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1

Hu, Xiuping. "Shared virtual world technologies." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ36470.pdf.

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2

Zhang, Yulei. "Knowledge Discovery in Social Media: Physical World, Online World, and Virtual World." Diss., The University of Arizona, 2011. http://hdl.handle.net/10150/145420.

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Social media have grown tremendously, making the Internet a new platform for community-based social interaction. The rich and vast amount of social media data provides valuable resources for understanding various social phenomena. Different from the world where people physically live, the new media bring additional types of worlds into people's lives: online worlds and virtual worlds. Examples of online worlds include Web forums, blogs, and online reviews, while the most famous example of a virtual world is Second Life. My dissertation is trying to address the overarching questions about how people adapt to social media to share information and exchange opinions, and what factors influence their activities in the new media. I adopt Web mining, machine learning, and computational linguistics techniques to analyze aspects of people and their behavior, such as gender differences, emotional differences, avatar activity differences, and avatar social interaction differences in online and virtual worlds.Chapter 2 develops a feature-based text classification framework to examine online gender differences between Web forum posters by analyzing writing styles and topics of interest. Guided by the stereotyping and social roles theories, Chapter 3 examines the emotional differences between men and women in text-based online communications. A research framework for automatic emotion detection is developed using sentiment analysis techniques. In the framework, different algorithms are developed to analyze the sentence-level subjectivity and phrase- and word-level polarity. Chapters 4 and 5 focus on investigating avatar behavior in the virtual world. Guided by the theories of social presence, social role, and gender role, Chapter 4 examines the effects of avatar virtual gender, virtual age, and region theme on avatars' physical activities. Chapter 5 further examines avatars' gender and age differences in their social interactions in help-seeking regions in the virtual world. The overall gender and age difference analyses and detailed investigations by comparing three types of interaction networks based on gender or age are conducted.Overall, my dissertation contributes to the literature on social media analytics, knowledge discovery, virtual world research, and text and Web mining.
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3

Phor, Pallavi. "Virtual World: Observe, Interact & Simulate." Thesis, Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/16298.

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This thesis researches the potential for using Virtual Worlds as an advanced environment for interaction and simulation besides observation. Tables, matrices and scenarios have been developed to illustrate upfront, the route that can be taken to develop an advanced virtual environment. The paper attempts to build a dialogue for designers, to gauge the requirements of a client and thereby propose a schedule of deliverable, time and cost, in a pre-project phase.
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Phor, Pallavi. "Virtual world observe, interact and simulate /." Available online, Georgia Institute of Technology, 2007, 2007. http://etd.gatech.edu/theses/available/etd-07042007-193416/.

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5

Kruger, Rynhardt Pieter. "Virtual world accessibility: a multitool approach." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/95932.

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Thesis (MSc)--Stellenbosch University, 2014.
ENGLISH ABSTRACT: Computer-based virtual worlds are increasingly used for activities which previously required physical environments. However, in its mainstream form, such a virtual world provides output on a graphical display and is thus inaccessible to a blind user. To achieve accessibility for blind users, an alternative to graphical output must be used. Audio and text are two output methods that can be considered. However, when using audio, care must be taken not to overload the audio channel. Channel overloading is possible with audio since it is not a selective output medium like the visual channel, that is, the user cannot choose what he/she wants to hear. Text should also be treated as audio, since a blind user consumes textual information as synthesized speech. In this research we discuss one possible solution to the problem of channel overloading, by the use of multiple exploration and navigation tools. These tools should allow the user to shape the information provided as audio output. Specially, we discuss the development of a virtual world client called Perspective, enabling non-visual access to virtual worlds by the use of multiple navigation and exploration tools. Perspective also serves as a framework for tool implementation and evaluation. Finally we give recommendations for improvements to current virtual world building practices and protocols, as to work toward an accessibility standard.
AFRIKAANSE OPSOMMING: Rekenaargebaseerde virtuele wêrelde word toenemend gebruik vir aktiwiteite wat voorheen fiesiese omgewings benodig het. Tog verskaf so 'n virtuele wêreld, in sy standaard vorm, afvoer as 'n grafiese beeld en is dus ontoeganklik vir 'n blinde gebruiker. Om toeganklikheid vir blinde gebruikers te bewerkstellig, moet 'n alternatief vir die grafiese beeld gebruik word. Klank en teks is twee alternatiewe wat beskou kan word. Tog moet klank versigtig gebruik word, aangesien die klankkanaal oorlaai kan word. Die klankkanaal kan oorlaai word aangesien dit nie 'n selektiewe kanaal soos die visuele kanaal is nie, met ander woorde, die gebruiker kan nie kies wat hy/sy wil hoor nie. Teks moet ook as klank beskou word, aangesien 'n blinde gebruiker teks in die vorm van gesintetiseerde spraak inneem. Met hierdie navorsing bespreek ons een oplossing vir die probleem van kanaaloorlading, deur die gebruik van verskeie navigasie- en verkenningsgereedskapstukke. Hierdie gereedskapstukke behoort die gebruiker in staat te stel om die inligting wat as klank oorgedra word, te bepaal. Ons bespreek spesi ek die ontwikkeling van 'n virtuele wêreld-kliënt genaamd Perspective, wat nie-visuele toegang tot virtuele wêrelde bewerkstellig deur die gebruik van meervoudige navigasie- en verkenningsgereedskapstukke. Perspective dien ook as 'n raamwerk vir die ontwikkeling en evaluering van gereedskapstukke. Laastens verskaf ons voorstelle vir verbeteringe van die boutegnieke en protokolle van huidige virtuele wêrelde, as eerste stap na 'n toeganklikheidsstandaard vir virtuele wêrelde.
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6

Gaitán, Verástegui Ana Cecilia, Morán Rosmery Romero, Huaman Adriana Cristina Jaramillo, Cárdenas Stephany Jenny Guevara, and Gonzales Nicole Andrea Cuevas. "App de turismo virtual: Pocket World." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/654777.

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En la actualidad, los consumidores en el sector de turismo para destinos nacionales como internacionales se han visto afectados por el impedimento de viajar a diversos lugares debido a la pandemia que enfrenta el mundo. Ante ello, nace la idea de presentar un modelo de negocio sobre viajes virtuales con la característica principal de un enfoque 360º. Asimismo, se incorpora un guía turístico que acompaña al usuario en todo el recorrido brindando la facilidad de aclarar cualquier duda que presente. Esta propuesta, lleva como nombre Pocket World, cabe resaltar que este modelo de negocio no busca reemplazar al turismo, al contrario, busca incentivarlo y fomentarlo a futuro. Este proyecto considera como grupo objetivo a mujeres y hombres entre 18 y 45 años que gustan conocer nuevos destinos de Perú. Por ende, para probar la aceptación de este proyecto se ha realizado diversas investigaciones y experimentos que permitan dar validez a este modelo de negocio, para así presentar los planes de acción en las áreas pertinentes, con la finalidad de obtener una aliciente rentabilidad y, a la vez, dar a conocer al mercado peruano una nueva alternativa de turismo virtual.
Nowadays, consumers in the tourism sector for domestic and international destinations have been affected by the impediment of traveling to various places due to the pandemic facing the world. In view of this, the idea of presenting a business model on virtual travel with the main feature of a 360º approach was born. In addition, a tour guide is incorporated that accompanies the user throughout the tour providing the ease of clarifying any doubts that present. This proposal, named Pocket World, should be noted that this business model does not seek to replace tourism on the contrary, seeks to incentivize and encourage it in the future. This project considers as a target group women and men between 18 and 35 years old who like to meet new destinations in Peru. Therefore, to prove the acceptance of this project, a number of researches and experiments have been carried out to give validity to this business model, in order to present the action plans in the relevant areas, in order to obtain an incentive for profitability and at the same time, to make known to the Peruvian market a new alternative of virtual tourism.
Trabajo de investigación
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7

deNoyelles, Aimee M. "Learning between worlds: Experiences of women college students in a virtual world." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1307323208.

