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Acoustemologies of the Closet

William Cheng.

in The Oxford Handbook of Virtuality

February 2014; p ublished online December 2013 .

Article. Subjects: Music; Music and Media; Applied Music. 5758 words.

Many online video games nowadays feature voice-chat capabilities that enable players to speak with one another through microphones connected to computers and gaming consoles. Players who...

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Applying Psychological Plausibility to the Uncanny Valley Phenomenon

Angela Tinwell.

in The Oxford Handbook of Virtuality

February 2014; p ublished online December 2013 .

Article. Subjects: Music; Music and Media; Applied Music. 6697 words.

With its roots in psychological writings of the twentieth century, the subject of the uncanny provides ways of critically analyzing why some objects appear eerie or make us feel...

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Avatar Psychology

James K. Scarborough and Jeremy N. Bailenson.

in The Oxford Handbook of Virtuality

February 2014; p ublished online December 2013 .

Article. Subjects: Music; Music and Media; Applied Music. 7180 words.

The explosive growth and dissemination of internetworking technology has changed what we may consider community, culture, and society. A major part of this movement toward the virtual is...

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Avoidable Pitfalls in Virtual-World Learning Design

Keysha I. Gamor.

in The Oxford Handbook of Virtuality

February 2014; p ublished online December 2013 .

Article. Subjects: Music; Music and Media; Applied Music. 5548 words.

This chapter discusses observations about the common pitfalls when embarking upon a project to design and implement a virtual world. These include the omission of a front-end analysis, the...

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Being More Than Yourself

André Nusselder.

in The Oxford Handbook of Virtuality

February 2014; p ublished online December 2013 .

Article. Subjects: Music; Music and Media; Applied Music. 7393 words.

André Nusselder’s chapter references the work of philosophers such as Kierkegaard and Badiou to argue for an ethical framework to regulate the excess of virtuality brought about by the...

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Being Present in a Virtual World

Guiseppe Riva and John A. Waterworth.

in The Oxford Handbook of Virtuality

February 2014; p ublished online December 2013 .

Article. Subjects: Music; Music and Media; Applied Music. 7182 words.

This chapter examines the concept of presence in a virtual world. It discusses recent findings of cognitive sciences research to offer a broader definition of presence. It suggests that...

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Breaking the Fourth Wall? User-Generated Sonic Content in Virtual Worlds

Karen Collins.

in The Oxford Handbook of Virtuality

February 2014; p ublished online December 2013 .

Article. Subjects: Music; Music and Media; Applied Music. 6690 words.

The fourth wall is a term borrowed from dramatic theory that considers the theatrical stage as having three walls (two sides and a rear) and an invisible fourth-wall boundary between the...

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Communication in Virtual Worlds

Paul C. Adams.

in The Oxford Handbook of Virtuality

February 2014; p ublished online December 2013 .

Article. Subjects: Music; Music and Media; Applied Music. 7391 words.

Virtuality has a long history involving a continuous process of virtualization and revirtualization. In order to recognize the central role of virtuality in human history it is useful to...

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Computational Modeling of Brain Function and the Human Haptic System at the Neural Spike Level

Gabriel Robles-De-La-Torre.

in The Oxford Handbook of Virtuality

February 2014; p ublished online December 2013 .

Article. Subjects: Music; Music and Media; Applied Music. 7531 words.

The sense of touch and related haptic capabilities are essential for skilled interaction with our environment. More generally, the study of these capabilities offers a unique window into...

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Cybersex

Ståle Stenslie.

in The Oxford Handbook of Virtuality

February 2014; p ublished online December 2013 .

Article. Subjects: Music; Music and Media; Applied Music. 8777 words.

The chapter treats cybersex as a multifaceted form of erotic experience and interaction, explaining how we use digital and computer-based technologies to do it and why. It traces the term...

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