Dissertations / Theses on the topic 'Virtual worlds'
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Khan, Hammad. "Monitoring distributed virtual worlds." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=114557.
Full textDe nos jours, la demande des mondes virtuels est en plein essor. Ceux-ci vont des sites de rencontre jusqu'aux environnements compétitifs comme par exemple les jeux vidéo en ligne. Afin de satisfaire la demande de mondes virtuels, de nombreux sites ont été mis en place. Du fait de la très grande concurrence présente, les développeurs des services virtuels essayent de bénéficier de tout avantage possible en termes d'avantages techniques ou de la qualité des expériences vécues en ligne.Nous considérons qu'un système de surveillance des mondes virtuels est en mesure de fournir cet "avantage" aux développeurs. Ainsi, nous présentons dans notre thèse un système de surveillance en temps réel fait sur mesure afin de faire face aux défis et aux besoins particuliers de chaque monde virtuel. Afin de manipuler toute l'information obtenue des mondes virtuels, le processus d'obtention des données est distribué entre plusieurs nœuds. Le système que nous proposons modifie les données obtenues pour les rendre plus faciles à observer en temps réel. Ceci se fait en filtrant les données avant de déployer les résultats. Nous utilisons Mammoth, une infrastructure massif de recherche multi-joueurs comme le banc d'essai pour implémenter un échantillon de l'architecture proposée. Nous utilisons les résultats obtenus des expériences réalisées dans cette implémentation pour confirmer que le système est approprié pour surveiller les mondes virtuels en temps réel.
Erlank, Wian. "Property in virtual worlds." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/71649.
Full textIncludes bibliography
ENGLISH ABSTRACT: This dissertation analyses and investigates how virtual property functions inside virtual worlds. It also determines if, within that context, virtual property is similar to, or should be treated like real world property. The questions that are addressed include the following. What is the (real world) legal status of property in virtual worlds? Is it worthwhile to recognise and protect virtual property in real world law? Is it possible to recognise and protect virtual property in real world law, given the differences? Would recognition and protection of virtual property in real world law require or be restricted to instances where virtual property is or can be recognised as real rights? The dissertation finds that there is a definable concept of “virtual property” as it is encountered in virtual worlds and there is a great degree of similarity between the function of property in virtual and real world systems. There are also sufficient justifications (social, economic and normative) to recognise virtual property as property. Even though the function of property is similar in both systems, the similarities are undermined by the absence, complete or almost complete, of real rights in virtual worlds. This creates a problem since, in real world law, real rights enjoy stronger protection than weaker personal rights. The first reason for this absence of real rights stems from the unique (and mostly uncircumventable) nature of game-code that removes the necessity to make all rights in virtual worlds real rights. The second reason relates to the fact that most virtual world rights are completely derived from and regulated by contract. It is concluded that it is possible to recognise and protect virtual property by means of traditional private law property law (both Roman-Germanic and Anglo-American), constitutional property law, and criminal law. While criminal law will fill some gaps left by the absence of real rights, the rest that are left are contractual rights. In certain circumstances, these contractual rights may be strong enough and in other cases they may require support from special legislation that strengthens weak personal rights and makes them into stronger property-like rights. In constitutional cases, these rights derive support from constitutional property law. However, in other circumstances recognition and protection will probably require recognition of real rights.
