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Program Participants


Avatar Netiquette

Believe it or not, we are training a generation that will be expected to conduct themselves as professionals in avatar. As the SciCentr user community grows, we have the opportunity to address Avatar Netiquette in a positive way. Every school and community center already has a code of ethical online behavior; most require students to read and sign a commitment before they go online. Even so, youth can be tempted to test the limits in this new environment. Being in avatar in a chat environment can present unexpected issues and encounters. Please encourage your students to tell you if they are unconfortable with someone's communication or behavior.

Handling Incidents

If you or your students experience inappropriate behavior, your best solution is to ignore the offender. You can "mute" their avatar to prevent any further text coming through and walk or fly away from them. It is the challenge of coaches and mentors to deal with behavior problems within teams. In general, a quick response from a coach or mentor will shut down the behavior.

All text communication in CUni is logged. Chat visible to a user is generally saved on the user's computer, and its availability depends on your computer lab policy (check with your IT staff). We also retain copies of chat and whisper communication. If you need a log from us, we will edit it for privacy before providing it, in order to protect the identities of the students.

Incidents have occurred between members of different teams in public worlds. If one of your team members has a negative encounter, please contact our staff and provide as much information as possible. We will do our best to ensure that the adults responsible for the offender are informed and will work with everyone to find an appropriate resolution if necessary.

IBM Virtual World Guidelines

Appropriate avatar behavior is an issue for today's workplace that will only become more important in our global economy. Please review the guidelines that IBM uses for their employees, who spend an increasing amount of work time in virtual worlds.

 
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