<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: A realism model for Immersive Internet apps: Part II</title>
	<atom:link href="http://www.thinkbalm.com/2008/07/21/a-realism-model-for-immersive-internet-apps-part-ii/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.thinkbalm.com/2008/07/21/a-realism-model-for-immersive-internet-apps-part-ii/</link>
	<description>Immersive Internet insights &#38; expertise</description>
	<lastBuildDate>Fri, 25 Jun 2010 18:05:08 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Erica Driver</title>
		<link>http://www.thinkbalm.com/2008/07/21/a-realism-model-for-immersive-internet-apps-part-ii/comment-page-1/#comment-18</link>
		<dc:creator>Erica Driver</dc:creator>
		<pubDate>Tue, 12 Aug 2008 15:37:12 +0000</pubDate>
		<guid isPermaLink="false">http://thinkbalm.wordpress.com/?p=253#comment-18</guid>
		<description>Hi Peter, I&#039;m sorry for the delayed response to your comment. You are right on about the social dimension of virtual worlds. Not all Immersive Internet apps are (yet) shared (such as the VoxVue app we wrote about here on our blog) but a few years down the road it will be hard to find Immersive Internet apps that don&#039;t facilitate social interactions among people.</description>
		<content:encoded><![CDATA[<p>Hi Peter, I&#8217;m sorry for the delayed response to your comment. You are right on about the social dimension of virtual worlds. Not all Immersive Internet apps are (yet) shared (such as the VoxVue app we wrote about here on our blog) but a few years down the road it will be hard to find Immersive Internet apps that don&#8217;t facilitate social interactions among people.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Peter Quirk</title>
		<link>http://www.thinkbalm.com/2008/07/21/a-realism-model-for-immersive-internet-apps-part-ii/comment-page-1/#comment-17</link>
		<dc:creator>Peter Quirk</dc:creator>
		<pubDate>Sat, 02 Aug 2008 02:13:57 +0000</pubDate>
		<guid isPermaLink="false">http://thinkbalm.wordpress.com/?p=253#comment-17</guid>
		<description>Just after I posted my comment, I ran across this very germane story in New World Notes: http://nwn.blogs.com/nwn/2008/08/when-your-avata.html</description>
		<content:encoded><![CDATA[<p>Just after I posted my comment, I ran across this very germane story in New World Notes: <a href="http://nwn.blogs.com/nwn/2008/08/when-your-avata.html" rel="nofollow">http://nwn.blogs.com/nwn/2008/08/when-your-avata.html</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Peter Quirk</title>
		<link>http://www.thinkbalm.com/2008/07/21/a-realism-model-for-immersive-internet-apps-part-ii/comment-page-1/#comment-16</link>
		<dc:creator>Peter Quirk</dc:creator>
		<pubDate>Sat, 02 Aug 2008 01:47:37 +0000</pubDate>
		<guid isPermaLink="false">http://thinkbalm.wordpress.com/?p=253#comment-16</guid>
		<description>I think there&#039;s a third dimension to this virtual world discussion, and it is some kind of social dimension. I see this dimension combining various factors ranging from affordances for social expression in the physical sense (smiling, winking, shaking hands, hugging, etc.) through mechanisms for describing and discovering information about a person and mechanisms for maintaining and building reputation to support for story-telling or performing.

Virtual Worlds which sit at the low end of the social axis will never attract a sales person or recruiter, whereas those that greatly facilitate human communication and social interaction, regardless of their visual or data fidelity, at least stand a chance of of creating an alternative to a physical meeting.</description>
		<content:encoded><![CDATA[<p>I think there&#8217;s a third dimension to this virtual world discussion, and it is some kind of social dimension. I see this dimension combining various factors ranging from affordances for social expression in the physical sense (smiling, winking, shaking hands, hugging, etc.) through mechanisms for describing and discovering information about a person and mechanisms for maintaining and building reputation to support for story-telling or performing.</p>
<p>Virtual Worlds which sit at the low end of the social axis will never attract a sales person or recruiter, whereas those that greatly facilitate human communication and social interaction, regardless of their visual or data fidelity, at least stand a chance of of creating an alternative to a physical meeting.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