AFRIKAANSE OPSOMMING: Hierdie proefskrif analiseer en ondersoek hoe virtuele eiendom in virtuele wêrelde werk. Dit gee ʼn oorsig oor die vraag of virtuele eiendom, in daardie konteks, vergelykbaar is met eiendom in die regte wêreld en dieselfde erkenning moet ontvang. Die volgende vrae word gestel en beantwoord. Wat is die (regte wêreld-) status van eiendom in ʼn virtuele wêreld? Is dit die moeite werd om virtuele eiendom in die regte wêreld-regstelsels te erken en te beskerm? Is dit moontlik om virtuele eiendom in die regte wêreld te erken en beskerm, gegewe die verskille? Sal erkenning en beskerming van virtuele eiendom in die regte wêreld-regstelsels vereis dat, of beperk word tot gevalle waar virtuele eiendom geïdentifiseer of erken word as saaklike regte? Die navorsing toon aan dat daar ʼn bepaalde konsep van virtuele eiendom is soos wat dit in virtuele wêrelde gevind word. Daar is ook ʼn merkbare ooreenkoms tussen die eiendomstelsels in die virtuele en regte wêrelde. Hierdie proefskrif bevind dat daar genoegsame regverdigingsgronde is (sosiaal, ekonomies, sowel as normatief) om regte wêreld-eiendomserkenning aan virtuele eiendom te verskaf. Alhoewel die funksie van eiendom dieselfde is in beide stelsels, word die ooreenkomste tussen hulle ondermyn deur die (algehele of amper algehele) tekort aan saaklike regte in die virtuele wêreld. Dit veroorsaak probleme, aangesien saaklike regte in die regte wêreld aansienlik sterker beskerming geniet as swakker persoonlike regte. Die redes vir hierdie tekort aan saaklike regte in ʼn virtuele wêreld is tweeledig. Eerstens veroorsaak die unieke aard van rekenaar-kode ʼn tekort aan saaklike regte binne die virtuele wêreld, aangesien die kode die bestaan van saaklike regte in meeste gevalle onnodig maak. Tweedens word meeste van die regte wat verkry word en bestaan in virtuele wêrelde geskep en gereguleer deur middel van kontrak. Daar word ook bevind dat dit moontlik is om aan virtuele eiendom erkenning en beskerming te gee deur middel van tradisionele privaatregtelike eiendom (beide Romeins-Germaans en Anglo-Amerikaans), konstitusionele eiendom en die strafreg. Strafreg kan egter slegs sekere gapings vul wat deur die tekort aan saaklike regte veroorsaak word. Die oorblywende regte sal egter persoonlike regte wees. In sekere omstandighede is dit moontlik dat hierdie persoonlike regte sterk genoeg sal wees, maar in ander gevalle sal dit nodig wees dat hul ondersteun word deur middel van die proklamasie van spesiale wetgewing wat swak persoonlike regte in die virtuele eiendom versterk tot eiendoms-agtige regte. In ander gevalle geniet hierdie regte beskerming deur die konstitusionele reg. In ander omstandighede sal dit egter verg dat erkenning en beskerming moet plaasvind deur die erkenning van saaklike regte in virtuele eiendom.
South African Research Chair in Property Law (sponsored by the Departement of Science and Technology (DST)
National Research Foundation (NRF)
University of Maastricht‟s Faculty of Law
Ius Commune Research School
Saba, Riad. "Language learning in virtual worlds." Thesis, University of Nottingham, 2013. http://eprints.nottingham.ac.uk/14011/.
Full textGreen, Nicola. "Becoming virtual: Bodies, technologies, worlds." Thesis, University of Canterbury. Sociology, 1999. http://hdl.handle.net/10092/4592.
Full textJohnston, Benjamin M. "Desktop sharing in virtual worlds." CardinalScholar 1.0, 2010. http://liblink.bsu.edu/uhtbin/catkey/1567414.
Full textDepartment of Computer Science
Chang, Francis. "Towards Constructing Interactive Virtual Worlds." PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1650.
Full textJakobsson, Mikael. "Virtual worlds & social interaction design /." Umeå : Department of Informatics,Umeå University, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-750.
Full textJakobsson, Mikael. "Virtual worlds and social interaction design." Doctoral thesis, Umeå University, Informatics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-750.
Full textThis dissertation is a study of social interaction in virtual worlds and virtual world design. A virtual world is a synchronous, multi-user system that offers a persistent spatial environment for iconically represented participants. Together, these form an example of social interaction design. I have applied an arena perspective on my object of study, meaning that I focus on these socio-technical systems as places.
I have investigated the persistent qualities of social interaction in virtual worlds. What I have found is that virtual worlds are as real as the physical world. They are filled with real people interacting with each other evoking real emotions and leading to real consequences. There are no fixed boundaries between the virtual and physical arenas that make up a participant’s lifeworld.
I have found that participants in virtual worlds are not anonymous and bodiless actors on a level playing field. Participants construct everything needed to create social structures such as identities and status symbols. The qualities of social interaction in virtual worlds cannot be measured against physical interaction. Doing so conceals the qualities of virtual interaction. Through the concepts of levity and proximity, I offer an alternative measure that better captures the unique properties of the medium. Levity is related to the use of avatars and the displacement into a virtual context and manifests itself as a kind of lightness in the way participants approach the interaction. Proximity is my term for the transformation of social distances that takes place in virtual worlds. While participants perceive that they are in the same place despite being physically separated, the technology can also create barriers separating participants from their physical surroundings. The gap between the participant and her avatar is also of social significance.
