. personality, goals etc., that can influence self representation online and thus there are users that deviate from the norm.

Can individuals be influenced by 3D avatars with dissimilar characteristics to their real life selves?

For some individuals the gap between their ideal self and actual self can be quite far apart and this can have a dramatic impact upon the individual’s evaluation of themselves. These users are particularly likely to create an avatar that is a highly idealised version of themselves, especially individuals suffering from low self esteem and/or depression. Recent research by the Virtual Human Interaction Lab has suggested that users can be influenced by their virtual world counterparts. For users that suffer from low self esteem this might suggest that socially interacting online with an idealised version of themselves could build confidence for real world interactions. (Related Article: How Second Life Affects Real Life)

Why do children and young adults create 3D avatars that are very visually dissimilar to their real life selves?

As the body develops from childhood, through adolescence and into adulthood, so too does your sense of self. Your identity formation involves two aspects – exploration (experimentation) and commitment (decision making). Studies have suggested that the Internet can be an important aid for young people as they search for an adult identity, especially when an individual is experiencing high levels of exploration but low levels of commitment. 3D environments in particular are helpful by providing the individual with the ability to experiment with self image combined with low levels of real-life consequence. (Related Article: Adolescents’ Online Self-Disclosure and Self-Presentation)

Why is there a higher adoption rate of 3D Environments with younger users?

The draw of 3D environments to younger users is due to a combination of factors. The ability to experiment with self identity – as discussed above. High levels of familiarity and accessibility from a very young age to 3D graphics through animated television shows, movies and through gaming. The desire for non-passive visual and cognitive stimulation, in comparison to passive forms of entertainment such as TV. Though it is true that an individual’s attention span can shorten through constant and immediate stimulation, the positive effects are an increased ability to multi-task and higher levels of motivation to complete tasks.