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8

Morgan, Rachel. "VICTIMIZATION, RISKY BEHAVIORS, AND THE VIRTUAL WORLD." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4004.

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Social networking sites, such as Facebook and MySpace, have become increasingly popular among teens and young adults because of the availability of the internet. Because these websites promote interpersonal connections and information sharing among individuals around the world, personal information to online "friends" may be shared carelessly. However, little is known about the correlation between engaging in online activities, sharing personal information online, and susceptibility to online victimization and cyberbullying. This study analyzes data from the Parents & Teens 2006 Survey to examine the applicability of Routine Activities Theory as a theoretical framework for understanding cybervictimization and cyberbullying. Online teens and teens on social networking sites (SNS) were examined separately in this study to determine if social networking (SNS) teens were at an increased risk. The results indicated that participating in online activities and sharing personal information increased the risk for receiving a threatening email, instant message or text message. Teens whose parents did not have rules regulating their online activities and behaviors were also at an increased risk for receiving a threatening email, instant message or text message. The logistic regression models show that for social networking (SNS) teens, gender and age increase the odds of receiving a threat, compared to online teens.
M.A.
Department of Sociology
Sciences
Applied Sociology MA
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9

Dahl, Leif Alan. "NPSNET : aural cues for virtual world immersion." Thesis, Monterey, California. Naval Postgraduate School, 1992. http://hdl.handle.net/10945/23731.

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10

Ghanbarzadeh, Reza. "Investigating Antecedents and Consequences of User Acceptance of Three-Dimensional Virtual Worlds." Thesis, Griffith University, 2017. http://hdl.handle.net/10072/367803.

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Three-Dimensional Virtual World (3DVW) is one of the promising innovations in the field of information and communication technologies. A 3DVW is a 3D, computer-generated, internet-based, multimedia, simulated and graphical environment, usually running on the Web and intended for users to inhabit and interact via their own animated, graphical and digital self-representations which are called avatars. Through a computer device, users of virtual worlds are able to interact with the virtual environment or with other users in the virtual environment. 3DVWs have immersion and social media functionality. They include user-created content and they allow for user-defined purpose and a sense of presence. Users are able to navigate in and manipulate objects within the virtual environment. 3DVWs are of considerable importance and potential for the creation of the next generation of teaching and learning environments. This technology has been largely adopted to favour the educational setting. Over the last decade, there has been a remarkable interest in the educational communities in utilising virtual environments for teaching and learning. 3DVWs support a higher level of interactivity and richness in interaction, collaboration and communication than traditional media. They also have the potential to create engaging and meaningful experiences for learners.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
Science, Environment, Engineering and Technology
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11

Brutzman, Donald P. "A virtual world for an autonomous underwater vehicle/." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1994. http://handle.dtic.mil/100.2/ADA286833.

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Dissertation (Ph.D. in Computer Science) Naval Postgraduate School, December 1994.
"December 1994." Dissertation supervisor(s): Michael J. Zyda. Appendix G videotape located at VHS 5000052. Includes bibliographical references (p. 238-262). Also available online.
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12

De, Bonte Austina M. (Austina Marija) 1975. "Pet Park : a virtual learning world for kids." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/49799.

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Thesis (M.Eng. and S.B.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.
Includes bibliographical references (leaf 69).
Pet Park is a graphical, networked virtual world for kids. Kids can log in to Pet Park over the Internet to talk with other kids and create new pets. They can design behaviors for their pets by writing scripts with a simple programming language for kids called YoYo. Pet Park is a collaborative building environment that recognizes the importance of community support for construction. This thesis discusses the differences between graphical online worlds like Pet Park and their text-based cousins. Many of these differences have important ramifications for the design and implementation of constructionist graphical environments. This thesis goes on to present a set of design criteria for a next generation of graphical learning worlds.
by Austina M. De Bonte.
M.Eng.and S.B.
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13

Steed, Robin. "Cultural Competency Instruction in a 3D Virtual World." NSUWorks, 2009. http://nsuworks.nova.edu/gscis_etd/315.

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Approximately one third of the population of Louisiana is African American. According to federal reports, Blacks in Louisiana receive a poorer quality of healthcare compared to the White population. Occupational therapy is a profession of predominately White, middle class females who report in surveys that they are not adequately prepared to provide culturally sensitive care to minorities. Leaders in occupational therapy have suggested instruction in cultural competency as a way to remediate the gap in quality of healthcare services for African Americans. This pilot study examined the efficacy of providing thirteen Louisiana occupational therapists with an immersive cultural experience in the virtual 3D world of Second Life in an effort to bring about increased sensitivity towards the African American culture. The study employed a pre-test, post-test case study design using the Race Argument Scale and the Race Attitude Implicit Association Test as outcome measures. Analysis of quantitative post-test data indicated that some participants had negative attitudes towards African Americans that might affect interactions with minority clients and that the instruction in cultural competency did not significantly change these attitudes. Examination of the qualitative data collected during the instructional intervention supported this conclusion, although many occupational therapists stated that the intervention increased their awareness of the effects of discrimination on the health of African Americans.
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Armelin, Lucy. "Fame and Celebrity Within A Virtual World : A Case Study Of World Of Warcraft." Thesis, Stockholms universitet, Institutionen för mediestudier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-77680.

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Despite the vast amount of research conducted by media academics over the past decade, little is known about the concept of internet celebrity, or e-celebrity, within an online-gaming environment. The overall impression that emerges from literature in this field is that e-celebrity has been studied in popular, user-based or social networking websites. However, this paper aims to contribute to the field by further exploring the role, concept and practices of e-celebrity within a virtual world: the Massively Multiplayer Online Role Playing Game World of Warcraft. By exploring Marwick’s concept of micro-celebrity and by studying players via qualitative means using virtual ethnographic participant observation supported by interviews, the data collected in this paper aims to add nuance to our understanding of the changing concept of celebrity on a virtual level.
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Taranova, D. V. "The technologies of virtual reality." Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40497.

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Virtual Reality is a simulated environment that can imitate real or imagined world, recreating sensory experience: sight, sound, touch, taste and smell. The technology of virtual reality is constantly in progress. In 1860‘s was invented one of the first examples of virtual reality – 360-degree art through panoramic murals. Nowadays the amount of different devices strikes the imagination.
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Khryschuk, N. V. "Innovative technologies in nowaday’s world." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/11512.