As a theoretical foundation for design, I have used Michael Heim’s writings and practices as a base for a phenomenologically grounded approach, which provides an alternative to the dominating perspectives of architecture and engineering. Based on an explorative design project and the earlier mentioned findings regarding social interaction, I have formulated a model for virtual world design called interacture. This model takes the interaction between participants as the fundamental building material and the starting point of the design process. From there, layers of function and structure are added, all the time balancing the design between fantasy and realism.
I have explored the possibilities of using ethnographic studies as the foundation for a participant centered design approach. I have aimed for an inside view of my object of study both as an ethnographer and as a designer. One outcome of this approach is that I have come to understand virtual worlds not just as places but also as processes where the experience of participating can change drastically over time as the participant reaches new stages in the process.
In conclusion, the method of integrating ethnography with design and the understanding of social interaction as the fundamental building material is woven into a general approach to the study and design of socio-technical systems called social interaction design.
Keown, Lachlan. "Virtual 3D worlds for enhanced visualization." Thesis, University of Canterbury. Computer Science and Software Engineering, 2000. http://hdl.handle.net/10092/9615.
Full textYoung, Robert John. "Playing politics : warfare in virtual worlds." Thesis, University of Leeds, 2018. http://etheses.whiterose.ac.uk/22035/.
Full textLong, Harry. "Procedurally generated realistic virtual rural worlds." Master's thesis, University of Cape Town, 2016. http://hdl.handle.net/11427/20874.
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 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
Ghanbarzadeh, 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
Hoag, Kenneth J. "Facilitating rich acoustical environments in virtual worlds." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1998. http://handle.dtic.mil/100.2/ADA354946.
Full textThesis advisor(s):, Rudolph P. Darken. "September 1998." Includes bibliographical references (p. 77-79). Also available online.
Molenaar, Johan. "State of the Arts in Virtual Worlds." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-14648.
Full textRydell, Andreas. "Multi-agent swarm control in virtual worlds." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-104977.
Full textDowney, Laura. "Well-being Technologies: Meditation Using Virtual Worlds." NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/65.
Full textYu, Qinxin. "Synthetic motion capture for interactive virtual worlds." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ34043.pdf.
Full textCalka, Michelle. "Beyond newbie : immersion in virtual game worlds." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.
Full textDepartment of Telecommunications
Shah, Fahad. "Modeling human group behavior in virtual worlds." Doctoral diss., University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4704.
Full textID: 030646202; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2011.; Includes bibliographical references (p. 162-183).
Ph.D.
Doctorate
Computer Science
Engineering and Computer Science
Computer Science
Herbert, Barry John Patrick. "The gamification of learning in virtual worlds." Thesis, Ulster University, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.676528.
Full textCalka, Michelle. "Performances of Marginalized Identities in Virtual Worlds." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1344522664.
Full textZhao, Chen. "EVALUATION OF VRML FOR MODELING VIRTUAL WORLDS." Miami University / OhioLINK, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=miami975621886.
Full textJergon, Roman. "Potential of virtual worlds in commercial utilization." Master's thesis, Vysoká škola ekonomická v Praze, 2008. http://www.nusl.cz/ntk/nusl-165182.
Full textGranber, Aron. "Planning bipedal character locomotion in virtual worlds." Thesis, KTH, Skolan för teknikvetenskap (SCI), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210855.
Full textChilds, Mark. "Learners' experience of presence in virtual worlds." Thesis, University of Warwick, 2010. http://wrap.warwick.ac.uk/4516/.
Full textDuQuette, Jean-Paul Lafayette. "Cypris Village: Language Learning in Virtual Worlds." Diss., Temple University Libraries, 2017. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/428760.
Full textEd.D.
