Show simple item record

dc.contributor.supervisorPhillips, Mike
dc.contributor.authorAyiter, Elif
dc.contributor.otherFaculty of Arts, Humanities and Businessen_US
dc.date.accessioned2013-01-17T15:30:33Z
dc.date.available2013-01-17T15:30:33Z
dc.date.issued2012
dc.identifier390522en_US
dc.identifier.urihttp://hdl.handle.net/10026.1/1244
dc.descriptionAn alternative download link for the appendix of the thesis is here: http://www.citrinitas.com/PhD/2012Ayiter390522phd_appendix.zipen_US
dc.description.abstract

In this thesis I cover the theoretical framework and the practice based implications of bringing the fundamental principles of a cybernetic art educational strategy, the Groundcourse, which was developed and taught during the 1960’s in England by Roy Ascott, into the virtual, three dimensional builder’s world of the metaverse; to be implemented there as a non-institutional, voluntary, self-directed, adult oriented learning system for avatars – one which is expected to be taught by avatar instructors who will formulate the specifics of their curriculum and their methods based upon the cardinal tenets of the Groundcourse, which have been summarized by Roy Ascott as a flexible structure, “within which everything can find its place, and every individual his way,” which would give dimension and substance to the will to create and to change. In order to be able to set the groundwork for the adaptation of the Groundcourse’s principles to my model I have conducted literature reviews in experiential learning theories, with an emphasis on self-directed learning; as well as cybernetic learning. These I have combined with a survey of play theory and virtual world studies, particularly those focusing upon the avatar and metaverse creativity. From all of these I have woven together a foundation which I have combined with a visual documentation which may serve as case studies for my proposal. The new knowledge embodied through this thesis is a learning system for the creative fields that is designed specifically for the residents of online virtual worlds, and yet has its foundations in an earlier, well established and well regarded model.

en_US
dc.language.isoenen_US
dc.publisherUniversity of Plymouthen_US
dc.subjectCreativityen_US
dc.subjectRoy Ascott
dc.subjectGroundcourse
dc.subjectLearning
dc.subjectSecond Life
dc.subject3D Virtual Worlds
dc.subjectMetaverse
dc.subjectAvatar
dc.subjectPlay
dc.titleGROUND<C>: A METAVERSE LEARNING STRATEGY FOR THE CREATIVE FIELDSen_US
dc.typeThesis
plymouth.versionFull versionen_US
dc.identifier.doihttp://dx.doi.org/10.24382/4239


Files in this item

Thumbnail
Thumbnail
Thumbnail
Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record


All items in PEARL are protected by copyright law.
Author manuscripts deposited to comply with open access mandates are made available in accordance with publisher policies. Please cite only the published version using the details provided on the item record or document. In the absence of an open licence (e.g. Creative Commons), permissions for further reuse of content should be sought from the publisher or author.
Theme by 
Atmire NV