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180 Sentences With "virtual community"

How to use virtual community in a sentence? Find typical usage patterns (collocations)/phrases/context for "virtual community" and check conjugation/comparative form for "virtual community". Mastering all the usages of "virtual community" from sentence examples published by news publications.

In a virtual community, those connections are what matter most.
While real-life community has beneficial effects for health, virtual community has the opposite.
Online resources and virtual community building can decrease the sense of isolation rural youth experience.
Network churches are "like a virtual community", he says, better suited to the modern era.
Online groups and forums provide many sexually adventurous churchgoers with a virtual community, resources, and support.
It's "one of the earliest enterprises building virtual community in China," according to a 2018 press release.
Like bitcoin, Monero is governed by a virtual community of hundreds of developers that lacks any centralized authority.
ISIS is cultivating a virtual community of supporters that ensures ISIS's message survives the collapse of the organization.
Like bitcoin, Monero is governed by a virtual community of hundreds of developers that lacks any centralised authority.
Ms. Reeves's own foundations, built on art and virtual community, have proved, even posthumously, to be extraordinarily sound.
In 1988, she created Echo, a virtual community forum that connects users through telnet, a sort of pre-internet technology.
I will miss the virtual community we built but will continue to treasure the actual community we currently reside within.
Many of these crimes had occurred via the dark web, where Falder was part of a virtual community of vicious abusers.
While playing around in VRChat, an online virtual community, YouTuber Rogue Shadow VR noticed a player who appeared to be in trouble.
Some time may pass before cell towers restore the virtual community, but now, more than ever, the actual community is resoundingly "presente."
Today's news, coupled with the trends coming out of this, positions Slack more as a virtual community than just another work productivity tool.
He said his company did not want any member of its larger, virtual community to feel disrespected, disregarded, or excluded because of their political beliefs.
Promenade even tried to create a virtual community with hosts introducing the shows and chat rooms where viewers could discuss what they had just seen.
In addition, Cisco launched #SafetoTalk, which it calls the first virtual community for employees to come forward and connect weekly with others to share their struggles.
In 1993, LambdaMOO, a popular virtual community, was besieged by a user called Mr. Bungle, a character dressed as a clown in a semen-stained costume.
A president doing controversial things translates into vexed listeners or viewers who want to vent and seek solace in their favorite virtual community of the like-minded.
Facebook, which has created a virtual community, is planning to build a real community, with parks, stores and 1,500 apartments near its headquarters in Menlo Park, Calif.
Joining a virtual community, like Chris Brogan's Secret Team for instance, can help you feel less alone, and can give you a place to ask questions and get support.
The town leader, Carel Boshoff—who happens to be the grandson of Betsie and Hendrik Verwoerd—sees the e-Ora as crucial to building a virtual community of Afrikaners.
That fact is plainly obvious to anyone who takes the time to look, and it should be marked as the moment this once-beloved virtual community center truly died.
Taking the Highrise virtual community one step further, #ME is an avatar-based social network where users can make friends and influence virtual people through real-time games and experiences.
Then she decided to post the picture on Pantsuit Nation, the formerly "secret" Facebook group composed of Hillary Clinton supporters that has grown into a virtual community of almost 4 million users.
They've already seen how having this kind of virtual community spreads into the real world, with all sorts of bonding experiences to be had with the players you share your island with.
"We actually have to roll out a lot of custom tech, because there aren't really any off-the-shelf solutions for the MMO aspects or the virtual community features," Leung told us.
Strengthen the infrastructure of virtual connectivity: Technology companies have already built the infrastructure of virtual community with tools like Zoom and Microsoft Teams that make it easier for people to meet meaningfully and intimately from afar.
She not only left the posts for all to see on YouTube, but she retweeted the abuse on Twitter, and asked her virtual community of supporters to report the harassment so that Twitter would suspend the abusive accounts.
Streamers accept the difficult conditions because they know that success requires them to allow fans constant access: for viewers, a Twitch channel is not just entertainment but also a virtual community, which functions only when its most important member is online.
"The near term focus is our first product, building a world that begins to tackle the community simulation space, and that's really combining a strong virtual community with deep and compelling gameplay," CEO Anthony Leung told TechCrunch in an interview.
With her eye focused on their images and not on their credentials or contacts, Ms. Sanchis Bencomo has convened a virtual community of experienced and emerging photographers alike whose styles range from documentary and photojournalism to fine art and conceptual photography.
The emergence of ISIS has seen its message resonate in the United States over the past two years, partly because it has so skillfully exploited social media to spread its propaganda and create a virtual community of like-minded followers who constantly interact and reinforce each other.
It is a far-flung virtual community that gives people solace, a regimen and a sense of like-mindedness at a time when churches and other old-fashioned institutions simultaneously seem to ask too much, yet also fail to provide many people with whatever they're looking for.
Continuing to interact with users off the bike is an extension of the virtual community Peloton is trying to build with members who can afford its $5003,245 stationery bike, $4,295 treadmill, or $39 monthly app membership ($12.99 for users who don't use a Peloton bike or treadmill).
Connecting with technical women on social media helps me build a virtual community, which is more comforting than any technical female movie character; for example, when a ditzy 'Computer Engineer Barbie' book was released a few years ago, women and supportive men stepped up on social media and the book was pulled.
This is, in some ways, the function of the festival as much as anything else — it becomes a way for the classic film faithful to gather in a place that temporarily transforms a virtual community, built either online or around a TV network, into a real one, for a few days every spring.
How Roblox is moving ahead with its digital civility initiative In the wake of a disturbing virtual sexual assault in Roblox, a virtual community for children, the company is ramping up moderation efforts, Dean Takahashi reports: Bhaumik hired Laura Higgins, an online safety expert in the United Kingdom, as Roblox's first director of digital civility in January.
Second Lives: A Journey Through Virtual Worlds is a book about virtual community, written by author Tim Guest.
In William Gibson's novel Idoru, the virtual community Hak Nam is built around an "inverted killfile" and is modeled on Kowloon Walled City.
Joi Ito contributed ideasRheingold, Howard (1993), The Virtual Community, chapter 7, MIT Press. that led to the growth of the community, both as a teenager and later as president of PSINet Japan. Prior to TWICS offering public access Internet, Jeff Shapard led the company and developed the foundation for the community .Rheingold, Howard (1993), The Virtual Community, chapter 7, MIT Press.
Rheingold also points out the potential benefits for personal psychological well-being, as well as for society at large, of belonging to a virtual community.
Phillyblog.com was an Internet forum or Virtual community whose focus was Philadelphia, Pennsylvania and its surrounding communities. Pennsylvania governor Ed Rendell was its honorary chairperson.
All of the state public two-year colleges formed the Mississippi Virtual Community College (MVCC) in 1999 to offer courses to students over the Internet.
Science.tv is a virtual community for people interested in science. It enables users to upload videos and categorize them according to subject matter and intended audience.
Barry Wellman. 2004. "The Three Ages of Internet Studies: Ten, Five and Zero Years Ago." New Media and Society 6 (1): 108-114; Howard Rheingold. (20). The Virtual Community, 2nd ed.
A virtual community is a social network of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services. Howard Rheingold discussed virtual communities in his book, The Virtual Community, published in 1993. The book's discussion ranges from Rheingold's adventures on The WELL, computer-mediated communication and social groups and information science.
A party scene from Second Life in Hyrule Virtual worlds are the most interactive of all virtual community forms. In this type of virtual community, people are connected by living as an avatar in a computer-based world. Users create their own avatar character (from choosing the avatar's outfits to designing the avatar's house) and control their character's life and interactions with other characters in the 3-D virtual world. It is similar to a computer game, however there is no objective for the players.
Anonymous is a decentralized virtual community.Halupka. M., Star. C. (2011) The Utilisation of Direct Democracy and Meritocracy in the Decision Making Process of the Decentralisehid Virtual Community Anonymous. Presented at the Australian Political Studies Association conference.
Based on the attractiveness of real-time and interactive aspects, eating shows are expanding their influence in internet broadcasting platforms and serve as a virtual community and a venue for active communication among active internet users.