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Jovanova, Blagica. "Virtual human representation, adaptation, delivery and interoperability for virtual worlds." Thesis, Evry, Institut national des télécommunications, 2011. http://www.theses.fr/2011TELE0012/document.

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Au cours des dernières années les Mondes Virtuels 3D (MV3D) sont devenus une réalité. Initialement considérés comme un nouveau moyen de communication sociale, initiés par le développement logiciel et matériel, les MV3Ds révèlent diverses fonctionnalités, des expériences et des connaissances. Étant la représentation de l'utilisateur, l'avatar est l’une des ressources les plus significatives et les plus complexes d'un monde virtuel. Une courte analyse d'un contenu de MV nous informe que le stockage/transmission est la partie la plus significative des ressources du MV. Dans l’ensemble des ressources, les avatars sont les structures les plus complexes, représentés par différents composants : géométrie, images, animations, etc. Donc, en abordant les problématiques de compression, d'adaptation et d'interopérabilité liées aux avatars, nous traitons implicitement presque tout type de ressources tifs qu’on pourrait retrouver dans les MVs. L'objectif global du développement d’outils et des méthodes, pour un déploiement élargi de MV, est traduit par les trois points spécifiques suivants: Proposer un framework de compression pour permettre le transfert efficace et compact d'avatars et de ressources graphiques 3D généraux. Spécifiquement pour des avatars, le framework devrait être indépendante avec un formalisme de représentation. Proposer une solution optimisée permettant l’accessibilité aux avatars sur des terminaux à faibles ressources tels que les téléphones portables. Définir un modèle de métadonnées permettant l'interopérabilité d'avatars entre différents MVs. Les trois objectifs sont traités dans ce manuscrit et pour chacun nous proposons des contributions originales
In the last few years 3D Virtual Worlds (3DVWs) became a reality. Initially considered as a new mean for social communication, triggered by the development of software and hardware technology, 3DVWs are exposing now different functionalities, experiences and acquaintances. Therefore, they achieved their popularity very fast, indicated by the number and the progression of active users. Being the representation of the user, the avatar is one of the most significant and most complex assets of a Virtual World. A short analysis of a VW content allows one to observe that from the point of view of the storage/transmission the most significant amount is represented by the VW assets. Within the set of assets, the avatars are the most complex structures, consisting of different components: geometry, images, animations, structures, etc. The overall objective of developing tools and methods for a large deployment of VW are translated into three specific ones: To propose a compression framework to enable efficient, compact transfer of avatars, and general 3D graphics assets. Specifically for avatars, the framework should be independent from the representation formalism. To propose an optimized solution making the avatars accessible on weak terminals such as mobile phones. To define a metadata model allowing avatars interoperability between different VWs. The three objectives are addressed in this thesis and for each we propose original contributions
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Ong, Henry Tong. "Physical based toolkit for real-time distributed virtual world." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1995. http://handle.dtic.mil/100.2/ADA303720.

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Lombardo, Charles P. "Hyper-NPSNET : embedded multimedia in a 3D virtual world /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1993. http://handle.dtic.mil/100.2/ADA275063.

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Fang, Jing-Jing. "Geometric tools for collision detection in a virtual world." Thesis, Heriot-Watt University, 1996. http://hdl.handle.net/10399/740.

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Adrian, Angela. "Property rights and personality rights in a virtual world." Thesis, Queen Mary, University of London, 2010. http://qmro.qmul.ac.uk/xmlui/handle/123456789/203.

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Personality rights and property rights are not adequately protected by End User License Agreements (EULAs). This thesis explains how they may be safeguarded by expanding traditional intellectual property rules and developing more cohesive rules for user-generated content. Currently virtual property is governed under a system where initial rights are allocated to traditional intellectual property rights holders, and subsequent rights are governed by EULAs. The traditional intellectual property rights holders have been systematically eliminating any emerging or potential virtual property rights to which game players may be entitled. This is causing an imbalance in resources and rights. The law of contract and the law of property have traditionally balanced each other. The law of contract permits parties to realize the value of idiosyncratic preferences through trades. The law of property traditionally limits the burdens that parties may place on the productive use or marketability of high-value resources by means of contract. Presently, emergent useful property forms in cyberspace are being eliminated by contract. Property law theories provide strong grounds for recognizing that property rights should inhere in virtual assets. Intellectual property rights, specifically copyright, protect the author’s expression of his ideas. The question remains who is creating what? Is it the games company who provide the backdrop and venue or the players who provide the dialogue, action, and plot? The structure and building-blocks are the legal property of the creator-company; however, each character is the embodiment of a player’s story. The fair use doctrine creates a “breathing space” for certain subsidiary or derivative uses of a work by declining to recognize the copyright holder’s entitlement to control (or exploit) the markets for these uses. In determining which of these uses fall into this breathing space, the courts will use a sliding scale.
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Narayanan, Siddharth. "Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82142.

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The research presented in this thesis concerns the contribution of virtual human (or avatar) fidelity to social interaction in virtual environments (VEs) and how sensory fusion can improve these interactions. VEs present new possibilities for mediated communication by placing people in a shared 3D context. However, there are technical constraints in creating photo realistic and behaviorally realistic avatars capable of mimicking a person's actions or intentions in real time. At the same time, previous research findings indicate that virtual humans can elicit social responses even with minimal cues, suggesting that full realism may not be essential for effective social interaction. This research explores the impact of avatar behavioral realism on people's experience of interacting with virtual humans by varying the interaction fidelity. This is accomplished through the creation of Cinemacraft, a technology-mediated immersive platform for collaborative human-computer interaction in a virtual 3D world and the incorporation of sensory fusion to improve the fidelity of interactions and realtime collaboration. It investigates interaction techniques within the context of a multiplayer sandbox voxel game engine and proposes how interaction qualities of the shared virtual 3D space can be used to further involve a user as well as simultaneously offer a stimulating experience. The primary hypothesis of the study is that embodied interactions result in a higher degree of presence and co-presence, and that sensory fusion can improve the quality of presence and co-presence. The argument is developed through research justification, followed by a user-study to demonstrate the qualitative results and quantitative metrics.This research comprises of an experiment involving 24 participants. Experiment tasks focus on distinct but interrelated questions as higher levels of interaction fidelity are introduced.The outcome of this research is the generation of an interactive and accessible sensory fusion platform capable of delivering compelling live collaborative performances and empathetic musical storytelling that uses low fidelity avatars to successfully sidestep the 'uncanny valley'. This research contributes to the field of immersive collaborative interaction by making transparent the methodology, instruments and code. Further, it is presented in non-technical terminology making it accessible for developers aspiring to use interactive 3D media to pro-mote further experimentation and conceptual discussions, as well as team members with less technological expertise.
Master of Science
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Dorobanțu, Cosmina Liana. "Market design, borders, and gravity in the virtual world." Thesis, University of Oxford, 2015. https://ora.ox.ac.uk/objects/uuid:91849bc8-5f6c-49f4-bd06-9f04afcfd1f9.

