Skip to content
Analiza i Egzystencja
58 (2022)
OpenAlex

For the whole journal, according to OpenAlex.

Citations
196
Publications
300
H-index
6
I10-index
2
Mean citedness (2 years)
0.14
Citations received by year
Journal citation chart. Exact values are available in the table below. 2017: 0 2018: 12 2019: 6 2020: 13 2021: 25 2022: 23 2023: 16 2024: 33 2025: 36 2026: 30 2017 2026
Show data table
Citations received by year
YearPublicationsCitations
2017250
20182312
2019236
20202013
20212125
20222623
20232516
20242633
20252536
20262030

Data retrieved:

What do these numbers mean?

Publications and citations cover records linked to this journal in OpenAlex. H-index is the largest number h of publications with at least h citations each. I10-index counts publications cited at least 10 times. The chart shows citations received in each year; the current year is incomplete. Coverage may differ from WNUS and other services.

The 2-year mean is an OpenAlex metric. It is not the Clarivate Journal Impact Factor.

View in OpenAlex (new tab)
Google Scholar

The Academia Electronica – Vision, Experiment, Future

DOI: 10.18276/aie.2022.58-06
Cite

The full text is available

Abstract

The paper shows the history of the Academia Electronica – a virtual department of the Jagiellonian University, which has been in operation since 2007 in Second Life 3D graphic environment. The contributor focused on the transformation it underwent and problems which have been addressed for 14 years. Three aspects of the analysis have been identified with the first one concerning the philosophy of virtuality, the second – teaching in the 3D graphic environment, and the third one revealing the social importance of an open university. This text is autobiographic, which means that it includes short memories on a number of events related to the development of the Academia Electronica as a university alongside the contributor’s personal reflections based on his long staying in the Second Life world.
Preview PDF

Open PDF

Bibliography (24)
  1. Alves, P., Miranda, L., Morais, C. (2017). The Influence of Virtual Learning Environments in Students’ Performance. Universal Journal of Educational Research, 5 (3), 517-527. DOI: http://dx.doi.org/10.13189/ujer.2017.050325
  2. Au, W. (2008). The Making of Second Life: Notes from the New World. New York: Harper Collins e-books.
  3. Bell, D. (2001). Introduction to cyberculture. London and New York: Tylor and Francis Group, Routledge.
  4. Branden J. (2004). Branden W. Joseph on Billy Klüver. Artforum International Magazine, Vol. 42 (no. 7), 39-42.
  5. Chalmers, A., Zányi, E. (2009). Real Virtuality: emerging technology for virtually recreating reality. Becta – leading next generation learning, November.
  6. Cubitt, S., Thomas, P. (2015). The New Materialism in Media. In: V. Catricalà (ed.), Media Art. Towards a New Definition of Arts in the Age of Technology (19-38). Italy: Fondazione Mondo Digitale.
  7. Dolphijn, R., Tuin, I. (2012). New Materialism: Interviews & Cartographies. Ann Arbor: Open Humanities Press, University of Michigan Library. DOI: http://dx.doi.org/10.3998/ohp.11515701.0001.001
  8. Don, I. (1990). Technology and the Lifeworld. From Garden to Earth. Indiana University Press.
  9. Drucker, J. (2009). Speclab. Digital Aesthetics and Projects in Speculative Computing. University of Chicago Press.
  10. Figueroa Sarriera, H. (2006). Connecting the Selves: Computer-mediated Identification Processes. In: D. Silver, A. Massarini (eds.), Critical Cybercultures Studies (97-106). New York University Press.
  11. Heim, M. (1993). Metaphysics of Virtual Reality. New York: Oxford University Press.
  12. Heim, M. (1999). The Cyberspace Dialectic. In: P. Lunenfeld (ed.), The Digital Dialectic: New Essays on New Media (24-45). London: The MIT Press.
  13. Yu-Ju, L. (2020). Immersion, interaction, and experience-oriented learning: Bringing virtual reality into FL learning. Language Learning & Technology, University of Hawaii National Foreign Language Resource Center Center for Language & Technology (co-sponsored by Center for Open Educational Resources and Language Learning, University of Texas at Austin), February, Volume 24 (1), 1–15.
  14. LaValle, S. (2017). Virtual Reality. Cambridge: University of Illinois.
  15. Lister, M., Kelly, K., Giddings, S., Dovey, J., Grant, I. (2008). New Media: a Critical Intoduction. Routledge, New York: Taylor & Francis e-Library.
  16. Mann, S., Furness, T., Yuan, Y., Iorio, J., Wang, Z. (2018). All Reality: Virtual, Augmented, Mixed (X), Mediated (X,Y), and Multimediated Reality. Cornell University.
  17. Michailidou, A., Economides A. (2003). Elearn: Towards a Collaborative Educational Virtual Environment. Journal of Information Technology Education, Informing Science Institute, Volume 2, 131-152.
  18. Turkle, S. (1997). Life on the screen: Identity in the Age of Internet. New York: Touchstone, Simon & Schuster.
  19. Wilkes, S. (2016). Communication Modality, Learning, and Second Life. In: B. Dalgarno, B. Tynan, S. Gregory, M. Lee (eds.), Learning in Virtual Worlds. Research and Applications (41-65). Athabasca University Press.
  20. Varela, F., Rosch, E., E., Thompson. (1993). The Embodied Mind. Cognitive Science and Human Experience. Cambridge, Massachusetts: The MIT Press. DOI: https://doi.org/10.7551/mitpress/6730.001.0001
  21. Ventrella, J. (1995). Eukaryotic virtual reality: The emergent art of artificial life. Proceedings: 6th International Symposium on Electronica Art - ISEA (300-304). Montreal. Pobrane ze strony: http://www.ventrella.com/Alife/Eukaryotic.html
  22. Westbrook, V. (2006). The virtual learning future. Teaching in Higher Education. Tylor and Francis Group, Routledge, Vol. 11, 471-482. DOI: https://doi.org/10.1080/13562510600874276
  23. Quaranta, D. (2013). Beyond New Media. Brescia: Link Editions.
  24. Zielinski, S. (2011). …After the Media. News from the Slow-Fading Twentieth Century. Minneapolis: Univocal Publishing.