The message window allows the conversation to be tracked and usually places a time stamp once the message is posted. There is usually a list of the users who are currently in the room, so that people can see who is in their virtual community. Users can communicate as if they are speaking to one another in real life. This "simulated reality" attribute makes it easy for users to form a virtual community, because chat rooms allow users to get to know one another as if they were meeting in real life.
Vivaldi began as a virtual community website that replaced My Opera, which was shut down by Opera Software in March 2014. Jon Stephenson von Tetzchner was angered by this decision because he believed that this community helped make the Opera web browser what it was. Tetzchner then launched the Vivaldi Community—a virtual community focused on providing registered users with a discussion forum, blogging service, and numerous other practical web services—to make up for My Opera's closure. Later, on January 27, 2015, Vivaldi Technologies launched the first technical preview of the Vivaldi web browser.
In 2005, Prentice Hall published his book "Commonspace: Beyond Virtual Community." And "From the Ground Up: The Evolution of the Telecentre Movement" was published by Telecentre.org in 2006. Surman also has written opinion editorials for The Washington Post, CNN.
Vive is a members-only mobile video chat community. The company has offices in San Francisco, Berlin and Hannover. The company's mission statement is, "to provide a safe virtual community where individuals can meet other people to share skills and experiences".
Naharnet is one of the first Lebanese online media after An Nahar newspaper was online in September 1995. It was launched in September 2000. At its initial phase it was a portal and virtual community for Lebanese and Arabs everywhere. Naharnet Beirut.
Downsizer is a virtual community, run on a not-for-profit basis, which describes itself as "a resource for people who want to live more sustainably". Its website includes articles on sustainable living and a popular forum with over 4,500 registered members.
Participants can become familiar with basic topics of computer science, and IT systems engineering as well as with advanced current research topics in IT. They also have the benefit of discussing issues and developing solutions in a virtual community with participants from around the globe.
Local Motors Local Motors is the first car company to utilize the lead user method to co-create vehicles online with its virtual community of designers, fabricators, engineers and enthusiasts. The world’s first vehicle produced using co-creative method is the Local Motors Rally Fighter.
"The Turing Game: Exploring Identity in an Online Environment." Convergence, 7(3), 83-102. Yet because mediated environments present reveal different signals, the mechanisms of deception differ.Donath, Judith. 1999. “Identity and deception in the virtual community.” Communities in Cyberspace (Marc Smith & Peter Kollock, eds).
Pingback and trackback allow one blog to notify another blog, creating an inter-blog conversation. Blogs engage readers and can build a virtual community around a particular person or interest.Blogging has also become fashionable in business settings by companies who use enterprise social software.
Partyflock is a Dutch virtual community for people interested in house music and other electronic dance music. Since 2001, Partyflock has evolved into the biggest online community for the dance scene in the Netherlands, with over 400 thousand members and 500 million page views a month.
Civil Society Coordination 2.0 refers to the strong coordination achieved through the online Virtual community and the Web 2.0 phenomenon over the World Wide Web; Civil Society Coordination 2.0 basically refers to the new organizational strengths the Internet has afforded to the 21st century Civil Society.
The IEEE Life Sciences Community is a virtual community of more than 2,000 people interested in the application of technology and engineering principles to the life sciences discipline. The community supplies news and event information from those societies and councils taking part in the IEEE Life Sciences Initiative.
In Denmark, Tolkien became well known in the 1970s and has considerably influenced Danish language fantasy literature since. In 1977, Queen Margrethe II of Denmark illustrated The Lord of the Rings. There are two Danish Tolkien societies; Bri, the Danish Tolkien Society,Bri and Imladris,imladris.dk which is a virtual community.
FOK! is a Dutch website and virtual community, containing active content like news, reviews, columns and polls. It was founded by Danny Roodbol, and is one of the largest internet communities of the Netherlands. The forum's user group is diverse, though much of its content is targeted towards a younger audience.
There is often confusion between a virtual community and social network. They are similar in some aspects because they both can be used for personal and professional interests. A social network offers an opportunity to connect with people one already knows or is acquainted with. Facebook and Twitter are social networks.
Linx reformulated the program by Junior Achievement called Mini-Company, and created Mini-Company by Linx. Mini-Company by Linx provides sophomore students the opportunity to experience economy and business through the operation of a student-run company. The project includes a digital management tool and a virtual community for students and alumni.
Some games offer special Bonuses to players who participate in a virtual wedding. In many cases the participants do not know each other outside the virtual community. Some couples may not even know each other's true name, gender, etc. Some do, in fact, extend this union outside the virtual, but most do not.
A virtual scientific community is a group of people, often researchers and students, who share multiple resources related to the scientific field, and whose main medium of communication is the internet.Jacek M. Zurada, Janusz Wojtusiak, Maciej A. Mazurowski,Devendra Mehta, Khalid Moidu, Steve Margolis, Toward Multidisciplinary Collaboration in the CIML Virtual Community, Proceedings of the 2008 Workshop on Building Computational Intelligence and Machine Learning Virtual Organizations, pp. 62-66 Examples of such communities include the Computational Intelligence and Machine Learning Portal or the Biomedical Informatics Research Network.Jacek M. Zurada, Janusz Wojtusiak, Maciej A. Mazurowski,Devendra Mehta, Khalid Moidu, Steve Margolis, Toward Multidisciplinary Collaboration in the CIML Virtual Community, Proceedings of the 2008 Workshop on Building Computational Intelligence and Machine Learning Virtual Organizations, pp.
The CIML community portal was created to facilitate an online virtual scientific community wherein anyone interested in CIML can share research, obtain resources, or simply learn more. The effort is currently led by Jacek Zurada (principal investigator), with Rammohan Ragade and Janusz Wojtusiak, aided by a team of 25 volunteer researchers from 13 different countries.Jacek M. Zurada, Janusz Wojtusiak, Maciej A. Mazurowski, Devendra Mehta, Khalid Moidu, Steve Margolis, Toward Multidisciplinary Collaboration in the CIML Virtual Community, Proceedings of the 2008 Workshop on Building Computational Intelligence and Machine Learning Virtual Organizations, pp. 62–66Jacek M. Zurada, Janusz Wojtusiak, Rommohan Ragade, James Gentle, Maciej A. Mazurowski, and Artur Abdullin, Building Virtual Community in Computational Intelligence and Machine Learning, IEEE Computational Intelligence Magazine, February 2009, pp.
Mole Manor has multiple functions, including a virtual community, dress and fashion, interactive games, pet raising and virtual home decoration. Players will be in Role-playing as moles. The color of mole can be tailored. Players have a patch of garden where they can farm and a house that is ready to be decorated.
Affiliates develop their own programming, pricing, and instructional methods. Many athletes and trainers see themselves as part of a contrarian, insurgent movement that questions conventional fitness wisdom. In addition to performing prescribed workouts, they follow CrossFit's nutrition recommendations, adopting a paleo and/or zone diet. CrossFit makes use of a virtual community Internet model.
Companies like Kaiser Permanente launched virtual communities for members. The community gave members the ability to control their health care decisions and improve their overall experience. Members of a virtual community are able to offer opinions and contribute helpful advice. Again, the difference between virtual communities and social network is the emergence of the relationship.
Facebook logo Facebook is an online communication tool that allows individuals to interact with each other within a virtual community. It has become the most popular social networking site since its beginnings in 2004. Facebook was co-founded in 2004 by Mark Zuckerberg with his roommates and colleagues from Harvard University. Zuckerberg is presently the CEO of Facebook.
Facebook on the Ad-tech 2010 Social networking services are the most prominent type of virtual community. They are either a website or software platform that focuses on creating and maintaining relationships. Facebook, Twitter, and Myspace are all virtual communities. With these sites, one often creates a profile or account, and adds friends or follow friends.
Cyberculture or internet culture is the cultural processes, products, or story of the culture in cyberspace. Cyberculture is referred to as technoculture, internet culture, post-human culture, and high tech culture. This confusing terminology demonstrates the diversity of cyberculture. In reality, cyberculture is designated as a virtual community culture, acting as an identity of online communication, and cyberpunk.