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This thesis consists of three separate papers which examine different aspects of the economics of online commerce. The first paper studies a natural experiment in the release of a new ad targeting feature onto an online advertising platform. The experiment affects the specificity of advertising assets in certain geographic ad markets. The paper finds evidence that the additional specificity negatively affects auction participation in the treated areas, an effect that has not been anticipated by the incumbent theoretical literature. The paper also finds evidence that despite negatively affecting auction participation, the additional specificity leads to higher revenue growth for the online platform in the treated areas. The paper's results highlight the importance of considering entry and exit decisions in theoretical models of specificity choices by market designers. The second paper uses a proprietary data set from Google to find that online trade between two US states or two Canadian provinces is 6.7 times higher than trade between a US state and a Canadian province. This finding is surprising given that in the online environment, information costs and business-to-business transactions involving intermediate inputs are largely absent. When disaggregating the data by sectors of economic activity, the study finds that the largest US-Canada border effects occur for services whose consumption is tied to a particular location and goods that face large regulatory hurdles at the border. The third paper analyzes geographical patterns of cross-country Internet transactions using proprietary data from Google. The paper finds the effect of distance on online trade to be around -0.53. The study also finds that cultural characteristics, such as shared languages or religions, have a large impact on e-commerce, while economic ties, such as a common currency, have an insignificant effect. The paper underlines the importance of accounting for selection into trade in worldwide gravity estimations and identifies two exclusion restrictions that can be used when examining online trade flows.
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JOVANOVA, Blagica. "Virtual human representation, adaptation, delivery and interoperability for virtual worlds." Phd thesis, Institut National des Télécommunications, 2011. http://tel.archives-ouvertes.fr/tel-00712173.

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In the last few years 3D Virtual Worlds (3DVWs) became a reality. Initially considered as a new mean for social communication, triggered by the development of software and hardware technology, 3DVWs are exposing now different functionalities, experiences and acquaintances. Therefore, they achieved their popularity very fast, indicated by the number and the progression of active users. Being the representation of the user, the avatar is one of the most significant and most complex assets of a Virtual World. A short analysis of a VW content allows one to observe that from the point of view of the storage/transmission the most significant amount is represented by the VW assets. Within the set of assets, the avatars are the most complex structures, consisting of different components: geometry, images, animations, structures, etc. The overall objective of developing tools and methods for a large deployment of VW are translated into three specific ones: To propose a compression framework to enable efficient, compact transfer of avatars, and general 3D graphics assets. Specifically for avatars, the framework should be independent from the representation formalism. To propose an optimized solution making the avatars accessible on weak terminals such as mobile phones. To define a metadata model allowing avatars interoperability between different VWs. The three objectives are addressed in this thesis and for each we propose original contributions.
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Dodds, Heather E. "Can virtual science foster real skills? A study of inquiry skills in a virtual world." Thesis, Capella University, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3592588.

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Online education has grown into a part of the educational market answering the demand for learning at the learner's choice of time and place. Inquiry skills such as observing, questioning, collecting data, and devising fair experiments are an essential element of 21st-century online science coursework. Virtual immersive worlds such as Second Life are being used as new frontiers in science education. There have been few studies looking specifically at science education in virtual worlds that foster inquiry skills. This quantitative quasi-experimental nonrandomized control group pretest and posttest study explored what affect a virtual world experience had on inquiry skills as measured by the TIPS (Test of Integrated Process Skills) and TIPS II (Integrated Process Skills Test II) instruments. Participants between the ages of 18 and 65 were recruited from educator mailing lists and Second Life discussion boards and then sorted into the experimental group, which received instructions to utilize several displays in Mendelian genetics at the Genome Island location within Second Life, or the control group, which received text-based PDF documents of the same genetics course content. All participants, in the form of avatars, were experienced Second Life residents to reduce any novelty effect. This study found a greater increase in inquiry skills in the experimental group interacting using a virtual world to learn science content (0.90 points) than a control group that is presented only with online text-based content (0.87 points). Using a mixed between-within ANOVA (analysis of variance), with an alpha level of 0.05, there was no significant interaction between the control or experimental groups and inquiry skills, F (1, 58) = .783, p = .380, partial eta squared = .013, at the specified .05 alpha level suggesting no significant difference as a result of the virtual world exercise. However, there is not enough evidence to state that there was no effect because there was a greater increase in scores for the group that experienced a virtual world exercise. This study adds to the increasing body of knowledge about virtual worlds and inquiry skills, particularly with adult learners.

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Dupont, de Dinechin Grégoire. "Towards comfortable virtual reality viewing of virtual environments created from photographs of the real world." Thesis, Université Paris sciences et lettres, 2020. http://www.theses.fr/2020UPSLM049.

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La reconstitution en réalité virtuelle de lieux, personnes, et objets réels ouvre la voie à de nombreux usages, tels que préserver et promouvoir des sites culturels, générer des avatars photoréalistes pour se retrouver virtuellement avec famille et amis à distance, ou encore recréer des lieux ou situations spécifiques à des fins thérapeutiques ou de formation. Tout cela s'appuie sur notre capacité à transformer des images du monde réel (photos et vidéos) en environnements 360° immersifs et objets 3D interactifs. Cependant, ces environnements virtuels à base d'images demeurent souvent imparfaits, et peuvent ainsi rendre le visionnage en réalité virtuelle inconfortable pour les utilisateurs. En particulier, il est difficile de reconstituer avec précision la géométrie d'une scène réelle, et souvent de nombreuses approximations sont ainsi faites qui peuvent être source d'inconfort lors de l'observation ou du déplacement. De même, il est difficile de restituer fidèlement l'aspect visuel de la scène : les méthodes classiques ne peuvent ainsi restituer certains effets visuels complexes tels que transparence et réflexions spéculaires, tandis que les algorithmes de rendu plus spécialisés ont tendance à générer des artefacts visuels et peuvent être source de latence. Par ailleurs, ces problèmes deviennent d'autant plus complexes lorsqu'il s'agit de reconstituer des personnes, l'oeil humain étant très sensible aux défauts dans l'apparence ou le comportement de personnages virtuels. Par conséquent, l'objectif de cette thèse est d'étudier les méthodes permettant de rendre les utilisateurs plus confortables lors du visionnage immersif de reconstitutions digitales du monde réel, par l'amélioration et le développement de nouvelles méthodes de création d'environnements virtuels à partir de photos. Nous démontrons et évaluons ainsi des solutions permettant (1) de fournir une meilleure parallaxe de mouvement lors du visionnage d'images 360°, par le biais d'une interface immersive pour l'estimation de cartes de profondeur, (2) de générer automatiquement des agents virtuels 3D capables d'interaction à partir de vidéos 360°, en combinant des modèles pré-entrainés d'apprentissage profond, et (3) de restituer des effets visuels de façon photoréaliste en réalité virtuelle, par le développement d'outils que nous appliquons ensuite pour recréer virtuellement la collection d'un musée de minéralogie. Nous évaluons chaque approche par le biais d'études utilisateur, et rendons notre code accessible sous forme d'outils open source
There are many applications to capturing and digitally recreating real-world people and places for virtual reality (VR), such as preserving and promoting cultural heritage sites, placing users face-to-face with faraway family and friends, and creating photorealistic replicas of specific locations for therapy and training. This is typically done by transforming sets of input images, i.e. photographs and videos, into immersive 360° scenes and interactive 3D objects. However, such image-based virtual environments are often flawed such that they fail to provide users with a comfortable viewing experience. In particular, accurately recovering the scene's 3D geometry is a difficult task, causing many existing approaches to make approximations that are likely to cause discomfort, e.g. as the scene appears distorted or seems to move with the viewer during head motion. In the same way, existing solutions most often fail to accurately render the scene's visual appearance in a comfortable fashion. Standard 3D reconstruction pipelines thus commonly average out captured view-dependent effects such as specular reflections, whereas complex image-based rendering algorithms often fail to achieve VR-compatible framerates, and are likely to cause distracting visual artifacts outside of a small range of head motion. Finally, further complications arise when the goal is to virtually recreate people, as inaccuracies in the appearance of the displayed 3D characters or unconvincing responsive behavior may be additional sources of unease. Therefore, in this thesis, we investigate the extent to which users can be made more comfortable when viewing digital replicas of the real world in VR, by enhancing, combining, and designing new solutions for creating virtual environments from input sets of photographs. We thus demonstrate and evaluate solutions for (1) providing motion parallax during the viewing of 360° images, using a VR interface for estimating depth information, (2) automatically generating responsive 3D virtual agents from 360° videos, by combining pre-trained deep learning networks, and (3) rendering captured view-dependent effects at high framerates in a game engine widely used for VR development, which we apply to digitally recreate a museum's mineralogy collection. We evaluate and discuss each approach by way of user studies, and make our codebase available as an open-source toolkit
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Dong, Y. (Youngsu). "3d virtual world as an enabler for a hybrid virtual-physical situated civic engagement platform." Master's thesis, University of Oulu, 2017. http://jultika.oulu.fi/Record/nbnfioulu-201706022484.

