We examine learning culture in a popular online game, World of Warcraft. We analyze the way players learn this complex game through chat conversation with peers. We describe three...
Persistent digital media extend content beyond immediate ephemeral interactions and conversations. Systems such as email, instant messaging, digital kiosks, social networking site...
We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe...
To tackle the vocabulary problem in conversational systems, previous work has applied unsupervised learning approaches on co-occurring speech and eye gaze during interaction to au...
The Internet enables groups of people throughout the world to interact to discuss issues, get assistance, learn, and socialize. However, when there are thousands of loosely define...