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Increasing Participation in Large-Scale Virtual Environments: Rethinking the Ecological Cognition Frameworks for the Augmented, Mixed, and Virtual Reality

Increasing Participation in Large-Scale Virtual Environments: Rethinking the Ecological Cognition Frameworks for the Augmented, Mixed, and Virtual Reality

ISBN13: 9781799847038|ISBN10: 1799847039|ISBN13 Softcover: 9781799870098|EISBN13: 9781799847045
DOI: 10.4018/978-1-7998-4703-8.ch009
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MLA

Bishop, Jonathan. "Increasing Participation in Large-Scale Virtual Environments: Rethinking the Ecological Cognition Frameworks for the Augmented, Mixed, and Virtual Reality." Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality, edited by Amit Kumar Tyagi, IGI Global, 2021, pp. 165-194. https://doi.org/10.4018/978-1-7998-4703-8.ch009

APA

Bishop, J. (2021). Increasing Participation in Large-Scale Virtual Environments: Rethinking the Ecological Cognition Frameworks for the Augmented, Mixed, and Virtual Reality. In A. Tyagi (Ed.), Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality (pp. 165-194). IGI Global. https://doi.org/10.4018/978-1-7998-4703-8.ch009

Chicago

Bishop, Jonathan. "Increasing Participation in Large-Scale Virtual Environments: Rethinking the Ecological Cognition Frameworks for the Augmented, Mixed, and Virtual Reality." In Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality, edited by Amit Kumar Tyagi, 165-194. Hershey, PA: IGI Global, 2021. https://doi.org/10.4018/978-1-7998-4703-8.ch009

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Abstract

The proliferation of media-rich social networking services has changed the way people use information society and audio-visual media services. Existing theories of cognition in human-computer interaction have limitations in dealing with the unique problems that exist in contemporary virtual environments. The presence of significant numbers of people using these at the same time causes behavioural issues not previously envisaged at the time of multi-user domains (MUDs) or the first massively-multiplayer online role-playing games. To understand such large-scale virtual environments, this chapter makes use of data generated from questionnaires, usability testing, and social and web metrics to assess the relevance of ecological cognition theory for the current age. Through making use of a biometric measure called ‘knol', the chapter suggests a new framework for measuring emotion and cognition in these and future environments.

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