ABSTRACT Online virtual worlds provide a unique environment for language instruction and learning, yet there are few longitudinal studies that chronicle the workings of existing communities on avatar-based graphical platforms. This study focuses on Cypris Chat, a nonprofit English learning and teaching group within Linden Lab’s Second Life. In this study, I discuss the structure of this community, the factors behind this group’s development from five members in 2008 to 882 in 2016, and the reasons for its appeal as a virtual world language learning group. I also examine the ways in which teaching and learning take place there. Although the study is primarily descriptive and ethnographic, it also makes use of three theoretical frameworks to analyze different aspects of the group. The digital habitats framework of Wenger, White, and Smith (2009) was used to judge Cypris’ efficacy as a working online community. Lim’s (2009) Six Learnings framework was utilized to explore how adequately the group made use of affordances specific to learning opportunities in virtual worlds. Finally, Holzman’s (2010) interpretation of sociocultural learning theory was used to analyze recorded discourse of formal and informal language learning activities. Data were collected through interviews of 21 Cypris staff and members; a majority of participants were adults of Japanese nationality, but members from Europe and the Middle East also participated. Participant observation and my personal experiences with Cypris’ history were also utilized, both to inform the development of interview questions and to determine the long-lasting appeal of the group; observations drew on my eight years experience as resident researcher and volunteer tutor at Cypris. Finally, disparate learning activities, both formal lessons and informal impromptu interactions during extracurricular conversations and games, were recorded, and select incidents were analyzed through discourse analysis. Results suggest that members’ perception of the importance of both formal activities and informal socializing outside of class was crucial to the continued existence of the group. Additionally, they also suggest that the group’s long-lasting appeal is related to the adventurous spirit of key members identified as Internet early adopters. As for teaching and learning within the community, observations indicated that tutors and learners alike took advantage of both traditional instructional methods and the unique affordances of the Second Life environment, both within and outside formal instruction at Cypris. Conclusions suggest that both Wenger et al.’s (2009) digital habitats and Lim’s (2009) Six Learnings frameworks are robust measures of online learning communities, and Holzman’s (2010) interpretation of sociocultural learning theory was shown to be applicable to both exploration of learning through play and informal interactions as well as more structured lessons in online virtual world learning groups like Cypris. This study contributes to the body of research on models of online language education, multimodal learning in virtual worlds, and the potentially revolutionary possibilities and challenges inherent in language learning communities such as Cypris.
Temple University--Theses
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 textTrescak, Tomás. "Intelligent Generation and Control of Interactive Virtual Worlds." Doctoral thesis, Universitat Autònoma de Barcelona, 2012. http://hdl.handle.net/10803/117675.
Full textThis thesis advocates the use of non-‐gaming virtual worlds as a significant future technology for the domain of ``serious games’’ and in particular e-‐* applications (e-‐ learning, e-‐commerce, e-‐government) and social simulations. In such systems, a 3D virtual environment is populated by a large number of inhabitants that can be either human-‐ controlled avatars or intelligent virtual agents who engage in complex interactions with their virtual environment and other participants. One significant problem that impedes wide adoption of the virtual worlds technology for these problem domains is that virtual worlds in general are difficult to build, and significant effort has to be put into designing the 3D virtual environment and programming virtual agents; but it is even harder to ensure the validity of participant so that unauthorized behavior can be prevented. To address this problem, we have developed a comprehensive technological solution that automates the design of such virtual worlds and its population with virtual agents. Our approach is based on the utilization of virtual institutions, which are virtual worlds with normative regulation of participant interactions. The key focus of the thesis is on explaining how existing methods of formal specification of virtual institutions can be extended to automatically translate the institutional specification into an interactive 3D environment using the shape grammars approach and automatically populating such environments with virtual agents. Shape grammars represent a powerful visual technique for creating procedural 2D and 3D designs, but existing work was not immediately suitable for our problem. Thus, we have extended existing work and developed the Shape Grammar Interpreter framework, which addresses the limitations of existing solutions. This framework was further utilized for developing the concept of Virtual World Grammar, which is a sub-‐set of shape grammars targeting automatic generation of normative virtual worlds. As the result of this dissertation, Virtual Worlds Grammars constitute a strong formalization and a development environment not only enabling automatic generation of normative virtual worlds, but also their platform independent deployment (using the VIXEE infrastructure that has been developed as an important part of this dissertation). Another significant contribution of this thesis is developing a mechanism of automatic population of the generated environments with large numbers of software agents, which are capable of intelligent interactions with 3D objects placed in the environment. Moreover, these agents are able to collaborate with human-‐controlled avatars, facilitate their problem-‐solving and ensure that all their actions strictly adhere to social norms of the given institution. For this purpose, we have developed a general-‐purpose virtual agent model that enables an agent to be situated within any normative virtual world, generate its own goals based on its current physiological and psychological needs, as well as to dynamically generate plans for satisfying these goals using the underlying institutional specification. To illustrate the usefulness of the developed technology, we have applied it to the domain of historical simulation, where we show how virtual world grammars and automatically generated virtual agents can be used for re-‐enacting everyday life of ancient people in one of humanity's first cities, the city of Uruk. We showed how our approach allows to create a large number of visually and behaviorally diverse agents, as well as dynamically generating food, tools and other items that they can utilize to satisfy their goals, while acting in a historically correct way.