There he worked on and wrote about the earliest personal computers. This led to his writing Tools for Thought in 1985, a history of the people behind the personal computer. Around that time he first logged on to The WELL – an influential early online community. He explored the experience in his seminal book, The Virtual Community.
In August 2013, the organisation joined Finnish youth virtual social networking service Habbo to extend their support to those who had experienced bullying. The organisation used Habbo as an online help centre for the virtual community to provide support and advice to both the targets and perpetrators of bullying. The organisation also ran bullying-awareness campaigns on the virtual social network.
TWICS logo, circa 2001 TWICS (Two Way Information Communication System) was a Japanese Internet Service Provider and online community. It was started in 1982 as a part of the non-profit International Education Center in Tokyo. Between 1982 and 1993, TWICS focused on their online community. Howard Rheingold wrote about their diverse international online community in his book, The Virtual Community.
PMHUB is a free (not for profit) virtual community of professional project managers who recognise the Project Management Institute's Project Management Body of Knowledge (or briefly PMBOK) project management standard. Whilst a number of the members have already earned their PMP (Project Management Professional) certification the majority of the community consists of those who aspire to become PMP or CAPM-certified.
Fillos de Galicia () is a web portal and virtual community that focuses on the Galician culture and diaspora. The site focuses on promoting unity between Galicians and the Galician diaspora. The community is a hub provides information about the Galician language or finding relatives in Galicia using the Atopadoiro. Fillos.org is one of the most popular websites regarding Galicia and its diaspora.
In 2015 and 2016, Harrowsmith embraced the digital market and reached a wider audience with a new format. Two print issues were published (spring and fall) and two online editions (summer and winter) were included in annual subscriptions. "Country Life" was dropped from the title. In 2017, Harrowsmith redesigned their website to create a virtual community beyond the magazine's pages.
Through this mechanism, the virtual community college provides an opportunity for students take classes that are not offered at their "home" college. Additional learning support is provided by the Mississippi Electronic Libraries Online (MELO), a shared resource hosted by the MCCB that is made available to students and instructors through their respective campus networks and administered under the Distance Learning program. > The mission of the Mississippi Virtual Community College is to provide > educational opportunities to constituencies who live within the various > community and junior college districts in Mississippi and to others beyond > those boundaries. The mission includes providing access to instructional > offerings through advanced technologies for those individuals who currently > cannot take advantage of the offerings of the community and junior college > through traditional means and to those individuals who are seeking > alternative educational delivery systems.
Since 2007 Oktar has successfully had the Turkish government block public access to several websites. In April 2007, Oktar filed a libel lawsuit against the owners of Ekşi Sözlük, a virtual community similar to everything2. The court reviewed the complaint and ordered the service provider to close the site to public access. The site was temporarily suspended so the entry on Oktar could be expunged and locked.
StockPickr was a social networking service and virtual community for sharing stock picks, financial analysis, research, news, and commentary. The website was founded by James Altucher in 2006 and acquired by TheStreet.com in 2007 for $10 million. It included an Internet forum, a blog, and he makeup of 90,000 stock portfolios, including 800 of professional investors including Warren Buffett, George Soros, and Mark Cuban.
There are two major types of participation in online communities: public participation and non-public participation, also called lurking. Lurkers are participants who join a virtual community but do not contribute. In contrast, public participants, or posters, are those who join virtual communities and openly express their beliefs and opinions. Both lurkers and posters frequently enter communities to find answers and to gather general information.
The traditional definition of a community is of geographically circumscribed entity (neighborhoods, villages, etc.). Virtual communities are usually dispersed geographically, and therefore are not communities under the original definition. Some online communities are linked geographically, and are known as community websites. However, if one considers communities to simply possess boundaries of some sort between their members and non-members, then a virtual community is certainly a community.
HealthBoards is a long-running social networking support group website. It consists of over 280 Internet message boards for patient to patient health support (also referred to as a virtual community or an online health community). HealthBoards was one of the first stand alone health community websites. Health communities prior to it had generally been part of large web portals (WebMD, Yahoo, iVillage, etc.).
In 1987, this understanding of social spaces was challenged by scholars such as James R. Beniger. Beniger questioned whether these virtual communities were "real" or were pseudo communities, "a pattern relating that, while looking highly interpersonal interaction, is essentially impersonal." He put forward the idea that in a society within the virtual world, participants lack the necessary honesty it would take to create a "real" virtual community.
Virtual pet sites are usually free to play for all who sign up. They can be accessed through web browsers and often include a virtual community, such as Neopia in Neopets. In these worlds, a user can play games to earn virtual money which is usually spent on items and food for pets. One large branch of virtual pet games are sim horse games.
It also featured several downloadable games, including Konami's A1 Grand Prix and Network Rally.The LINKS (Network), MSX Resource Center Habitat was the first attempt at a large-scale commercial virtual community that was graphically based. Habitat was not a 3D environment and did not incorporate immersion techniques. It is considered a forerunner of the modern MMORPGs and was quite unlike other online communities (i.e.
A persistent environment is a virtual community—most often with a singular, continuing purpose. It is typically used as a branding channel, residing online for months and providing an immersive, singular branding experience. A perpetual virtual environment is continuous online location where people, resources, applications, data and events are aggregated together and connected in order to facilitate communication, learning, collaboration, marketing, purchasing, service, support, and relationships.
Don Black has long worked to increase the mainstream appeal of white supremacy. Black established Stormfront to heighten awareness of perceived anti-white discrimination and government actions detrimental to white people, and to create a virtual community of white extremists. Black owns the site's servers, so he is not dependent upon website hosting providers. Black's organization inculcated enough white pride to make "its worldwide aspirations meaningful and socially significant".
Technologies cited include Usenet, MUDs (Multi-User Dungeon) and their derivatives MUSHes and MOOs, Internet Relay Chat (IRC), chat rooms and electronic mailing lists. Rheingold also points out the potential benefits for personal psychological well-being, as well as for society at large, of belonging to a virtual community. Virtual communities all encourage interaction, sometimes focusing around a particular interest or just to communicate. Some virtual communities do both.
Unlike in spoken conversations, message boards do not usually have instantaneous responses; users actively go to the website to check for responses. Anyone can register to participate in an online message board. People can choose to participate in the virtual community, even if or when they choose not to contribute their thoughts and ideas. Unlike chat rooms, at least in practice, message boards can accommodate an almost infinite number of users.
He worked with the Electronic Frontier Foundation, and human rights groups in Guatemala. He worked on Project Xanadu, the first hypertext system and helped set up The WELL (The Whole Earth 'Lectronic Link) virtual community. His other contributions to the field include work on the original Apple Laserwriter. He worked with John Gilmore’s company Grasshopper Group in San Francisco, California, porting Sun Microsystems' NeWS windowing system to A/UX (Apple Unix).
An active participatory culture is enabled by the communities on social networking sites because they permit communication between groups that are otherwise unable to communicate. In the article "Why We Argue about Virtual Community: A Case Study of the Phish.net Fan Community," Nessim Watson stresses the necessity of communication in online communities. He even goes as far as to say that "Without ongoing communication among its participants, a community dissolves".
The D-Word started in 1996 as a blog by documentary filmmaker Doug Block. Doug Block was taught how to create a blog by Justin Hall, the subject of Block's 1999 feature documentary, Home Page. Scenes of Hall showing Block how to create the D-word are shown in the film. The site evolved from online journal to a virtual community for documentary filmmakers and fans in the fall of 1999.
Cyberculture in South Korea is more like a virtual community culture than anything else. Cyberculture is prolific in South Korea, both in streams and in internet communities. South Korea's cyberculture is quite aggressive because of anonymity and trolls. To prevent this from getting worse, the South Korean government decided to regulate streaming platforms, especially Afreeca TV, which has become a controversy as to whether it corrupts cyberculture or not.
