Question: Unit 6 Portfolio Project - Ethical Issues in Online Virtual Worlds Develop competence in a virtual environment and explore ethical issues pertaining to virtual reality.

 Unit 6 Portfolio Project - Ethical Issues in Online Virtual Worlds

Unit 6 Portfolio Project - Ethical Issues in Online Virtual Worlds Develop competence in a virtual environment and explore ethical issues pertaining to virtual reality. This activity builds familiarity and confidence in the use of virtual environment:s such as those found in contemporary online games, as well as a growing number of practical simulation applications in business, industry, and other organizations. The Unit 6 project also provides an opportunity to examine and explore ethical issues relating to virtual reality. Students may complete this activity using the free online virtual world Second Life (secondlife.com). Begin by addressing the questions given below 1 How is entry to and participation in the virtual environment achieved (e.g., software, account registration)? 2. What are the basic controls for movement and visualization? 3. What are the tools, methods, and conventions of communication? 4. What are the techniques and capabilities for avatar modification? 5. What opportunities exist for advanced participation (e.g. commerce, competitive interaction, design, and building)? 6. What are the ethical issues relating to each of the following: a. Age representation/verification and the control of access to age- b. Intellectual property/copyright - are intellectual properties (music, c. Online commerce....Linden currency can be purchased and exchanged for d. Other? inappropriate material...are existing controls adequate? copyrights, images, characters, etc.) being improperly used? real money...should economic activity in virtual worlds be taxed

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