Al-Khazzar, Ahmed M. A. "Biometric identification using user interaction with virtual worlds." Thesis, University of Portsmouth, 2012. https://researchportal.port.ac.uk/portal/en/theses/biometric-identification-using-user-interaction-with-virtual-worlds(25523f66-88b0-47f2-8e16-40cacba2b76f).html.
Full textWang, Yi Fei. "Designing immersive language learning environments in virtual worlds." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/43724.
Full textPaul, Richard J. S. "Story authoring and management for dynamic virtual worlds." Thesis, University of Ulster, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.588496.
Full textSchott, Thomas R. "Adopting Workgroup Collaboration Tools in 3D Virtual Worlds." Thesis, Robert Morris University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3629005.
Full textCollaboration is vital in today's information age, and tools are increasingly used to bring together teams that are geographically dispersed. Second Life, a 3D virtual world, can incorporate most of the visual, hearing and spatial elements of the real world, and can create a feeling of presence or the sense of actually "being there" for users. Common 2D groupware collaboration tools, such as web conferencing and conference calls used for virtual team collaboration in professional contexts, are key enablers for virtual teams. However, businesses and organizations have not adopted virtual worlds for virtual teams and workgroup collaboration. Shen & Eder (2009) conducted a study using their modified Technology Acceptance Model (TAM) applied to the adoption of Second Life for business purposes. For participants, they used college students who were new to Second Life. The purpose of this research is to examine how the seven factors identified in the Shen and Eder's (2009) extended Technology Acceptance Model (TAM) relate to the behavioral intention to use workgroup collaboration tools in the Second Life using a non-student sample of experienced Second Life users that was more demographically representative of the Second Life population. Although this research supported many of Shen and Eder's findings, it found a negative relationship between the construct of perceived enjoyment and behavioral intent. This finding is important because contrary to positive relationship with gaming and entertainment environments, perceived enjoyment is not an antecedent for behavioral intention of 3D virtual worlds when used for productivity activities. The results of this study may provide insight for tool developers and integrators on where to focus efforts that lead to improved adoption of these workgroup collaboration tools.
Cuccurullo, Stefania. "Virtual worlds for education: methodology, interaction and evaluation." Doctoral thesis, Universita degli studi di Salerno, 2014. http://hdl.handle.net/10556/1433.