Some researchers have discovered positive links between social capital, cultural capital, and de-lurking. Others have identified psychological approaches to overcome the barriers to online participation. According to Rafaeli et al., “...community virtual social capital is ‘a collection of features of the social network created as a result of virtual community activities that lead to development of common social norms and rules that assist cooperation for mutual benefit’” (p. 4).
Sab0t is a Mexico City based tabloid pamphlet focused on art, activism, experimental narratives, media and net-culture. It is edited collectively using open source software, by members of the Possibleworlds.org virtual community, which is an economically self-sustained media initiative of the Fiction Department (Departamento de Ficción).ficcion.de Issue 0 was introduced in summer 2005 during a media art exhibition by Daniel García-Andujar and Fran Ilich.
Virtual communities connect people who normally wouldn't consider themselves to be in the same group. These groups continue to stay relevant and maintained in the online world because users feel a need to contribute to the community and in return feel empowered when receiving new information from other members. Virtual communities have an elaborate nest structure because they overlap. Yelp, YouTube, and Wikipedia are all examples of a virtual community.
Archives & Museum Informatics.Beazley, Ingrid, Bowen, Jonathan P., McDaid, Sarah, and Liu, Alison H.Y., Dulwich OnView: An art museum-based virtual community generated by the local community. In Alan Seal, Jonathan P. Bowen, and Kia Ng (eds.), EVA London 2010 Conference Proceedings, Electronic Workshops in Computing (eWiC), British Computer Society, 2010, pages 79–86. Shortly afterwards, the site won the Museums and the Web 2010 Best of the Web awards in the "best small site" category.
Anonymity also frees individuals so that they are able to behave in socially undesirable and harmful ways, which can result in forms of hate speech and cruel online behaviour. Lastly, anonymity also diminishes the integrity of information, and as a result, diminished the overall trust of online environment. Many online users choose to attempt anonymity through the use of avatars. Users associate themselves with avatars as digital representatives within a duplicated and simulated virtual community.
The avatars that users create are like humans. Users can choose to make avatars like themselves, or take on an entirely different personality than them. When characters interact with other characters, they can get to know one another through text-based talking and virtual experience (such as having avatars go on a date in the virtual world). A virtual community chat room may give real-time conversations, but people can only talk to one another.
Richard A. Prout (born 1967) is a British entrepreneur. Prout has a degree in Computing from the Victoria University of Manchester. He was the founder in 1996 of Intracus Ltd, whose innovative LDAP directory products were bundled by Novell and Netscape, and which in 1999 created SmartGroups.com, which by 2001 had become Europe's leading Virtual community web site with several million members, and was the precursor to today's social network services. SmartGroups.
The constant ability to communicate with members of the community enriches online community experiences and redefines the word community.Watson, Nessim "Why We Argue about Virtual Community: A Case Study of the Phish.net Fan Community" pp. 103-104. SAG Publications 1997 In addition, denial-of-Service attacks, the taking over and vandalizing of a website, uploading Trojan horses, and sending out e-mail bombs (mass e-mailings) are also examples of Internet activism.
Raphael Linus Levien (also known as Raph Levien; born July 16, 1961) is a Dutch software developer, a member of the free software developer community, through his creation of the Advogato virtual community and his work with the free software branch of Ghostscript. From 2007 until 2018 he was employed at Google. He holds a PhD in Computer Science from UC Berkeley. He also made a computer-assisted proof system similar to Metamath: Ghilbert.
In 1988 Hatfield, the last men's college, became mixed; followed by the women's college of Trevelyan in 1992, leaving the original women's college of St Mary's as the last single-sex college. In 1989 the university started its fund-raising and alumni office, with a virtual community for alumni and several large gifts made to the university, including for the Centre for Middle Eastern Studies, the Department of Physics and the Wolfson Research Institute.
ScienceBlogs is an invitation-only blog network and virtual community that operated initially for a little less than twelve years, from 2006 to 2017. It was created by Seed Media Group to enhance public understanding of science. Each blog had its own theme, speciality and author(s) and was not subject to editorial control. Authors included active scientists working in industry, universities and medical schools as well as college professors, physicians, professional writers, graduate students, and post-docs.
Pleix is a virtual community of digital artists based in Paris. Composed of seven individuals, Pleix works on a shared philosophy, using moving art and music to showcase their view of the world. So far this has manifested itself in several videos, adverts and installations that are all based on staples of contemporary culture. They work has been presented in places like Centre Pompidou, Guggenheim Bilbao, la Gaîté lyrique, I.C.A London, and the Tokyo Museum of Photography.
Beyond Bree is the monthly newsletter of The American Mensa Tolkien Special Interest Group. There is a long tradition of organized Tolkien fandoms in Scandinavia. The Tolkien Society of Sweden was founded in Gothenburg in 1968 ("of Sweden" was added in 1969 to avoid confusion with the UK society) and The Tolkien Society Forodrim was founded in Sweden in 1972. Denmark has two Tolkien societies, Bri, the Danish Tolkien Society and Imladris, which is a virtual community only.
Leftard () is appearing in Hong Kong media and the virtual community starting in the 2010s, as a political term. It often refers to unrealistic leftists or left-wing activists who are idealistic, as distinguished from traditional CCP loyalists. They advocate peace, rationality, nonviolence and non-profanity (referred to as ""). Some critics say that the people they call "leftard" are too idealistic and have unrealistic ideals, sometimes giving up social justice in the pursuit of equality, love, and peace movement.
A knowledge community is a community construct, stemming from the convergence of knowledge management as a field of study and social exchange theory. Formerly known as a discourse community and having evolved from forums and web forums, knowledge communities are now often referred to as a community of practice or virtual community of practice. As with any field of study, there are various points of view on the motivations, organizing principles and subsequent structure of knowledge communities.
A virtual world simply gives users the opportunity to build and operate a fantasy life in the virtual realm. Characters within the world can talk to one another and have almost the same interactions people would have in reality. For example, characters can socialize with one another and hold intimate relationships online. This type of virtual community allows for people to not only hold conversations with others in real time, but also to engage and interact with others.
Kelly began contributing freelance articles to CoEvolution Quarterly in 1980, while living in Athens, Georgia. Around this time he was also editing his own start-up magazine called Walking Journal, and working in an epidemiology laboratory to support himself. He was hired in 1983 by Whole Earth founder Stewart Brand to edit some of the later editions of the Whole Earth Catalog, the Whole Earth Review, and Signal. With Brand, Kelly helped found the WELL, an influential virtual community.
In September 2012, John Rochon named a board of directors that included experts in micro-enterprise, and announced his strategy of making CVSL a holding company for building a growing "consumer cloud" virtual community that would connect tens of millions of members. First to join the CVSL community was The Longaberger Company, which joined in March 2013. Your Inspiration at Home joined CVSL in August 2013. Both Tomboy Tools and Agel Enterprises joined CVSL in October 2013.
As an organisation, it provides information sources, a "virtual community", a "networking hub" and a "professional identity". IAPA promotes the benefits of analytics in modern business, emphasising the increasingly strategic role played by data analysis in the business arena. Chapters have been established in Sydney, Melbourne, Canberra, Brisbane, Perth and Adelaide. As of October 2012 IAPA has over 2,400 members and runs quarterly meetings in each location providing industry speakers and an opportunity for members to network.
Rheingold left HotWired and soon founded Electric Minds in 1996 to chronicle and promote the growth of community online. Despite accolades, the site was sold and scaled back in 1997. In 1998, he created his next virtual community, Brainstorms, a private successful webconferencing community for knowledgeable, intellectual, civil, and future-thinking adults from all over the world. Rheingold in Mill Valley In 2002, Rheingold published Smart Mobs, exploring the potential for technology to augment collective intelligence.
The Virtual Community is a 1993 book about virtual communities by Howard Rheingold, a member of the early network system The WELL. A second edition, with a new concluding chapter, was published in 2000 by MIT Press. The book's discussion ranges from Rheingold's adventures on The WELL, computer-mediated communication and social groups and information science. Technologies cited include Usenet, MUDs (multi-user dungeons) and their derivatives MUSHes and MOOs, Internet Relay Chat (IRC), chat rooms, and electronic mailing lists.