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Abstract. User participatory design concept in the domain of urban computing has been playing a significant role around the industry and research area since it first came out. Many researchers and organisations involved in this strive to reach out a larger diversity of people so they could build urban environment better supportive and salubrious towards the community members. In this regard, we created a common ground platform for sharing opinions of people within the society by delivering a free speech from the public place. The installation is evaluated in our study dedicated in the context of human psychological sensation systems in the virtual environment, tries to find the relation between the performance of the task (giving a speech) carried out in a virtual space and the user’s degree of presence and immersion. The results of our series of field experiments show that there is a positive association between the system user interface and the quality of work, though, we could not extend it to the statement which saying the superior performance is the direct result of high immersion and presence.
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Elorza, Fernando Zubillaga. "Instrument design on the World-Wide Web." Thesis, University of Newcastle Upon Tyne, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.366521.

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Young, Roy David. "NPSNET-IV : a real-time, 3D distributed interactive virtual world /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1993. http://handle.dtic.mil/100.2/ADA274942.

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Appaneni, Viri, and Yenus Likisa. "Using Virtual World in Education: The case of Second Life." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-13837.

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With technology being advanced and many new teaching methods being implemented, considering virtual worlds for teaching is quite innovative and interesting. A virtual environment is an artificially constructed  representation of a natural or imagined environment. Virtual worlds consist of enactment for terrains, avatars, objects, textures, and other forms of digital assets. Many virtual worlds like Alpha World, Delta 3D, Second Life etc. are available today. An avatar can be defined as a computer user’s representation of him/her-self within the virtual environment.        Today, educational institutes have been using virtual worlds in various fields like designing user interfaces, nursing courses,  cooperate training, leadership training programmes. But certain aspects need to be examined thoroughly like how virtual spaces are influencing education, how students and teachers understand learning in virtual worlds while interacting through avatars where communication lacks body language and is limited to seeing, hearing and talking. Our study was conducted on a single course called Business Talking offered in Second Life by Linnaeus University.This course mainly emphasizes on technical and administrative presentations in English.         The main purpose of our study is to investigate how students and teachers understand learning in such environments and identifying the factors which are related to this. Relating to the purpose the research question “How do students and teachers perceive learning through avatar-based interaction in virtual world environments? ”  was investigated.     Pedagogy and general theories like constructivism, cognition, virtual world, synchronous versus asynchronous e-learning were used in our study.     A qualitative interpretative case study was conducted. Data was collected through observations and interviews. All the sessions of the course were observed and  interviews were made with five students and one teacher of the course.     The main results include students perceive more through avatar education as they get a sense of real feeling when compared  to other online education systems. Also, performing activities in different places of SL such as camp fire, near waterfalls, different cultural places etc. made them perceive well as they feel relaxed and less pressure. Second Life's environment helps to simulate real conditions and situations which help them to perceive more. But factors like usability of avatars, technical problems and getting adapted to the environment play an unfavourable role in perceiving learning.  Both the teachers and students have to be constructive and good pedagogical decisions have to be made when a problem arises. Another main result was that, lack of body language does effect in perceiving learning.
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Lai, Chi-kong Alan, and 賴志剛. "Learning of creativity through a 3D virtual cyberspace: active world." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B29607942.

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Daley, John Alexander. "Hyper-NPSNET : a virtual world with an integrated 3D hypertext." Thesis, Monterey, California. Naval Postgraduate School, 1992. http://hdl.handle.net/10945/23692.

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Fuchs, Christopher Alan. "Mixed retrieval and virtual documents on the World Wide Web." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/43298.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1997.
Includes bibliographical references (leaves 68-70).
by Christopher Alan Fuchs.
M.Eng.
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Cerf, Marlon. "Opportunities for organisational training in the virtual world, Second Life." Thesis, Stellenbosch : University of Stellenbosch, 2010. http://hdl.handle.net/10019.1/8575.

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35

Sawyerr, William A. "VWADM : an architecture-inspired method for designing Virtual World applications." Thesis, Anglia Ruskin University, 2018. http://arro.anglia.ac.uk/703824/.

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Virtual World (VW) applications are digital 3D-simualtion environments used for military, education, sport and healthcare purposes. In this work, an architecture-inspired method called the Virtual World Applications Design Method (VWADM) is presented for designing such applications. The VWADM combines a generative design grammar (GDG) framework and a generative design agent (GDA) model to form the template of a mechanism that can be used for creating place models of VW applications during the design process. The GDG framework is used to develop GDGs for capturing spatial data that pertains to VW applications, transforming and storing such data and subsequently using it to create placeoriented conceptual models of these applications. In complement, the GDA model is used to develop GDAs for automatically generating physical models of VW applications, whose specifications are derived from the GDGs. The development of the VWADM is grounded in design science research (DSR), which is a research paradigm that provides a set of synthetic and analytical techniques and perspectives for understanding, conducting, evaluating and reporting creative work. DSR involves answering questions that are relevant to human problems through the design of novel and innovative artefacts. The thesis focuses on describing the design of the VWADM, demonstrating its functionality and evaluating its fitness and utility for designing VW applications. Details are presented of software that was developed to establish proof of concept for the VWADM. Through the development of the VWADM, the research establishes (1) a set of modelling concepts that use grammar and rules as the basis for capturing the semantics of the conceptual models of VW applications, (2) a set of visual notations that include basic shapes and symbols, which can be used to present the conceptual models of VW applications to stakeholders for them to manually review, (3) an intelligent component that is used for automatically generating physical models of VW applications and (4) a stepwise process, which involves layout design, object design, navigation design and interaction design and acts as a guide for the process of creating the conceptual and physical models of VW applications. Feedback from developers suggest that the VWADM can provide a significant contribution to automating the process of VW design specifically from the point of view of place-oriented design. Some ideas for future work are presented.
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Dahl, T. (Toni). "A WebGL-based virtual world client on a web browser." Master's thesis, University of Oulu, 2013. http://urn.fi/URN:NBN:fi:oulu-201312062022.