Full textWhen students arrive in the classroom they expect to be involved in immersive, fun and challenging learning experiences. There is a high risk that they become quickly bored by the traditional instructional methods. The technological evolution offers a great variety of sophisticated interactive devices and applications that can be combined with innovative learning approaches to enhance study efficiency during the learning process. 3D immersive multi-user Virtual Worlds (VWs) are increasingly becoming popular and accessible to wide public due to the advances in computational power graphics and network bandwidth also connected with reduced costs. As a consequence, it is possible to offer more engaging user experiences. This is particularly true in the learning sector, where an increasing interest is worldwide rising towards three-dimensional (3D) VWs and new interaction modalities to which young digital native people are accustomed to. Researches on the educational value of VWs have revealed their potential as learning platforms. However, further studies are always needed in order to assess their effectiveness, satisfactorily and social engagement not only in the general didactic use of the environment, but also for each specific learning subjects, activities and modality. The main challenge is to well exploit VW features and determine learning approaches and interaction modalities in which the didactic actions present added value with respect to traditional education. Indeed, educational VW activities are evolving from the early ones based only on information displaying towards simulated laboratories and new interaction modalities. The main objective of this thesis is to propose new learning methodologies in Virtual Worlds, also experimenting new interaction modalities and evaluating the effectiveness of the support provided. To this aim we first investigate how effectively a 3D city-building game supports the learning of the waste disposal practice and promotes behavior change. The game is one of the results of a research project funded by Regione Campania and is addressed to primary school children. A deep analysis of the didactic methodologies adopted worldwide has been performed to propose a reputation-based learning approach based on collaborative, competitive and individual activities. Also, the effectiveness of the proposed approach has been evaluated. The didactic opportunities offered by VWs when considering new interaction approaches are also investigated. Indeed, if for the last four decades keyboard and mouse have been the primary means for interacting with computers, recently, the availability of greater processing power, wider memories, cameras, and sensors make it possible to introduce new interaction modalities in commonly used software. Gestural interfaces offer new interaction modalities that the primary school children known well and may result accepted also for higher students. To assess the potentiality of this new interaction approach during learning activities we selected Geography as subject, since there is a decreasing interest of the students towards this topic. To this aim the GeoFly system supporting the Geography learning based on a Virtual Globe and on the interaction modalities offered by Microsoft Kinect has been developed. GeoFly is designed for elementary school level Geography students. It enables the exploration of the World by flying, adopting the bird (or aeroplane) metaphor. It also enables the teacher to create learning trips by associating to specific places images, text and videos, to develop learning activities concerning geographically situated scenarios. The proposed approach has been evaluated through a controlled experiment aiming at assessing the effect of the adoption of GeoFly on both the students' attitude towards learning Geography and also on their knowledge. [edited by author]
XI n.s.
Franceschi-Diaz, Katherina G. "Group Presence In Virtual Worlds: Supporting Collaborative e-Learning." FIU Digital Commons, 2008. http://digitalcommons.fiu.edu/etd/3504.
Full textSurprenant, Amanda M. "Measuring Trust in Virtual Worlds: Avatar-Mediated Self-Disclosure." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5522.
Full textID: 031001463; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Adviser: Valerie Sims.; Title from PDF title page (viewed July 8, 2013).; Thesis (Ph.D.)--University of Central Florida, 2012.; Includes bibliographical references (p. 135-142).
Ph.D.
Doctorate
Psychology
Sciences
Psychology; Human Factors Psychology
Kämäräinen, A. (Ali). "Scalability solutions for 3-D multi-user virtual worlds." Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201411192004.
Full textVirtuaalimaailmat voivat käsitteenä vaihdella tähtitieteellisistä simulaatiosta massiiviiin monen pelajaan verkottuneisiin roolipeleihen. Jälkimmäisissä tarvitaan geneerinen ja laajennettava alustaratkaisu, jonka tieto- ja kommunikaatiomallit riittävät mielivaltaisille virtuaalimaailmoille, joilla on jopa tuhansia yhtäaikaisia käyttäjiä. Laskennalliset skaalautuvuusongelmat, kuten grafiikan luominen ja fysiikan simulointi kolmiulotteisessa ympäristöissä ovat ovat hyvin tunnettuja. Niistä poiketen tämä diplomityö pohtii suorituskykyongelmia monen käyttäjän virtuaalimaailman asiakas-palvelin-mallin kommunikaatiossa, kun sisältö ja toiminnallisuus voivat olla mielivaltaisia. Olemassa olevien sovellusten ja alustojen eroista huolimatta nillä on yhteisiä tarpeita. Visuaalisia kolmiulotteisia objekteja on esitettävä, niitä on liikutettava ja ja elävöitettävä, sekä jaettava tieto osallistujien kesken synkronoiden. Tämän kaiken on tapahduttava tehokkaasti. Jotta näissä tehtävissä onnistuttaisiin, on kiinnitettävä huomiota maailmamalliin ja protokollaan, jolla välitetään tieto sisällön muutoksista. Hyödyntämällä käytettävissä olevaa geometrista informaatiota asiakas-palvelin-kommunikaatiossa ja tiedon replikoinnissa, tieto synkronoidaan osallistujien kesken vain kun se on oleellista yksittäisen osallistujan kannalta. Tuloksena esitetään toimiva ja käytäntöön soveltuva synkronointialueiden hallintatekniikka. Sen avulla vähennetään palvelimen kaistavaatimuksia merkittävästi, kun maailma sisältää paljon liikkuvia ja muuttuvia kohteita
Franceschi-Diaz, Katherine G. "Group presence in virtual worlds : supporting collaborative e-learning." FIU Digital Commons, 2008. http://digitalcommons.fiu.edu/etd/3523.