The group started in 2007 when enthusiasts built a collaborative blog for discussions on civic issues pertaining to Bangalore. Content was moderated for language and references, and tended to be very analytical. The virtual group met face-to-face for the first time during a visit to the then under-construction Bangalore International Airport. As the virtual community grew in size, some members felt the need for a real-world organization to interact with local governments, in order to better effect changes.
For example, there are several online communities dedicated to technology. In these communities, posters are generally experts in the field who can offer technological insight and answer questions, while lurkers tend to be technological novices who use the communities to find answers and to learn. In general, virtual community participation is influenced by how participants view themselves in society as well as norms, both of society and of the online community. Participants also join online communities for friendship and support.
ScienceNet.cn () is a science virtual community and science blog. It is launched by Science Times Media Group (STMG) and supported by the Chinese Academy of Sciences, the Chinese Academy of Engineering, and the National Natural Science Foundation of China with the mission of establishing global Chinese science community. Since its launch on January 18, 2007, a total of 5,553 scientists and graduate students have blogged on ScienceNet. According to the editorial board of ScienceNet, it has been ranking the top one among Chinese science websites.
Gingerbeer was a London-based virtual community for lesbian and bisexual women. The name "Gingerbeer" (Cockney rhyming slang for "queer") referred to both the web site, and to the community, which it supported. It was maintained and moderated entirely by a team of volunteers. Gingerbeer was initially launched on 1 January 2000,Interview with SuMay Hwang , founder of Gingerbeer, on DimSum, the British Chinese community website and underwent two subsequent relaunches, firstly on 25 June 2001 and later on 11 November 2005, following a major redesign.
In addition to playing the game itself and conversing on discussion forums provided by Blizzard, World of Warcraft players often participate in the virtual community in creative ways, including fan artwork and comic strip style storytelling. Blizzard garnered criticism for its decision in January 2006 to ban guilds from advertising sexual orientation preferences. The incident occurred after several players were cited for "harassment" after advocating a group that was a gay-straight alliance. Blizzard later reversed the decision to issue warnings to players promoting LGBT-friendly guilds.
She takes with her the contraband which was slipped into her luggage. When she meets with the local Tokyo chapter of the Lo/Rez fan club she is disappointed by their seeming indifference to the impending "wedding" and they inform her this is merely an unfounded rumor. Disbelieving, Chia decides to investigate on her own and seeks the help of her host Mitsuko’s brother Masahiko, an otaku who is a member of the hacker community the "Walled City" (a virtual community based on Kowloon Walled City).
The Finnish Tolkien Society Kontu (Suomen Tolkien-seura Kontury in Finnish) is a registered society based in Finland. The society was earlier two different Societys that unify in beginning of year 2012. The Finnish Tolkien Society (Suomen Tolkien seura) was founded on January 3, 1992 and Kontu Internet Community (Verkkoyhteisö Kontu ry) was founded on December 19, 2006. The main focus of the society is to improve the knowledge of J. R. R. Tolkien and his works in Finland as well as to maintain the virtual community and thus the website the society originated from.
Most online communities grow slowly at first, due in part to the fact that the strength of motivation for contributing is usually proportional to the size of the community. As the size of the potential audience increases, so does the attraction of writing and contributing. This, coupled with the fact that organizational culture does not change overnight, means creators can expect slow progress at first with a new virtual community. As more people begin to participate, however, the aforementioned motivations will increase, creating a virtuous cycle in which more participation begets more participation.
FreakingNews is a news-oriented Photoshop contest website that came online August 2, 2002 and officially opened on October 23, 2003 as a sister site of Worth1000. This virtual community of 17,000+ digital artists and members features free daily Photoshop contests that are fueled by global news and events. Since its inception, FreakingNews has been featured on television shows, magazines and newspapers, including Comedy Central, MTV, Weekly World News, Glenn Beck Show, Stern Magazine, The Guardian, The Daily News, The Dallas Morning News, Los Angeles Times, The Daily Mail, and The Sun.
Early research into the existence of media-based communities was concerned with the nature of reality, whether communities actually could exist through the media, which could place virtual community research into the social sciences definition of ontology. In the seventeenth century, scholars associated with the Royal Society of London formed a community through the exchange of letters. "Community without propinquity", coined by urban planner Melvin Webber in 1963 and "community liberated", analyzed by Barry Wellman in 1979 began the modern era of thinking about non-local community.Webber, Melvin. 1963.
Stardoll is a virtual community site for people who enjoys fame, fashion and friends. At Stardoll, players can create their own virtual doll or choose from a collection of celebrity dolls and dress them up in various styles of make up, clothing, and decor with a wide range of items available for purchase with in-game currency. Stardoll appeals to a wide cross section of users, but their core membership consists of boys and girls from the ages of 13 and upwards. Stardoll was developed with an emphasis on self-expression through fantasy and fashion.
Use of LSI platforms is part of a general turn by higher-education institutions to online instruction and student support. The WorldWideWhiteboard went online at Pima Community College and other institutions even before 2000. NetTutor, initially offered with new editions of textbooks in deals with publishing companies, is now available in community college systems and universities like the California Community College System (through the Online Education Initiative), Mississippi's Virtual Community College System, and the Oregon State University eCampus. Many individual college campuses have adopted NetTutor or the WorldWideWhiteboard.
Internet metaphors frequently arise from social exchanges and processes that occur online and incorporate common terms that describe offline social activities and realities. These metaphors often point to the fundamental elements that make up social interactions, even though online interactions differ in significant ways from face-to-face communication. Therefore, social metaphors tend to communicate more about the values of society rather than the technology of the Internet itself. Metaphors such as the electronic neighborhood and virtual community point to ways in which individuals connect to others and build relationships by joining a social network.
University of Montreal historian David Ownby notes that there are no "mid- or upper-level tiers of the organization where one might go for such information." He says that practitioners are not "members" of an "organization", and do not fill out any forms at any point. To the extent that organization is achieved in Falun Gong, it is accomplished partly through a global, networked, and often virtual community. In particular, electronic communications, email lists and a collection of websites are the primary means of coordinating activities and disseminating Li Hongzhi's teachings.
In 2034, [computer programmer] Ken Castle (Michael C. Hall) invents self- replicating nanites that replace brain tissue and allow humans to control other humans' actions and see through their eyes. The first application of Castle's "Nanex" technology is a virtual community life simulation game, Society, which allows gamers to manipulate live actors as their avatars. Society becomes a worldwide sensation, making Castle the richest man in the world. He then creates Slayers, a first-person shooter where the "characters" are death-row prisoners using real weapons in specially created arenas.
WebChat Broadcasting System, or WBS for short, was a virtual community that existed during the 1990s. Supported by online advertising, it was one of few services at the time to offer free integrated community services including chat rooms, message boards, and free personal web pages. Extremely popular during the mid to late 1990s in the era prior to the Dot-com bust, WBS was the largest and best-known social media website of its time. In 1998, WBS was acquired by the search engine Infoseek, which was in turn acquired by Disney/ABC.
The socialization of education is evolving in the form of personalized digital media sources. Web logs, or blogs, enable students to express thoughts and ideas individually, while at the same time sharing them with the larger community. The pervasiveness of social networks like MySpace and Facebook connect millions of learners to a virtual community where information is exchanged laterally between and among students and teachers alike. This explosion of community is contributing to an expanding learning economy, where participants have unparalleled access to knowledge, both from teachers and other students.
A gathering of writers and photographers who have contributed to the community blog, Dulwich OnView (2008). Dulwich Picture Gallery, with which Dulwich OnView is associated. Dulwich OnView is a museum-based virtual community associated with the Dulwich Picture Gallery for the local community, based in the suburb of Dulwich, southeast London.Beazley, Ingrid, Reach new audiences, increase numbers of visitors, and become a major part of the local community by using online social networking sites and blogs. In David Bearman and Jennifer Trant (editors), MW2008: Museums and the Web 2008, Montreal, Quebec, Canada, 9–12 April 2008.