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The popularity of 3D virtual worlds has increased a lot in recent years and they are becoming essential enablers for providing interactive collaboration methods for people. Virtual worlds are also making their way in the real world with the help of augmented reality technologies. Currently, many service providers are trying to make it easier for users to access their virtual worlds. However, accessing a virtual world typically requires installing a separate client application that needs a different configuration for each device platform and operating system. Installing a client is a nuisance for end-users and developing and supporting client configurations is costly for service providers hindering the adoption of 3D virtual worlds. 3D Web technologies and standards have been evolving rapidly allowing software developers to create 3D virtual worlds that can be viewed with a web browser. However, many of these technologies require the end-user to install specific plug-in software into their web browser before the technology can be utilised. Using the new WebGL technology, an interactive 3D environment can be used on a cross-platform supported web browser without installing any plug-ins. In this thesis, a system architecture and a prototype implementation of a WebGL-based virtual world client are presented to provide a plug-in free, readily extensible and open source web client for 3D virtual worlds. The performance of the web client was measured in terms of CPU load, memory consumption, frame rate and 3D scene processing time on a desktop PC and on a high-end tablet device. The performance evaluation results show that the web client has good future prospects on desktop PCs, but more work needs to be done to achieve good performance on tablet devices. A publication, "A Virtual World Web Client Utilizing an Entity-Component Model", based on this thesis was written and it was accepted in the NGMAST 2013 conference. Additionally, the effect of network quality on the performance and the user experience of the web client will be researched in the near future. This thesis has successfully contributed to research in the field of 3D Web and the implementation of the web client has served as a proof of concept affecting the technological choices of related third party projects. The implemented web client can be used on various platforms with web browsers that support WebGL and WebSocket technologies, thus making it available for many users. Also, the web client can be extended easily due the modular architecture and the utilisation of the Entity-Component model on the management of the 3D scene hierarchy
3D-virtuaalimaailmojen suosio on kasvanut paljon viime vuosina ja niistä on tulossa tärkeitä työkaluja ihmisten väliselle interaktiiviselle yhteistyölle. Virtuaalimaailmat ovat yhtymässä myös reaalimaailmaan lisätyn todellisuuden teknologioiden avulla. Monet palveluntarjoajat yrittävät nykyään helpottaa käyttäjien pääsyä virtuaalimaailmoihin. Virtuaalimaailmoihin päästäkseen käyttäjä joutuu yleensä asentamaan erillisen asiakasohjelman, joka joudutaan erikseen räätälöimään jokaiselle laitealustalle ja käyttöjärjestelmälle sopivaksi. Asiakasohjelman asentaminen on hankalaa käyttäjille ja asiakasohjelmien eri käyttöjärjestelmäkohtaisten versioiden ylläpito on kallista palveluntarjoajille. Tämä vaikeuttaa 3D-virtuaalimaailmojen omaksumista. 3D Web -teknologiat ja standardit ovat kehittyneet nopeasti ja helpottavat kehittäjiä luomaan 3D-virtuaalimaailmoja joita voidaan katsella verkkoselaimella. Käyttäjän täytyy kuitenkin asentaa erillinen lisäohjelma verkkoselaimeen ennen kuin teknologiaa voi käyttää. Käyttämällä uutta WebGL-teknologiaa, interaktiivista 3D-maailmaa voidaan käyttää monella alustalla toimivalla verkkoselaimella joutumatta asentamaan erillisiä lisäohjelmia. Tässä työssä esitellään järjestelmäarkkitehtuuri ja prototyyppi WebGL-pohjaisesta asiakasohjelmasta 3D-virtuaalimaailmoille, joka on helposti laajennettava, ei tarvitse ylimääräisiä lisäohjelmia ja on lähdekoodiltaan avoin. Web-asiakasohjelman suorituskykyä arvioitiin mittaamalla ohjelman aiheuttama CPU-kuorma, muistinkulutus, kuvataajuus ja 3D-näkymän prosessointiin kuluva aika pöytätietokoneella ja tehokkaalla taulutietokoneella. Mittaustulokset osoittavat, että web-asiakasohjelmalla on hyvät tulevaisuudennäkymät pöytätietokoneilla, mutta lisää kehitystyötä on tehtävä hyvän suorituskyvyn saavuttamiseksi taulutietokoneilla. Tämän työn pohjalta tehty julkaisu, "A Virtual World Web Client Utilizing An Entity-Component Model", on hyväksytty NGMAST 2013 -konferenssiin. Lisäksi, verkon laadun vaikutusta web-asiakasohjelman suorituskykyyn ja käyttökokemukseen tullaan tutkimaan lähitulevaisuudessa. Tämä työ on onnistuneesti kontribuoinut 3D Web:iin liittyvään tutkimukseen ja on vaikuttanut teknologioiden valintoihin työhön liittyvien kolmannen osapuolen projektien piirissä. Toteutettua asiakasohjelmaa voidaan käyttää monilla alustoilla verkkoselaimilla, jotka tukevat WebGL- ja WebSocket-teknologioita, mikä tekee ohjelmasta helposti saavutettavan useille käyttäjille. Toteutus on myös helposti laajennettavissa sen modulaarisen rakenteen ja 3D-näkymän hierarkian hallintaan käytetyn entiteetti-komponentti -mallin takia
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Sawyerr, William A. "VWADM: An architecture-inspired method for designing virtual world applications." Thesis, Anglia Ruskin University, 2018. https://arro.anglia.ac.uk/id/eprint/703824/1/Sawyerr_2018.pdf.

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Virtual World (VW) applications are digital 3D-simualtion environments used for military, education, sport and healthcare purposes. In this work, an architecture-inspired method called the Virtual World Applications Design Method (VWADM) is presented for designing such applications. The VWADM combines a generative design grammar (GDG) framework and a generative design agent (GDA) model to form the template of a mechanism that can be used for creating place models of VW applications during the design process. The GDG framework is used to develop GDGs for capturing spatial data that pertains to VW applications, transforming and storing such data and subsequently using it to create placeoriented conceptual models of these applications. In complement, the GDA model is used to develop GDAs for automatically generating physical models of VW applications, whose specifications are derived from the GDGs. The development of the VWADM is grounded in design science research (DSR), which is a research paradigm that provides a set of synthetic and analytical techniques and perspectives for understanding, conducting, evaluating and reporting creative work. DSR involves answering questions that are relevant to human problems through the design of novel and innovative artefacts. The thesis focuses on describing the design of the VWADM, demonstrating its functionality and evaluating its fitness and utility for designing VW applications. Details are presented of software that was developed to establish proof of concept for the VWADM. Through the development of the VWADM, the research establishes (1) a set of modelling concepts that use grammar and rules as the basis for capturing the semantics of the conceptual models of VW applications, (2) a set of visual notations that include basic shapes and symbols, which can be used to present the conceptual models of VW applications to stakeholders for them to manually review, (3) an intelligent component that is used for automatically generating physical models of VW applications and (4) a stepwise process, which involves layout design, object design, navigation design and interaction design and acts as a guide for the process of creating the conceptual and physical models of VW applications. Feedback from developers suggest that the VWADM can provide a significant contribution to automating the process of VW design specifically from the point of view of place-oriented design. Some ideas for future work are presented.
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38

Bowman, Michael R. "Creating the Elsewhere: Virtual Reality in the Ancient Roman World." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1429644077.

