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John Marino

 

Publications by John Marino (bibliography)

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2012
 
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Lin, Peyina, Karlova, Natascha, Marino, John and Eisenberg, Michael B. (2012): Highly sought after: second life continued use. In: Companion Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 159-162. Available online

We present an exploratory study of what contributes to continued use of Second Life (SL) by long-time users with the goal of providing recommendations for ways to support continued use of social virtual worlds. We report common factors across these users which led to increased levels of engagement. We discuss current social navigation challenges in SL and how a "personal touch" in social navigation systems is needed to successfully imbue factors that contribute to continued use of SL across a wider range of users.

© All rights reserved Lin et al. and/or ACM Press

 
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Marino, John, Lin, Peyina, Karlova, Natascha and Eisenberg, Michael B. (2012): Future InfoExpo: the future of information seeking & services exposition in Second Life™. In: Proceedings of the 2012 iConference 2012. pp. 523-524. Available online

Phase I of the Virtual Information Behavior Environments (VIBE) project uncovered opportunities and limitations for the sharing, access, and organization of information in the 3D virtual world Second Life. Phase II of the project designed a major event in Second Life, called the Future InfoExpo, in which participants engaged with a variety of new virtual world tools, provided feedback on their experiences, and envisioned the future of their information practices. An overview of the design of the Future InfoExpo is presented, along with a preliminary review of the data.

© All rights reserved Marino et al. and/or their publisher

2011
 
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Hussain, Malik, Nakamura, Brandon and Marino, John (2011): Avatar appearance & information credibility in Second Life®. In: Proceedings of the 2011 iConference 2011. pp. 682-683. Available online

Virtual worlds are immersive computer-simulated environments in which users create digital artifacts and interact with other users. These worlds are becoming mainstream technology platforms for collaboration, role-playing, learning, problem-solving, business, and more. Users interact in these worlds through a persona known as an "avatar"; a digital proxy of the user. As virtual worlds become more pervasive, it is becoming important to learn the role of information in this new dimension. Specifically, it is becoming critical to understand the factors that lead users to trust and not trust information in these virtual worlds. Authors conducted a user-based research study in Second Life to better understand the impact that an avatar's appearance may have on the credibility of the information it shares with Second Life users.

© All rights reserved Hussain et al. and/or ACM Press

 
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