In 2008, HASTAC initiated the HASTAC Scholars Program, an annual fellowship program that recognizes graduate and undergraduate students who are engaged in innovative work across the areas of technology, the arts, the humanities, and the social sciences. As of 2012, 522 people at 120 institutions have been named HASTAC Scholars, functioning as links between their home institutions and the virtual community they foster on the HASTAC site. "HASTAC scholars participate in and encourage conversations often by blogging, tweeting, podcasting, or co-hosting forums with HASTAC scholars from other universities, among other various means of connection".Singletary, Kim Alecia.
"News feature, East Bay Express, 3 August 2005. DuBrul states that by 2003, "The Icarus Project website was up and running, and a virtual community began to evolve around the discussion forums." He notes that user-generated content online enabled The Icarus Project's growth: "We were attracting interesting people, creating discussion forums with names like 'Alternate Dimensions or Psychotic Delusions' and 'Experiencing Madness and Extreme States.' There was no place else where people who used psych meds and people who did not, people who identified with diagnostic categories and people who did not, could all talk with each other and share stories.
ALISN says its emphasis is not simply on showing art, but on bringing the artists themselves into contact with each other to accomplish development through cross-pollination of ideas, critical peer feedback, transfer of experience and networking. The organisation does this by maintaining a virtual community of artists and other individuals within the creative industries. ALISN has a network of more than 500 international artists, which is managed by the founders with the assistance of the organisations fellows. Since its conception, they made use of online social networking platforms to support its network, maintaining the artist network through Facebook, Twitter and CargoCollective.
Some of the common tactics used to create buzz include building suspense around a launch or event, creating a controversy, or reaching out to bloggers and social media influencers. Social media participants in any particular virtual community can be divided into three segments: influencers, individuals, and consumers. Influencers amplify both positive and negative messages to the target audience, often because of their reputation within the community. Therefore, a successful social media campaign must find and engage with influencers that are positively inclined to the brand, providing them with product information and incentives to forward it on to the community.
Winder was contacted through CIX email over the internet by technological culture writer Howard Rheingold, a habitué of The Well, another early online community-based in the United States, and eventually the two met in person at Winder's home; the meeting is described in Rheingold's book, The Virtual Community. A prolific author himself, Winder has had more than 20 books published. The most recent, Being Virtual, in conjunction with the Science Museum, in London which explores the realm of virtual identity and is part auto-biographical in nature. Winder is now fully recovered and no longer needs a wheelchair.
PlanetPhysics was a virtual community Caltech University Library- A-Z Resource List: this university library guide contains a full list of resources available to Caltech students, faculty and staff;it includes subscription databases and freely available resources, such as PlanetPhysics.org and PlanetMath.org with several Internet sites Internet Archives New Collection of Articles at PlanetPhysics.org : alphabetical C to F entries supported by a non-profit organization registered in the USA US Non-profit Registration in Nevada in an open science, open data, peer-to-peer review mode "PlanetPhysics" March 10th, 2006, 23:23:07 -0800 Article cited at PlanetMath.
A number of websites are dedicated to providing users with add-on files (such as airplanes from actual airlines, airport utility cars, actual buildings located in specific cities, textures, and city files). The wide availability over the internet of freeware add-on files for the simulation package has encouraged the development of a large and diverse virtual community, linked up by design group and enthusiast message boards, online multiplayer flying, and 'virtual airlines'. The internet has also facilitated the distribution of 'payware' add-ons for the simulator, with the option of downloading the files, which reduces distribution costs.
Identicide is a term that captures the force of pre-genocidal acts, and is a phenomena unto itself.Post, Jerrold M. "Terrorism and right-wing extremism: The changing face of terrorism and political violence in the 21st century: The virtual community of hatred." International journal of group psychotherapy 65.2 (2015): 242-271. In being a series of acts or pre-emptive stages of genocide or as an alternative to genocide, identicide incorporates many of the other more specific phenomena and related activities ending in “-cide”, including ethnocide, topocide, terracide, democide, memoricide, urbicide, gendercide, gynocide, sociocide and domicide.
In his book The Virtual Community, Howard Rheingold called EIES "the lively great-great-grandmother of all virtual communities". EIES was one of the earliest instances of groupware, if not the earliest, and some users contend it is where the term was coined. The editors of the Whole Earth Software Catalog set up a private conference on EIES where they could collaborate on software reviews from around the US. Along with serious research, there were diversions like the "EIES Soap Opera", which was a series of stories written collaboratively by the service's users. The first soap opera was initiated in 1980 by Martin Nisenholtz.
Virtual currency, or virtual money, is a type of unregulated digital currency, which is issued and usually controlled by its developers and used and accepted among the members of a specific virtual community. In 2014, the European Banking Authority defined virtual currency as "a digital representation of value that is neither issued by a central bank or a public authority, nor necessarily attached to a fiat currency, but is accepted by natural or legal persons as a means of payment and can be transferred, stored or traded electronically". By contrast, a digital currency that is issued by a central bank is defined as "central bank digital currency".
Tapscott (2007) From birth to death, people are shaped by the communities to which they belong, affecting everything from how they talk to whom they talk with.Preece (2000) Just like the telephone and the television changed the way people interact socially, computers have transformed communication and at the same time created new norms for social capital. "A virtual community is a group of people who may or may not meet one another face to face, who exchange words and ideas through the mediation of computer bulletin board systems and other digital networks".Encyclopædia Britannica (2011) Along with the fact that computer usage has spread, the use of virtual communities have grown.
Commonly, people communicate through social networking sites, chat rooms, forums, e-mail lists and discussion boards. People may also join online communities through video games, blogs and virtual worlds. The rise in popularity of Web 2.0 websites has allowed for easier real-time communication and connection to others, and facilitated the introduction of new ways for information to be exchanged. One scholarly definition of an online community is this: "a virtual community is defined as an aggregation of individuals or business partners who interact around a shared interest, where the interaction is at least partially supported or mediated by technology (or both), and guided by some protocols or norms".
Like many marginal communities, they face the problem of depopulation of the traditional communities with young, skilled islanders moving away, matched with incomers looking for a "get away from at all" life. This can cause clashes of interest and culture. The Virtual Hebrides took these issues head- on with its twin mottos of "live local, work global" and "we are all islanders on the net". It was many things to many people: a Hebrides encyclopedia of articles, a virtual community, a local history project, a promoter of Scottish Gaelic on the internet, a genealogy forum and a campaigning platform for rural equality, amongst other aims.
In his book The Wealth of Networks from 2006, Yochai Benkler suggests that virtual communities would "come to represent a new form of human communal existence, providing new scope for building a shared experience of human interaction". Although Benkler's prediction has not become entirely true, clearly communications and social relations are extremely complex within a virtual community. The two main effects that can be seen according to Benkler are a "thickening of preexisting relations with friends, family and neighbours" and the beginnings of the "emergence of greater scope for limited-purpose, loose relationships". Despite being acknowledged as "loose" relationships, Benkler argues that they remain meaningful.
While instant communication means fast access, it also means that information is posted without being reviewed for correctness. It is difficult to choose reliable sources because there is no editor who reviews each post and makes sure it is up to a certain degree of quality. In theory, online identities can be kept anonymous which enables people to use the virtual community for fantasy role playing as in the case of Second Life's use of avatars. Some professionals urge caution with users who use online communities because predators also frequent these communities looking for victims who are vulnerable to online identity theft or online predators.
Efforts to promote public participation in the works of science owe a lot to the revolution in information and communications technology (ICT). Web 2.0 applications support virtual community interactivity and the development of user-driven content and social media, without restricted access or controlled implementation. They extend principles of open-source governance to democratic institutions, allowing citizens to actively engage in wiki-based processes of virtual journalism, public debate and policy development. Although few and far between, experiments in open politics can thus make use of ICT and the mechanics of e-democracy to facilitate communications on a large scale, towards achieving decisions that best serve the public interest.
