Exploring Semantics and Significance of Hacker in Virtual Worlds
Virtual worlds enabled a spatially unconstrained collaboration to investigate contemporary interpretations of Hacker in a variety of settings conducive to wide-ranging and specific contextual thought.
Virtual Worlds: Hacker Paper
Stimulus symbology derived from the above visual and conceptual domains provided a starting point for students to explore the impact and trajectory of Hacker in each context. Virtual world learning zones, including those shown at top and topic-specific 'touchstone' areas, were used to explore these popular contexts for Hacker.



International Journal of Something , ISSN: XXXX-XXXX

Vol. X, Issue X, pp: (1-4), Month-2021

Virtually Hacker: Exploring Semantic Significance of Hacker in 3D Worlds

S.O. Meone1, D.J. Weaver2 , A.N. Other3

1University of X 2SymbolSpin.com 3University of Y


Abstract: A popular hacker module -[name of module]- is reimagined for use in virtual worlds, refining and enhancing both linear and non-linear learning and supporting [discipline related goals]...

Keywords: Virtual environment; Virtual reality; Augmented reality; Mixed reality; Social practice, IVAs, Serious games, Immersive virtual environments, Learning assessment, Education, Simulation, Competency-oriented training, Virtual worlds, Games, MUVE, MMOG, Hacker...

What's Behind Hacker?   Default created Symbols at:   SymbolSpin.com/wp/Hacker

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Mobile Stories For Hacker Symbol and Meaning Exploration
In order to provide efficient entry points for wide-ranging consideration of the meaning and impact of hacker, default 'stories', essentially slideshows optimised for use on mobile devices, were constructed. Students selected any symbol or visual category as commencement for discovery of related concepts in the symbolic domain, choosing associated imagery and logging thought processes.







Two types of web story; entry points for exploring Hacker symbology and significance. Optimised for mobile devices...


Hacker Symbols Story




Hacker Symbol Ideas Story

Stream Fit

Within the Four Rivers project flow this focus constitutes Part 2: Virtual Worlds, building upon the work of Part 1: Semiotics. Part 3: Framing and Part 4: AI further consolidate detailed thinking around the topic of hacker, traversing analysis, synthesis, thesis and praxis and forming a robust launch pad for consideration of the future of hacker as a discipline.