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39

Wessels, Stephen Graham. "Design and creation of a virtual world of Petra, Jordan." Master's thesis, University of Cape Town, 2015. http://hdl.handle.net/11427/13681.

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Includes bibliographical references.
This thesis presents the design and creation of a 3D virtual world of Petra, Jordan, based on the digital spatial documentation of this UNESCO World Heritage Site by the Zamani project. Creating digital records of the spatial domain of heritage sites is a well-established practice that employs the technologies of laser scanning, GPS and traditional surveys, aerial and close range photogrammetry, and 360-degree panorama photography to capture spatial data of a site. Processing this data to produce textured 3D models, sections elevations, GISs, and panorama tours to has led to the establishment of the field of virtual heritage. Applications to view this spatial data are considered too specialised to be used by the general public with only trained heritage practitioners being able to use the data. Additionally, data viewing platforms have not been designed to allow for the viewing of combinations of 3D data in an intuitive and engaging manner as currently each spatial data type must be viewed by independent software. Therefore a fully integrated software platform is needed which would allow any interested person, without prior training, easy access to a combination of spatial data, from anywhere in the world. This study seeks to provide a solution to the above requirement by using a game engine to assimilate spatial data of heritage sites in a 3D virtual environment where a virtual visitor is able to interactively engage with combinations of spatial data. The study first begins with an analysis of what virtual heritage applications, in the form of virtual environments, have been created, and the elements that were used in their creation. These elements are then applied to the design and creation of the virtual world of Petra.
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Worman, Terri. "Developing a virtual world and self-paced course to prepare adult novices for immersive virtual experiences." Thesis, State University of New York Empire State College, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10140409.

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In today’s global world, higher educational institutions and businesses are increasingly making use of virtual world learning environments to foster collaborative opportunities for adult students and employees across geographic boundaries, space, and time. Often, however, organizations place the responsibility for learning new skill sets on their adult learners. As a consequence, educators and employers alike argue this new, more complex virtual environment can create a steep learning curve for novice adult learners, causing frustration at the increased time it takes for novices to acquire necessary skills and confidence within the environment. This paper documents the ongoing creation and design of a new adult learner-focused, self-paced, structured skills-based curriculum and virtual world learning environment with situated, virtual world activities for novice adult learners. The primary focus of this project is to move the adult learner from novice to a more experienced user of virtual world environments.

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Ruggenthaler, Dominik, and Maximilian Waidhofer. "Business of “another World” – Virtual Reality (VR) : “Influence of Virtual Reality on the competitive advantage for firms”." Thesis, Högskolan i Gävle, Avdelningen för ekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-24410.

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Abstract Title: Business of “another World” – Virtual Reality (VR): Influence of Virtual Reality on consumer experience, co-creation and competitive advantage Course: Thesis for Master Degree in Business Administration Authors: Dominik Ruggenthaler and Maximilian Waidhofer Supervisor: Maria Fregidou-Malama, PhD Examiner: Akmal S. Hyder, PhD Date: 2017/06/01   Purpose: This study’s aim is to examine the influence of VR in the field of architecture and its contribution to create competitive advantages. Methodology: To collect empirical data, the research applied a qualitative and inductive approach. Semi-structured interviews with ten participants with different backgrounds are conducted. Furthermore, primary and secondary data obtained from existing scientific resources built the base for argumentation. Findings & Conclusion: The main findings of the research are clustered in four groups. (1) VR planning creates a new service system and has an influence on the project performance; (2) VR experience and (3) co-creation contributes to generate new competitive advantages; (4) the use of the technology is a trigger for architect companies to differentiate compared to their competitors. Theoretical contribution: This is one of the few studies that combines VR planning with customer experience and co-creation. Furthermore, previous researches do focus on competitive advantages in this context. The developed conceptual model identifies the impact of VR on competitive advantage generation within the architecture business. Managerial implications: The implication of VR leads to both new opportunities and new problems. On one hand, architects can embed their clients better in the planning stage, but on the other hand, customers might become overwhelmed by the multisided VR opportunities. Also, it is outlined that a form of virtual planning will probably become an industry standard, which has to be adopted by architects. Limitations: Cost Leadership, one element of competitive advantages, is not explored through this study. Also, customer response of VR services has to be evaluated more deeply. Therefore we suggest further research in those fields. Keywords: VR planning, co-creation, experience, competitive advantage, architecture
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Calka, Michelle. "Beyond newbie : immersion in virtual game worlds." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.

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The purpose of this thesis is to explore the following research question: How does immersion occur in a virtual game environment? Specifically, this study will focus on the Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft. Approaching the question using a grounded theory methodology, the study finds that immersion takes place in two primary areas: Environmental and Social. Environmental immersion concerns technical aspects of the game including aesthetic detail, sensory stimulation, and narratives. Social immersion evolves as a paradigmatic opposition of cooperation and intimidation. Players are not fully immersed in the world until they have accepted cooperation as their dominant paradigm for play.
Department of Telecommunications
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Serra, Navarro David. "Nodes relacionals en el model Second Life. Producció i singularitat." Doctoral thesis, Universitat de Girona, 2012. http://hdl.handle.net/10803/83498.

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The virtual worlds realms constitute a new space for exploration in which new forms of communication, production and consumption are generated. The presence of these platforms, based on social interaction, is becoming a focus of research for future social, educational and/or economic applications, but it is also a reflection in real time of an online cultural reality. In the diversity of the existing scenarios, the interest of this research is framed in the uniqueness of the Second Life metaverse. By means of a transverse perspective, in which the different conceptual nodes intersect, the principal sociocultural characteristics which nourish this virtual ecosystem have been selected. Meanwhile, a radius of symbolic and productive action by its users has been established, with the aim of defining and understanding its natural growth and of highlighting its specific features. Understanding this medium may lead us to consider new challenges and alternative virtual environments in a design which takes into account the cultural spectrum of the community that inhabits it.
Els mons virtuals constitueixen un nou espai d'exploració en el que s'hi generen noves formes de comunicació, producció i consum. La presència d'aquestes plataformes, fonamentades en la interacció social, esdevenen un focus d'investigació per a futures aplicacions socials, educatives i/o econòmiques, però també són un reflex en temps real d'una realitat cultural en línia. En la diversitat de propostes existents, l'interès d'aquesta recerca queda emmarcat en la singularitat del metavers Second Life. Mitjançant una perspectiva transversal, en la que diferents nodes conceptuals s'interseccionen, s'han seleccionat les principals característiques socioculturals que nodreixen aquest ecosistema virtual; alhora s'ha establert un radi d'acció simbòlic i productiu dels seus usuaris, amb la finalitat de delimitar i comprendre el seu creixement natural, així com destacar-ne els seus trets específics. L'enteniment d'aquest medi, pot acostar-nos a plantejar nous reptes i entorns virtuals alternatius en un disseny que tingui en compte l'espectre cultural de la comunitat que l'habita.
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Corbin, Daniel P. "NPSNET : environmental effects for a real-time virtual world battlefield simulator /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1993. http://handle.dtic.mil/100.2/ADA275032.