Full textKuchi, Chandra K. "Implementing Space and Time Non-linearity in Virtual Worlds." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1305029899.
Full textGu, Ning. "Dynamic Designs of Virtual Worlds Using Generative Design Agents." Thesis, The University of Sydney, 2006. http://hdl.handle.net/2123/984.
Full textGu, Ning. "Dynamic Designs of Virtual Worlds Using Generative Design Agents." Architecture, 2006. http://hdl.handle.net/2123/984.
Full textThis research aims at developing a different kind of virtual world that is dynamically designed and implemented as needed. Currently, most virtual world designs are considered static. Similar to the physical world, these worlds are pre-defined prior to their use. The resultant environments serve certain purposes but do not take into consideration possible changes to the purposes during their use, changes which often occur when the occupants interact with the environments and with each other. Virtual worlds as networked environments can be flexibly configured and programmed. This flexibility makes it possible to consider virtual world designs in terms of dynamics and autonomy, reflecting the changing needs of different moments. To achieve dynamic designs of virtual worlds, this study applies a computational approach using rational design agents. A Generative Design Agent (GDA) model is developed that specifies computational processes for reasoning and designing in virtual worlds. The GDAs serve as personal design agents to the virtual world occupants. Design formalisms for virtual worlds are also addressed. The design component of a GDA is supported by the application of a generative design grammar. On one hand, generative design grammars serve as the generative force to be applied by the GDAs for virtual world design automation. On the other hand, each grammar defines coherent stylistic characterisations shared by the virtual world designs it generates. The technical outcomes of the research consist of the GDA model and a generative design grammar framework. The framework provides guidelines and strategies to designers for developing generative design grammars that produce different design languages for virtual worlds, rather than predefine every detail of all possible virtual world designs. GDAs monitor the virtual worlds and the various activities that occur in the worlds, interpret the occupants’ needs in the virtual worlds and the state of the worlds based on these observations, hypothesise design goals in order to satisfy these needs, and finally apply generative design grammars to provide virtual world designs for the moment, or initiate other actions in the worlds, according to the current design goals, on behalf of the occupants. The development of the GDA model and the generative design grammar framework provides new perspectives for understanding and developing virtual worlds. The GDA model challenges the conventional way that virtual worlds are designed and implemented, and this leads to dynamic designs of virtual worlds. The generative design grammar framework provides a computational approach to formally defining design languages for virtual worlds.
Oliveira, Simão Pedro Resende de. "Using 3D virtual worlds in new educational contexts: IT College in OpenSim." Master's thesis, Universidade de Aveiro, 2009. http://hdl.handle.net/10773/1220.
Full textAs instituições europeias de Ensino Superior, bem como cada agente envolvido nos processos formais de aprendizagem do Ensino Superior, estão actualmente a experimentar profundas mudanças sob as directivas do Processo de Bolonha. Ao mesmo tempo, as instituições recebem uma nova geração de estudantes, com fortes competências tecnológicas, sendo necessário a estas a compreensão de quais as ferramentas a integrar no currículo educacional, de forma a corresponder às necessidades e expectativas dos seus estudantes. Esta reforma educativa toma lugar enquanto a World Wide Web evolui para a “Web 2.0”: um conjunto de ferramentas tecnológicas e serviços impregnados de princípios como a colaboração, a faceta social e a centralização no utilizador. E novas tendências na Web começam a aparecer, através de paradigmas como os Mundos Virtuais 3D. Esta investigação procura primeiramente compreender como desenhar e construir espaços e ferramentas dentro do Mundo Virtual 3D OpenSim que sejam adequadas às novas realidades educativas e sociais; e adicionalmente, procura que este conhecimento seja usado na criação de uma presença no OpenSim para o Eesti Infotehnoloogia Kolledž, uma instituição de Ensino Superior estoniana. As características do IT Kolledž serão obviamente consideradas durante o processo de investigação. ABSTRACT: European Higher Education institutions, as well as every individual involved in higher education formal learning processes, are currently undergoing profound changes under the guidelines of the Bologna Process. Simultaneously, institutions face a new wave of technological-savvy students and are demanded to understand which tools to integrate in educational curricula in order to adapt to their expectations and needs. This whole educational reform takes place while the World Wide Web evolves into "Web 2.0": a set of technological tools and services impregnated with collaborative, social and user-centered attitudes. And new Web tendencies start to unfold, comprising paradigms such as Virtual 3D Worlds. This research aims firstly to understand how to design and build spaces and tools inside 3D virtual world OpenSim that will be adequate in new educational and social realities; and secondly, to use this knowledge to create an OpenSim presence for Eesti Infotehnoloogia Kolledž, an Estonian higher education institution. IT Kolledž's characteristics will be obviously considered during the research process.
