Advertise your projectIf you wish to feature your project on this site JLIB_HTML_CLOAKING 2011 Horizon ReportThe annual Horizon Report describes the continuing work of the New Media Consortium’s Horizon Project, a research-oriented effort that seeks to identify and describe emerging technologies likely to have considerable impact on teaching, learning, and creative expression within higher education. |
Cyberculture and Personnel Security (Part 2)Cyberculture and Personnel Security: Report II — Ethnographic Analysis of Second Life This report presents the results from an ethnographic examination of a popular virtual social environment, Second Life, as the second part of a larger effort to study the impact of participation in cyber activities on personnel security and safety. Research has shown that cyber participation can spill over into individuals' offline lives, which could be of security concern to the extent that their online behavior demonstrates poor judgment and/or undermines their reliability. Several immersive ethnographic methods were used in the present study, including participation observation, group discussions, and one-on-one interviews with 148 Second Life users who resembled the demographics of clearance holders. The reported findings include a description of behaviors of potential concern, a set of case studies that outline the behaviors of actual users, and a framework of user personas that attempts to distinguish between innocuous use of no apparent security concern from problematic use that may pose risks to national security. These findings contain implications for updating personnel security policy regarding cyber involvement. Get the full report. This report is published by the Defense Personnel Security Research Center (PERSEREC), a division of the Defense Human Resources Activity (DHRA), and made available through the Defense Technical Information Center (DTIC). Cyberculture and Personnel Security (Part 1)Cyberculture and Personnel Security: Report I — Orientation,Concerns, and Needs Computers and related technologies, such as smart phones and video games, are now a common part of everyday life. Many people spend a large portion of their waking hours using and socializing through these devices, forming what is known as a cyberculture. Personnel security investigative and adjudicative standards were developed before these products were widely available; however, cyberculture bears relevance to personnel security due both to the presence of existing security issues and potential effects on psychological outcomes and workplace performance. Although cyberculture has many beneficial effects, this project evaluates how participation can negatively affect personnel security and employee performance. This initial report provides context, outlines presently actionable findings and strategies, highlights some questions that cannot yet be answered, and draws on outside research to guide future research. Information from many sources was examined, including academic research journals, other federal organizations, news reports, and cyber environments, to understand cyber activities relevant to personnel security. Participation is widespread in U.S. society and popular among all age groups. Some cyber activities, such as foreign associations, can be reportable per existing investigative criteria, so procedures should be updated appropriately and promptly. Other topics require research before action is recommended. One concern is how online disinhibition, where people who become more willing to disclose personal information, deceive, or become hostile, affects personnel security. Increased willingness to disclose may amplify the counterintelligence concerns for individuals targeted by hostile parties. There are also many potential negative effects on impulse control, mental health, physical health, and workplace behavior. Future research is intended to further guide policy, workforce awareness, investigations, and adjudications. Get the full report. This report is published by the Defense Personnel Security Research Center (PERSEREC), a division of the Defense Human Resources Activity (DHRA), and made available through the Defense Technical Information Center (DTIC). ADL 3D RepositoryThe ADL 3D Repository (3DR) is sharing information about 3D models and how they are used with the Learning Registry. In 2010, the Advanced Distributed Learning Initiative recognized the increasing use of 3D content in education and training products such as simulations, games, and virtual worlds in the U.S. Department of Defense. To facilitate the reuse and sharing of 3D content, a research project was initiated to provide an open source 3D repository to make uploading, finding, and downloading 3D models easy. Read more at the original source. Check out the repository. Converting OpenSim and SL content to UnityWith the Converter, Tipodean can take the content that you have built in OpenSim or Second Life and bring it directly into a Unity3D. This then gives you the power of Unity3d without having to rebuild your content. Read more at the original source.
PESD Island BlogThe PESD Island blog is a rich one-stop resource that advertises one high school teacher's experience with Second Life and the Reaction Grid. Whether you are looking for short tutorials on how to work with Reaction Grid, considering what your experiences might be like if you were to integrate 3-dimensional virtual environments in your class, or are simply curious to see what others are doing, this resource offers many posts that will certainly satisfy your curiosity and spark your imagination. More Articles... |
Random ArticlesThe Terra Project at Middlebury CollegeThe Terra Project is a virtual state simulation run by Professor Quinn Mecham of Middlebury College. The online virtual world Second Life is the platform that was chosen to host this simulation. Citizens of the Terra Project log in to Second Life in order to run for office, vote, make and enforce policy, and perform other functions of government, all within a virtual environment. This simulation just finished its second iteration as part of Professor Mecham’s Spring 09′ PSCI 0103 introductory course. Read more at the original source. Visit the Terra Project at their SLurl. Why Second Life FailedYou—sitting right there, reading this article—you’re an avatar in Second Life. You work a Second Life job, earning Linden dollars. You have blue hair and a serpentine tail, and you’re dating an androgynous digital skateboarder named Rikki. Also, you are a ninja. Life is great. At least, that’s the way things were supposed to unfold. In 2006, the future was Second Life. Business Week put Second Life on the cover. American Apparel, Dell, and Reebok, among many others, rushed to build virtual storefronts. Reuters even created a full-time Second Life bureau chief. People rushed to sign up and create their own avatars. Blue hair and Linden dollars were the future. Read more at the original source. Crystal Palace ProjectThe Crystal Palace Project revolves around a wish to investigate what it feels like to experience the past by recreating a small section of the giant Crystal Palace built in Sydenham in 1854. The section that is part of the project was called the Pompeian Court and was a complete life-size model of an ancient Roman house, housing a collection of copies of Roman paintings. The house and the paintings were based on the ruins preserved by the eruption of Vesuvius in the Roman town of Pompeii. It was destroyed when the Palace burnt down in 1936. Read more at the original source. Visit the project at this SLurl. The project is sponsored by: Support UsYahoo's RSS Feed
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