Virtual Community (other)
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Virtual Community (other)
A virtual community is an online social network. It may also refer to: * Online community, whose members interact with each other primarily via the Internet * Virtual community of practice, a community of practice that is maintained online * ''The Virtual Community'', a 1993 book by Howard Rheingold * Virtual business, which employs electronic means to transact business * Virtual reality, a simulated experience * Virtual scientific community, a group of scientists who share resources over the internet * Virtual team, individuals who work together from different geographic locations * Virtual world, a computer-simulated environment See also

* * * List of virtual communities ** List of virtual communities with more than 1 million users * IBM Virtual Universe Community * * Virtual (other) * Community (other) {{dab ...
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Virtual Community
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, social groups and information science. 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. At the same time, it showed that job engagement positively influences virtual communities of practice ...
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Online Community
An online community, also called an internet community or web community, is a community whose members interact with each other primarily via the Internet. Members of the community usually share common interests. For many, online communities may feel like home, consisting of a "family of invisible friends". Additionally, these "friends" can be connected through gaming communities and gaming companies. Those who wish to be a part of an online community usually have to become a member via a specific site and thereby gain access to specific content or links. An online community can act as an information system where members can post, comment on discussions, give advice or collaborate, and includes medical advice or specific health care research as well. Commonly, people communicate through social networking sites, chat rooms, forums, email lists, and discussion boards, and have advanced into daily social media platforms as well. This includes Facebook, Twitter, Instagram, Discord (so ...
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Virtual Community Of Practice
An online community of practice (OCoP), also known as a virtual community of practice (VCoP), is a community of practice (CoP) that is developed on, and is maintained using the Internet. To qualify as an OCoP, the characteristics of a community of practice (CoP) as described by Lave and Wenger must be met. To this end, an OCoP must include active members who are practitioners, or "experts," in the specific domain of interest. Members must participate in a process of collective learning within their domain.Wenger, E. (2007). Communities of practice: A brief introduction. Retrieved October 5th, 2010, from http://www.ewenger.com/theory/ Additionally, social structures must be created within the community to assist in knowledge creation and sharing. Knowledge must be shared and meaning negotiated within an appropriate context. Community members must learn through both instruction-based learning and group discourse. Finally, multiple dimensions must facilitate the long-term management of ...
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The Virtual Community
''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 list A mailing list is a collection of names and addresses used by an individual or an organization to send material to multiple recipients. The term is often extended to include the people subscribed to such a list, so the group of subscribers is re ...s. 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. External links ''The Virtual Community''(Tex ...
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Virtual Business
A virtual business (short: virtubis) employs electronic means to transact business as opposed to a traditional brick and mortar business that relies on face-to-face transactions with physical documents and physical currency or credit. History Amazon.com was a virtual business (short: virtubis) pioneer. As an online bookstore, it delivered and brokered bookstore services without a physical retail store presence; efficiently connecting buyers and sellers without the overhead of a brick-and-mortar location. As Web 2.0 services have risen in popularity, many businesses have begun to use these communicative and collaborative technologies to reach their customers. With heightened security, PCI DSS compliance regulations, and more stringent monitoring abilities, credit card transactions via the Internet are even more secure than other options such as phone or fax. Along with connecting customers with physical products, virtual businesses are starting to provide important services as well. ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting ...
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Virtual Scientific Community
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. Examples of such communities include the Computational Intelligence and Machine Learning Portal or the Biomedical Informatics Research Network. There are numerous scientific repositories and websites in existence that, while useful, do not meet the definition of a virtual scientific community. Examples of such are data and scientific literature repositories as well as open access journals.Jacek M. Zurada, Janusz Wojtusiak, Fahmida Chowdhury, James E. Gentle, Cedric J. Jeannot, and Maciej A. Mazurowski, Computational Intelligence Virtual Community: Framework and Implementation Issues, Proceedings of the IEEE World Congress on Computational Intelligence, Hong Kong, June 1–6, 2008 Further reading * Jacek M. Zurada, Janusz Wojtusiak, Maciej A. Mazurowski,Devendra Mehta, Khalid Mo ...
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Virtual Team
A virtual team (also known as a geographically dispersed team, distributed team, or remote team) usually refers to a group of individuals who work together from different geographic locations and rely on communication technology such as email, instant messaging, and video or voice conferencing services in order to collaborate.Gibson, C. B., and S. G. Cohen (2003). Virtual Teams That Work: Creating Conditions for Virtual Collaboration Effectiveness. San Francisco: Jossey-Bass.Martins, L. L., L. L. Gilson, and M. T. Maynard 2004 “Virtual teams: What do we know and where do we go from here?” Journal of Management, 30: 805–835. The term can also refer to groups or teams that work together asynchronously or across organizational levels. Powell, Piccoli and Ives (2004) define virtual teams as "groups of geographically, organizationally and/or time dispersed workers brought together by information and telecommunication technologies to accomplish one or more organizational tasks." As d ...
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Virtual World
A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds. In a virtual world, the user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of presence. Such modeled worlds and their rules may draw from reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses. Massively multi ...
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List Of Virtual Communities
This is a list of Wikipedia articles about virtual communities. Benchmark virtual communities * Usenet, one of the original decentralized, distributed discussion group architectures. * BBS: The WELL, GEnie, The Meta Network * Academic: EIES, Usenet * Blog: LiveJournal, Xanga, MySpace, Facebook, WordPress, Blogger, TheStudentRoom, Tagged * Webcomic: UserFriendly, '' Penny Arcade'', ''Sluggy Freelance'', * Virtual world/city: LucasFilm's Habitat, Second Life, Millsberry, '' Red Light Center'', IMVU, Neopets * IM: ICQ, Yahoo! Messenger, Windows Live Messenger, AIM * Internet Relay Chat (IRC): IRC networks * MMORPG: ''EverQuest'', ''Final Fantasy XI'', ''RuneScape'', ''World of Warcraft'' * MOO: LambdaMOO * Mososo: Dodgeball, Meetro * MUD/MUSH: TinyMUD * P2P: Kazaa, Morpheus, Napster, Limewire * Wiki: Wikipedia, WikiWikiWeb, MeatballWiki, Wetpaint, PBworks, TV Tropes * WWW: eBay, GeoCities, Slashdot, Digg * Consumers: eBay, Amazon.com * Software that enable online c ...
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List Of Virtual Communities With More Than 1 Million Users
This is a list of notable active virtual communities with more than 1 million registered members. ;Defunct See also * List of virtual communities * List of social bookmarking websites * List of most-played mobile games by player count Notes References {{Social networking * * * * Virtual communities 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 communi ...
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IBM Virtual Universe Community
The Virtual Universe Community or VUC is the internal IBM interest group for Virtual Worlds.https://money.cnn.com/news/newsfeeds/articles/marketwire/0293959.htm Every IBMer that is present within any Virtual World or Virtual Universe must comply with the IBM Virtual World Guidelines. The community was active in moving IBM into a range of new and profitable industries from the creation of Virtual World Cell Based Mainframes – known as Gameframes – to 24 Hour Virtual Service Desks staffed by avatars around the globe. The community members also worked on numerous projects to promote virtual worlds in the sphere of art, cross cultural collaboration, social enterprise, sustainable development, services based innovation and learning, both on internal IBM grids and public virtual world grids, such as Second Life ''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content w ...
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