Since 2010 Ilich has focused on the cooperative Diego de la Vega and its virtual community investment bank Spacebank, presenting these projects at The Economist 2011 conference in Mexico City, "Change from the Bottom Up". Spacebank, which he promoted at Occupy Wallstreet, was an effort at subverting the financial status quo, with the motto "Don’t hate the banks, become the banks". Diego de la Vega is a coffee co-op which caters Zapatista-grown coffee in New York area events such as the South Bronx holiday market. He has coordinated workshops such as Youth Creating and Communicating on hiv/aids, sponsored by UNESCO and aimed for homeless children.
The Enterprise program is designed to inspire veterans and ADF families with the confidence, enterprise capabilities and networks they need to explore entrepreneurship and prepare for the future of work. The program blends evidence-based business methodologies and experiential learning with an enterprise skills framework, and includes immersive programs, enrichment activities with industry, and a virtual community. Guided by an Advisory Council, chaired by the Governor General, His Excellency General The Honourable David Hurley AC DSC (Ret’d), Prince’s Trust Australia is the only national not-for-profit supporting Australia's veteran community to explore entrepreneurship and self-employment. Young People In 2019, Prince's Trust Australia launched Achieve.
Warnock's dilemma, named for its originator Bryan Warnock, is the problem of interpreting a lack of response to a posting in a virtual community. The term originally referred to mailing list discussions, but has been applied to Usenet posts, blogs, Web forums, and online content in general. The dilemma arises because a lack of response does not necessarily imply that no one is interested in the topic, but could also mean for example that readers find the content to be exceptionally good (leaving nothing for commenters to add). On many internet forums, only around 1 percent of users create new posts, while 9 percent reply and 90 percent are lurkers that don't contribute to the discussion.
Juan Antonio García Galindo, Ma. I. Vasallo de Lopes y Ma. T. Vera Balanza. Madrid: Tecnos, 2009. • "De la comunidad virtual a las redes sociales: jóvenes e interacción social cibernética" [From Virtual Community to Social Networks: Youth and Social Interaction in Ciberspace] en 70 Años de Periodismo y Comunicación en América Latina: Memoria y perspectivas. Alfredo Alfonso, Florencia Saintout y Margarida Krohling Kunsch, eds., La Plata: Universidad Nacional de la Plata Ediciones de Periodismo y Comunicación No. 36, 2007. • “Matrici discorsive Della pubblicià. Narrativa pubblicitaria e controllo sociale” [Advertising Discourive Matrices: Advertising Narratives and Social Control] In Paolo Bertetti y Carlos Scolari, eds., MediAmerica, Semiotica e analisi dei media in America Latina, Torino, Italia: Cartman Edizioni, 2007.
The WELL began as a dial-up bulletin board system (BBS) influenced by EIES, became one of the original dial-up ISPs in the early 1990s when commercial traffic was first allowed, and changed into its current form as the Internet and web technology evolved. Its original management team—Matthew McClure, soon joined by Cliff Figallo and John Coate—collaborated with its early users to foster a sense of virtual community. Gail Ann Williams was hired by Figallo in 1991, as community manager, and has continued in management roles into the current era. From 1994 to 1999 The WELL was owned by Bruce R. Katz, founder of Rockport, a manufacturer of walking shoes.
Donath's paper outlines the ambiguity of identity in a disembodied "virtual community" such as Usenet: Donath provides a concise overview of identity deception games which trade on the confusion between physical and epistemic community: Trolls can be costly in several ways. A troll can disrupt the discussion on a newsgroup or online forum, disseminate bad advice, and damage the feeling of trust in the online community. Furthermore, in a group that has become sensitized to trollingwhere the rate of deception is highmany honestly naïve questions may be quickly rejected as trolling. This can be quite off-putting to the new user who upon venturing a first posting is immediately bombarded with angry accusations.
Pranknet, also known as Prank University, was a Canadian-based anonymous prank calling virtual community responsible for damage to hotels and fast food restaurants of more than $60,000 as well as multiple instances of telephone harassment. It was founded by a man who later referred to himself as "Dex1x1" (later identified as a Canadian man named Tariq Malik). The group has been linked to nearly 60 separate incidents. Posing as authority figures, such as fire alarm company representatives and hotel front-desk/corporate managers, Pranknet participants called unsuspecting employees and customers in the United States and tricked them into damaging property, setting off fire sprinklers, breaking out windows, and other humiliating acts such as disrobing and consumption of human urine.
It is through the process of sharing information and experiences with the group that members learn from each other, and have an opportunity to develop personally and professionally . CoPs can exist in physical settings, for example, a lunch room at work, a field setting, a factory floor, or elsewhere in the environment, but members of CoPs do not have to be co-located. They form a "virtual community of practice" (VCoP) when they collaborate online, such as within discussion boards, newsgroups, or the various chats on social media, such as #musochat centered on contemporary classical music performance . A "mobile community of practice" (MCoP) is when members communicate with one another via mobile phones and participate in community work on the go.
Denis O'Brien said Ireland's culture was the key to success, saying his Digicell group obtained a Samoan licence because the Prime Minister's education had come from Irish priests: "We are famous for our writers, our artists, our poets and we are not famous for much else". There was a consensus amongst those attending that Ireland's banks needed to be reformed. Micheál Martin, in his closing remarks to the Forum, said the contributions of the delegates "will be taken forward and action will be taken", spoke of his hopes to establish an "online portal for a virtual community of people of Irish descent to stay in touch" and stated he would also focus on non-traditional countries of the Irish diaspora such as Russia.
New York: BasicBooks, 283 These initiatives were discussed in a number of venues. Howard Rheingold argued in the 1994 afterword to his noted text, The Virtual Community: Homesteading on the Electronic Frontier, that these initiatives played a critical role in the development of digital technology, stating that, "Two powerful forces drove the rapid emergence of the superhighway notion in 1994 .... The second driving force behind the superhighway idea continued to be Vice-President Gore." In addition, Clinton and Gore submitted the report, Science in the National Interest in 1994, which further outlined their plans to develop science and technology in the United States. Gore also discussed these plans in speeches that he made at The Superhighway Summit at UCLA and for the International Telecommunications Union.
The Smoking Gun began to conduct investigations of criminal activity and publicize its results. In August 2009, the site outed members of Pranknet, a virtual community notorious for tricking hotel and fast-food restaurant employees into setting off fire alarms, engaging fire-suppression systems, and engaging in humiliating acts. The group, whose members include two convicted child molestors, also engaged in threatening telephone harassment; it placed fake Craigslist ads and shouted racial epithets and obscenities at people responding to them. The group members responded to Craigslist ads placed by young mothers selling household goods; after gaining the seller's address in an exchange, members would threaten the seller, saying that they would go to their house to rape them and murder their children.
Individuals are members of the community who find value in absorbing the content and interacting with other members. The purpose of the marketing strategy is ultimately to turn individuals into the third group, consumers, who actually purchase the product in the real world and then develop brand loyalty that forms the basis for ongoing positive marketing buzz. The challenge for the marketer is to understand the potentially complex dynamics of the virtual community and be able to use them effectively. Development of a social media marketing strategy must also take into account interaction with traditional media including the potential both for synergies, where the two combine to greater effect, and cannibalism, where one takes market from the other, leading to no real market expansion.
He has been particularly interested in the use of ICTs in re-structuring health and social care organizations and professional practices. With colleagues on an ESRC funded project on Virtual Community Care the use of the Internet as a potential means of online social support revealed the effectiveness of social networking amongst informed participants for facilitating social support. It further foregrounded how such technologies could transform relations between professionals and clients. Digital Welfare for the Third Age (2009) developed these ideas on the basis of a UK Department of Health funded project into electronic service delivery for older people. Brian’s wider interest in social media and the Internet is facilitated through his editorship of the international journal Information, Communication & Society (iCS).
The Internet has a long history of turbulent relations, major maliciously designed disruptions (such as wide scale computer virus incidents, DOS and DDOS attacks that cripple services, and organized attacks that cripple major online communities), and other conflicts. This is a list of known and documented Internet, Usenet, virtual community and World Wide Web related conflicts, and of conflicts that touch on both offline and online worlds with possibly wider reaching implications. Spawned from the original ARPANET, the modern Internet, World Wide Web and other services on it, such as virtual communities (bulletin boards, forums, and Massively multiplayer online games) have grown exponentially. Such prolific growth of population, mirroring "offline" society, contributes to the number of conflicts and problems online growing each year.