MacLennan, Alan. "Design of virtual worlds for accessing information : discovery of user preferences." Thesis, Robert Gordon University, 2007. http://hdl.handle.net/10059/320.
Full textVázquez, Bermúdez David. "Domain Adaptation of Virtual and Real Worlds for Pedestrian Detection." Doctoral thesis, Universitat Autònoma de Barcelona, 2013. http://hdl.handle.net/10803/125977.
Full textPedestrian detection is of paramount interest for many applications, e.g. Advanced Driver Assistance Systems, Surveillance and Media. Most promising pedestrian detectors rely on appearance-based classifiers trained with annotated samples. However, the required annotation step represents an intensive and subjective task when it has to be done by persons. Therefore, it is worth to minimize the human intervention in such a task by using computational tools like realistic virtual worlds, where precise and rich annotations of visual information can be automatically generated. Nevertheless, the use of this kind of data generates the following question: can a pedestrian appearance model learnt with virtual-world data work successfully for pedestrian detection in real- world scenarios?. To answer this question, we conducted different experiments that suggest that classifiers based on virtual-world data can perform well in real-world environments. However, it was also found that in some cases these classifiers can suffer the so called dataset shift problem as real-world based classifiers does. Accordingly, we have designed a domain adaptation framework, V-AYLA, in which we have explored different techniques to collect a few pedestrian samples from the target domain (real world) and combine them with many samples of the source domain (virtual world) in order to train a domain adapted pedestrian classifier. V-AYLA reports the same detection performance as the one obtained by training with human-provided pedestrian annotations and testing with real-world images from the same domain. Ideally, we would like to adapt our system without any human intervention. Therefore, as a first proof of concept we proposed the use of an unsupervised domain adaptation technique that avoids human intervention during the adaptation process. To the best of our knowledge, this is the first work that demonstrates adaptation of virtual and real worlds for developing an object detector. We also assess a different strategy to avoid the dataset shift that consists in collecting real-world samples and retrain with them, but in such a way that no bounding boxes of real-world pedestrians have to be provided. We show that the generated classifier is competitive with respect to the counterpart trained with samples collected by manually annotating pedestrian bounding boxes. The results presented on this Thesis not only end with a proposal for adapting a virtual-world pedestrian detector to the real world, but also it goes further by pointing out a new methodology that would allow the system to adapt to different situations, which we hope will provide the foundations for future research in this unexplored area.
Wathen, Michael S. "Dynamic Scalable Network Area of interest management for Virtual Worlds." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2001. http://handle.dtic.mil/100.2/ADA397603.
Full textThesis advisor(s): Capps, Michael V. "September 2001". Includes bibliographical references (p. 53-54). Also available online.
Taylor, Michael James. "How virtual worlds can support collaboration and engagement in healthcare." Thesis, Imperial College London, 2013. http://hdl.handle.net/10044/1/39359.
Full textCicognani, Anna. "A Linguistic Characterisation of Design in Text-Based Virtual Worlds." University of Sydney. Design Science, 1998. http://hdl.handle.net/2123/371.
Full textParkes, Dale R. "A home for virtual worlds, a data centre for Halifax." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/MQ63550.pdf.
Full textPolydorou, Doros. "Immersion and interaction : creating virtual 3D worlds for stage performances." Thesis, Brunel University, 2011. http://bura.brunel.ac.uk/handle/2438/6408.
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