Dissertations / Theses on the topic 'THE VIRTUAL WORLD'
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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.
Full textZhang, 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.
Full textPhor, Pallavi. "Virtual World: Observe, Interact & Simulate." Thesis, Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/16298.
Full textPhor, Pallavi. "Virtual world observe, interact and simulate /." Available online, Georgia Institute of Technology, 2007, 2007. http://etd.gatech.edu/theses/available/etd-07042007-193416/.
Full textKruger, Rynhardt Pieter. "Virtual world accessibility: a multitool approach." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/95932.
Full textENGLISH 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.
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.
Full textNowadays, 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
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.
Full textMorgan, 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.
Full textM.A.
Department of Sociology
Sciences
Applied Sociology MA
Dahl, Leif Alan. "NPSNET : aural cues for virtual world immersion." Thesis, Monterey, California. Naval Postgraduate School, 1992. http://hdl.handle.net/10945/23731.
Full textGhanbarzadeh, Reza. "Investigating Antecedents and Consequences of User Acceptance of Three-Dimensional Virtual Worlds." Thesis, Griffith University, 2017. http://hdl.handle.net/10072/367803.
Full textThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
Science, Environment, Engineering and Technology
Full Text
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.
Full text"December 1994." Dissertation supervisor(s): Michael J. Zyda. Appendix G videotape located at VHS 5000052. Includes bibliographical references (p. 238-262). Also available online.
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.
Full textIncludes 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.
Steed, Robin. "Cultural Competency Instruction in a 3D Virtual World." NSUWorks, 2009. http://nsuworks.nova.edu/gscis_etd/315.
Full textArmelin, 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.
Full textTaranova, D. V. "The technologies of virtual reality." Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40497.
Full textKhryschuk, N. V. "Innovative technologies in nowaday’s world." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/11512.
Full textJovanova, Blagica. "Virtual human representation, adaptation, delivery and interoperability for virtual worlds." Thesis, Evry, Institut national des télécommunications, 2011. http://www.theses.fr/2011TELE0012/document.
Full textIn 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
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.
Full textLombardo, 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.
Full textFang, Jing-Jing. "Geometric tools for collision detection in a virtual world." Thesis, Heriot-Watt University, 1996. http://hdl.handle.net/10399/740.
Full textAdrian, 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.
Full textNarayanan, Siddharth. "Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82142.
Full textMaster of Science
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.
Full textJOVANOVA, 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.
Full textDodds, 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.
Full textOnline 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.
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.
Full textThere 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
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.
Full textElorza, 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.
Full textYoung, 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.
Full textAppaneni, 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.
Full textLai, 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.
Full textDaley, 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.
Full textFuchs, 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.
Full textIncludes bibliographical references (leaves 68-70).
by Christopher Alan Fuchs.
M.Eng.
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.
Full textSawyerr, William A. "VWADM : an architecture-inspired method for designing Virtual World applications." Thesis, Anglia Ruskin University, 2018. http://arro.anglia.ac.uk/703824/.
Full textDahl, 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.
Full text3D-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
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.
Full textBowman, 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.
Full textWessels, 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.
Full textThis 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.
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.
Full textIn 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.
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.
Full textCalka, Michelle. "Beyond newbie : immersion in virtual game worlds." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.
Full textDepartment of Telecommunications
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.
Full textEls 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.
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.
Full textMcMahan, 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.
Full textCunningham, 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.
Full textWood, Linda W. "Faculty Perceptions about Virtual World Technology: Affordances and Barriers to Adoption." Digital Archive @ GSU, 2010. http://digitalarchive.gsu.edu/msit_diss/70.
Full textPatel, 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.
Full textSanchez, Sydney S. "Can Web Sites Incite?: Extending Physical Standards into the Virtual World." Thesis, Boston College, 2010. http://hdl.handle.net/2345/1349.
Full textThe 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
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.
Full textThis 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.