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45

McMahan, Christopher B. "NPSNETIV : an object-oriented interface for a three-dimensional virtual world." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1994. http://handle.dtic.mil/100.2/ADA292467.

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46

Cunningham, Ian Joseph. "Load balancing schemes for distributed real-time interactive virtual world simulations." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0016/MQ56681.pdf.

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47

Wood, Linda W. "Faculty Perceptions about Virtual World Technology: Affordances and Barriers to Adoption." Digital Archive @ GSU, 2010. http://digitalarchive.gsu.edu/msit_diss/70.

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Providing instruction using different instructional delivery methods allows the learner to absorb content in a way that fits the individual learner. Today’s students have grown up immersed in digital technology. However, many higher education faculty are still not speaking the same digital language as their students. The issue may be that the pedagogical and epistemological beliefs of faculty who are “digital immigrants” affect the teaching methods used in the higher education classroom today. The purpose of this mixed methods study was to explore design college faculty perceptions of the adoption of virtual world technology into the classroom. Diffusion and adoption theories, adoption models, and patterns of adoption provided a conceptual framework for this study. This mixed methods study collected data through a survey and post-survey interviews administered to faculty of 21 design colleges. The quantitative survey instrument included questions about the usage of technology, including virtual world technology, in the higher education classroom. A total of 309 faculty completed the survey. Descriptive statistics, including frequencies, means, and standard deviations were used in the analysis. A correlation analysis was performed to determine if there was a relationship between selected variables and the survey responses. Post-survey semi-structured interviews were conducted with 12 faculty participants who volunteered for the interviews after participating in the survey. In this study, I used the constant comparative open coding hybrid method for the interview analysis. The specific research question posed in this study was: What are the perceptions of design college faculty regarding the use of virtual world technology in their courses? Guiding questions included: (a) What are faculty perceptions about virtual world technology that potentially affect its adoption into the classroom? (b) What are faculty perceptions of the affordances of using virtual world technology in the classroom? (c) What are faculty perceptions of the challenges of using virtual world technology in the classroom? In general, the results of this study indicate that while higher education faculty perceive that virtual world technology has the potential to be a useful teaching tool in the classroom, the faculty also perceive that they do not have the essential software and hardware support from their colleges to adopt this type of technology as a teaching tool in their courses.
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Patel, Vishal Arun. "The application of innovative virtual world technologies to enhance healthcare education." Thesis, Imperial College London, 2014. http://hdl.handle.net/10044/1/25270.

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The World Wide Web has evolved leading to the development of three-dimensional virtual worlds. These are online, accessible environments through which a user may engage, communicate and interact via their digital self, known as their avatar. These virtual worlds offer the opportunity for further content to be generated in order to provide new environments and simulations. This research work explores the potential of virtual worlds in providing an educational platform for healthcare professionals. In order to establish this, the effectiveness of a virtual world environment was determined through the use of a custom-built virtual world operating theatre, which was utilised to train operating theatre novices in preparation for the real-life environment. Following the application of a virtual world environment, this research explored the development of a virtual patient scenario for training healthcare professionals. The virtual patient scenario focused on the management of adverse events associated with medical infusion devices with a nurse user group assessing the simulation face validity. The next step was to devise a methodology to develop a series of immersive virtual patients. This involved the use of allied web technologies to produce a robust, reproducible method of 3D virtual patient generation. Three virtual patients were constructed, with distinct surgical pathologies at three levels of increasing complexity. Subsequently the face, content and construct validity of the virtual patients was established to differentiate surgeons of different training grades. Finally the virtual patients were utilised to emulate real clinical situations, in which handoff of patient information occurred. The virtual patients were used to establish if the quality of handoff impacted on the subsequent patient management in a simulated setting. Overall this research has demonstrated the efficacy of virtual world environments and simulations in providing an alternative educational platform for healthcare professionals.
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Sanchez, Sydney S. "Can Web Sites Incite?: Extending Physical Standards into the Virtual World." Thesis, Boston College, 2010. http://hdl.handle.net/2345/1349.

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Thesis advisor: Dale Herbeck
The established standard for incitement articulated in Brandenburg v. Ohio (1969) has developed into a staple of First Amendment law. The Brandenburg standard for incitement works in the real world, but questions have been raised about whether it can be extended into cyberspace. This thesis examines this question through an analysis of threatening web sites such as the Nuremberg Files, and accompanying jurisprudence. The ability of web sites to incite illegal action is undoubtedly compromised by the characteristics that differentiate them from the physical world—What is to be done when laws intended to encompass a much simpler form of expression lose their relevance?
Thesis (BA) — Boston College, 2010
Submitted to: Boston College. College of Arts and Sciences
Discipline: Communication Honors Program
Discipline: Communication
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Verhoeven, Yen. "The Grounded Theory of Interactive Spatial Learning from a Virtual World." Thesis, University of Rochester, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10792634.

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This dissertation presents a multidimensional learning theory called Interactive Spatial Learning (ISL). Using constructivist grounded theory methodology, ISL was abductively derived from a qualitative investigation into the forms of learning that emerged through the practices found at the Builder’s Brewery school in the 3D virtual world of Second Life. ISL was developed in response to the divergence that exists between two theoretical perspectives in online learning research; studies from a cognitive perspective define learning as changes in individual cognition while studies from a sociocultural perspective define learning as participation. The exclusive adoption of either learning perspective may lead to oversights in four important aspects of learning: (a) the temporal sequencing of independent and social regulatory learning processes, (b) contextual learning cues embedded within the virtual learning environment, (c) individual learner attributes, and (d) the development of socioemotional connections between learners. To address these oversights, this study utilized data collected from interviews, participant observations, chat logs, survey responses, and digital artifacts to extend our understandings of the learning that emerges from the coordinating mechanisms between the individual, social, and technological aspects of a virtual learning environment. Data collection and analysis incorporated the use of data sensitizing principles to develop the theoretical constructs of knowledge places, community-based Discourses, and technology mediation found in ISL. ISL posits that learning is the recontextualization of information to different modalities through interactions that occur in interactive spaces. Interactive spaces are where information and knowledge are generated and transformed. At a systemic level, ISL explains information flow across spaces and semi-permeable boundaries mediated by technology. At a mechanistic level, a sub-theory of ISL, called autonomous learning, looks at the emergent learning process and how people learn—the nature of which is spontaneous, self-directed, and independent. Autonomous learning trajectories describe the processes that individuals construct in order to learn. These trajectories consist of four different but interchangeable and repeatable components: learning cues/Cues, learning goals, resourcing, and recontextualization. This dissertation concludes by exploring the implications and connections that ISL has to instructional design, pedagogy, and theorizing in online spaces.

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