Cities XL allowed players an option to play on a persistent online virtual community known as a planet which required a monthly subscription fee. As a member of a planet, players were able to build their cities in a virtual world populated by other subscribers, trade resources such as electricity with other players, work together to create structures such as the Eiffel Tower, and visit other cities as an avatar and host events. On January 27, 2010 Monte Cristo announced due to a low subscription rate they would be closing the multiplayer online service, and they did so on March 8, 2010. A patch was released on the same day allowing players to use buses in single-player mode, as they had previously only been available in multiplayer mode.
An example of these was the 1996–2004 strip search phone call scam, in which a prankster posing as a police officer was able to cause store managers to strip search female employees. More recently, the Pranknet virtual community has been credited for causing tens of thousands of dollars in damage to many hotels and fast food restaurants. Posing as authority figures, such as fire alarm company representatives and hotel corporate managers, Pranknet participants called unsuspecting employees and customers in the United States via Skype and tricked them into damaging property, setting off fire sprinklers and other humiliating acts such as disrobing. They also post fraudulent ads on Craigslist, and then shout racial epithets and make violent threats of rape and murder against the people who call them to respond to the ads.
The Mississippi Virtual Community College (MSVCC) is a consortium of the 15 physical community colleges in the Mississippi system that allows students to take classes over the Internet from any community college located in the state. After almost three years of research and planning, MSVCC was inaugurated in January 2000 under the MCCB Distance Learning program, and currently serves over 20,000 students each semester. As an example of how the consortium works, a student from Northwest College (acting as host college) can take a class on the Internet offered from Pearl River Community College (acting as provider college). The host college supports the student with any other resources that they may need—including academic advising and counseling, financial aid, and campus network access—and the course credit from the provided class is subsequently awarded through the host college.
Rüdiger Schollmeier, A Definition of Peer-to-Peer Networking for the Classification of Peer-to-Peer Architectures and Applications, Proceedings of the First International Conference on Peer-to- Peer Computing, IEEE (2002). Peers are both suppliers and consumers of resources, in contrast to the traditional client-server model in which the consumption and supply of resources is divided. Emerging collaborative P2P systems are going beyond the era of peers doing similar things while sharing resources, and are looking for diverse peers that can bring in unique resources and capabilities to a virtual community thereby empowering it to engage in greater tasks beyond those that can be accomplished by individual peers, yet that are beneficial to all the peers. While P2P systems had previously been used in many application domains, the architecture was popularized by the file sharing system Napster, originally released in 1999.
SAGANet was founded in 2011 by Blue Marble Space Institute of Science scientists Zach Adam MSc, Julia DeMarines MSc, Heshan Illangkoon Ph.D., Betül Kacar Ph.D., Sanjoy Som Ph.D., and Sara Imari Walker Ph.D. and was officially launched on April 12, 2012 (51 years after the first launch of a human into space and 31 years after the first launch of the Space Shuttle Columbia, (STS-1), and was announced publicly at the 2012 Astrobiology Science Conference. SAGANet is named after the late Carl Sagan (The acronym is used with courtesy of the Carl Sagan Foundation) and builds upon his vision of a citizenry actively engaged in learning about the cosmos. SAGANet is designed to be an immersive virtual community where non-scientist and scientist members interact in an environment of shared learning. SAGANet is currently funded by Blue Marble Space with support from the NASA Astrobiology Institute.
Web 2.0 describes an approach, in which sites focus substantially upon allowing users to interact and collaborate with each other in a social media dialogue as creators of user-generated content in a virtual community, in contrast to Web sites where people are limited to the passive viewing of content. Examples of Web 2.0 include social networking sites, blogs, wikis, folksonomies, video sharing sites, hosted services, Web applications, and mashups. Terry Flew, in his 3rd Edition of New Media described what he believed to characterize the differences between Web 1.0 and Web 2.0: : "[The] move from personal websites to blogs and blog site aggregation, from publishing to participation, from web content as the outcome of large up-front investment to an ongoing and interactive process, and from content management systems to links based on tagging (folksonomy)". This era saw several household names gain prominence through their community-oriented operation – YouTube, Twitter, Facebook, Reddit and Wikipedia being some examples.
Burns earned a B.A. degree from Central Michigan University (where he helped draft the 1962 Port Huron Statement, a political manifesto) and later earned a Masters degree in Criminology from Sam Houston State University. As an Army officer, Burns served two tours in Vietnam (Silver Star, Bronze Star with 2 OLCs). He created the military recruitment slogan "Be All That You Can Be" in 1980H. Rheingold - The virtual community: homesteading on the electronic frontier 2000 28 p286 "Another partner in MDG, Frank Burns, was Colonel Burns of the U.S. Army's delta force in the early 1980s, when I first met ... Before he retired to become a toolmaker for electronic activists, Burns came up with the army's highly successful recruitment slogan, "Be All That You Can Be." ..."Other sources, however, name Earl Carter (pen- name, E.N.J. Carter) — senior copywriter at the N.W. Ayer Advertising Agency — as the creator of the slogan. E.g., America’s Army by Beth Bailey, pp 191-192.
After a coalition of anti-fascists and green anarchists blocked three further events from being held in 2001, Southgate and the NRF abandoned this strategy and retreated to purely disseminating their ideas in Internet forums. The NRF had long been aware of the bridging power of the Internet which provided it with a reach and influence hitherto not available to the groupuscular right.. Although Southgate disbanded the group in 2003, the NRF became part of the Euro-American radical right, a virtual community of European and American right-wing extremists seeking to establish a new pan-national and ethnoreligious identity for all people they believe belong to the "Aryan race". Shortly after, Southgate and other NRF associates became involved with Synthesis, the online journal of a forum called Cercle de la Rose Noire which sought a fusion of anti-statism, metapolitics and occultism with the contemporary concerns of the enviromental and global justice movements. Through the medium of musical subcultures (black metal and neofolk music scenes) and the creation of permanent autonomous zones for neo-völkisch communes, national-anarchists hope to disseminate their subversive ideas throughout society in order to achieve cultural hegemony.
Following the sale of Rockport to Reebok International, Bruce Katz moved to the San Francisco Bay Area in 1987, where he involved himself with early online communities, which were then merely individual “Bulletin Boards” into which users would dial on phone lines through modems. Founded by Stewart Brand and Larry Brilliant in 1985, The WELL (Whole Earth ‘Lectronic’ Link) had over 5,000 members by 1990. They gathered and conversed electronically around 270 different topic areas in what became known as a “virtual community.” Katz acquired The WELL in 1994, and, when the Internet began to emerge from the early ARPA net, he moved to connect it to the early network, enabling users to log in from anywhere and access anything on the Net, not just The WELL’s discussion lists and servers. According to Smart Computing Encyclopedia, The WELL was “one of the first major, worldwide online communities available on the Internet.” Around the same time, Katz also created a new company called Whole Earth Networks, one of the largest regional Internet service providers, that provided dial-up Internet access with a suite of tools, including e-mail and the new Mosaic web browser.
In 2012, the European Central Bank (ECB) defined virtual currency as "a type of unregulated, digital money, which is issued and usually controlled by its developers, and used and accepted among the members of a specific virtual community". In 2013, US Financial Crimes Enforcement Network (FinCEN), a bureau of the US Treasury, in contrast to its regulations defining currency as "the coin and paper money of the United States or of any other country that [i] is designated as legal tender and that [ii] circulates and [iii] is customarily used and accepted as a medium of exchange in the country of issuance", also called "real currency" by FinCEN, defined virtual currency as "a medium of exchange that operates like a currency in some environments, but does not have all the attributes of real currency". In particular, virtual currency does not have legal tender status in any jurisdiction. In 2014, the European Banking Authority defined virtual currency as "a digital representation of value that is neither issued by a central bank or a public authority, nor necessarily attached to a fiat currency, but is accepted by natural or legal persons as a means of payment and can be transferred, stored or traded electronically".

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