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Artykuły w czasopismach na temat "THE VIRTUAL WORLD"
Bhogate, Vishal, Rohit Patil, Hardik Trivedi i Sanjay Nandiwale. "Virtual World Security". Paripex - Indian Journal Of Research 3, nr 2 (15.01.2012): 106–8. http://dx.doi.org/10.15373/22501991/feb2014/32.
Pełny tekst źródłaDu Plessis, Andries, i Bernhardett Theron. "Virtual World – Physical World: What is the Real World?" International Journal of Management Science and Business Administration 2, nr 6 (2015): 43–57. http://dx.doi.org/10.18775/ijmsba.1849-5664-5419.2014.26.1004.
Pełny tekst źródłaTikkanen, Henrikki, Joel Hietanen, Tuomas Henttonen i Joonas Rokka. "Exploring virtual worlds: success factors in virtual world marketing". Management Decision 47, nr 8 (4.09.2009): 1357–81. http://dx.doi.org/10.1108/00251740910984596.
Pełny tekst źródłaRamanathan, Jayasankar, i Keyoor Purani. "Brand extension evaluation: real world and virtual world". Journal of Product & Brand Management 23, nr 7 (11.11.2014): 504–15. http://dx.doi.org/10.1108/jpbm-04-2014-0559.
Pełny tekst źródłaFleta, Begoña Montero. "Communicative language in the virtual world". New Trends and Issues Proceedings on Humanities and Social Sciences 3, nr 1 (28.06.2017): 127–34. http://dx.doi.org/10.18844/gjhss.v3i1.1759.
Pełny tekst źródłaAnyanwu, Chika J. "Virtual world and virtual reality". Journal of Australian Studies 22, nr 58 (styczeń 1998): 154–61. http://dx.doi.org/10.1080/14443059809387412.
Pełny tekst źródłaNadolny, Larysa, i Mark Childs. "In-World Behaviors and Learning in a Virtual World". International Journal of Virtual and Personal Learning Environments 5, nr 4 (październik 2014): 17–28. http://dx.doi.org/10.4018/ijvple.2014100102.
Pełny tekst źródłaGlaser, Stan. "The real world and virtual worlds". Internet Research 7, nr 4 (grudzień 1997): 246–51. http://dx.doi.org/10.1108/10662249710187240.
Pełny tekst źródłaTrescak, Tomas, Marc Esteva i Inmaculada Rodriguez. "A Virtual World Grammar for automatic generation of virtual worlds". Visual Computer 26, nr 6-8 (15.04.2010): 521–31. http://dx.doi.org/10.1007/s00371-010-0473-7.
Pełny tekst źródłaEdwards, C. "Another world [3D virtual world]". Engineering & Technology 1, nr 9 (1.12.2006): 28–32. http://dx.doi.org/10.1049/et:20060904.
Pełny tekst źródłaRozprawy doktorskie na temat "THE VIRTUAL WORLD"
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.
Pełny tekst źródłaZhang, 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.
Pełny tekst źródłaPhor, Pallavi. "Virtual World: Observe, Interact & Simulate". Thesis, Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/16298.
Pełny tekst źródłaPhor, Pallavi. "Virtual world observe, interact and simulate /". Available online, Georgia Institute of Technology, 2007, 2007. http://etd.gatech.edu/theses/available/etd-07042007-193416/.
Pełny tekst źródłaKruger, Rynhardt Pieter. "Virtual world accessibility: a multitool approach". Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/95932.
Pełny tekst źródłaENGLISH 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 i 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.
Pełny tekst źródłaNowadays, 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.
Pełny tekst źródłaMorgan, 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.
Pełny tekst źródłaM.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.
Pełny tekst źródłaGhanbarzadeh, Reza. "Investigating Antecedents and Consequences of User Acceptance of Three-Dimensional Virtual Worlds". Thesis, Griffith University, 2017. http://hdl.handle.net/10072/367803.
Pełny tekst źródłaThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
Science, Environment, Engineering and Technology
Full Text
Książki na temat "THE VIRTUAL WORLD"
Virtual world. New York: Viking, 1997.
Znajdź pełny tekst źródłaCudworth, Ann Latham. Virtual world design: Creating immersive virtual environments. Boca Raton: CRC Press, Taylor & Francis, 2014.
Znajdź pełny tekst źródłaGregory, Sue, i Denise Wood, red. Authentic Virtual World Education. Singapore: Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-10-6382-4.
Pełny tekst źródłaCzerniawska, Fiona, i Gavin Potter. Business in a Virtual World. London: Palgrave Macmillan UK, 1998. http://dx.doi.org/10.1057/9780230509337.
Pełny tekst źródłaMine, Mark R. Virtual world construction using ISAAC. [Orlando, Fla.?]: Link Foundation, 1996.
Znajdź pełny tekst źródłaCaptive in the virtual world. Los Angeles: Price Stern Sloan, 1994.
Znajdź pełny tekst źródła1961-, Shih Timothy K., i Wang Paul P, red. Intelligent virtual world: Technologies & applications in distributed virtual environment. New Jersey: World Scientific Pub. Co., 2004.
Znajdź pełny tekst źródłaAhmad, Muhammad Aurangzeb, Cuihua Shen, Jaideep Srivastava i Noshir Contractor, red. Predicting Real World Behaviors from Virtual World Data. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07142-8.
Pełny tekst źródłaJacques, Anthony. Playing music in a virtual world. Manchester: University of Manchester, Department of Computer Science, 1997.
Znajdź pełny tekst źródłaThalmann, Nadia Magnenat, i Daniel Thalmann, red. Creating and Animating the Virtual World. Tokyo: Springer Japan, 1992. http://dx.doi.org/10.1007/978-4-431-68186-1.
Pełny tekst źródłaCzęści książek na temat "THE VIRTUAL WORLD"
Plemenos, Dimitri, i Georgios Miaoulis. "Virtual World Exploration". W Visual Complexity and Intelligent Computer Graphics Techniques Enhancements, 95–153. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-01259-4_4.
Pełny tekst źródłaDawson, Catherine. "Virtual world analysis". W A–Z of Digital Research Methods, 376–82. Abingdon, Oxon ; New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9781351044677-57.
Pełny tekst źródłaWeber, Gerhard W., i Fred L. Bookstein. "Mapping the physical world: Digitise". W Virtual Anthropology, 37–108. Vienna: Springer Vienna, 2011. http://dx.doi.org/10.1007/978-3-211-49347-2_2.
Pełny tekst źródłaMay, Daniel Chien-Meng, i Bent Bruun Kristensen. "Habitats for the Digitally Pervasive World". W Virtual Applications, 141–58. London: Springer London, 2004. http://dx.doi.org/10.1007/978-1-4471-3746-7_7.
Pełny tekst źródłaWeber, Gerhard W., i Fred L. Bookstein. "Back to the real world: Materialise". W Virtual Anthropology, 295–325. Vienna: Springer Vienna, 2011. http://dx.doi.org/10.1007/978-3-211-49347-2_6.
Pełny tekst źródłaWhite, Elizabeth. "Virtual Self, Virtual Mind, Virtual World: Sustainable Future?" W Systems for Sustainability, 153–56. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-1-4899-0265-8_27.
Pełny tekst źródłaLi, Manning, i Jihong Liu. "Virtual Advisors in the Virtual World". W Innovative Advisory Services in the Virtual World, 5–9. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41112-0_2.
Pełny tekst źródłaBjørnstrup, Jørgen. "Making 3D Models of Real World Objects". W Virtual Space, 93–111. London: Springer London, 2002. http://dx.doi.org/10.1007/978-1-4471-0225-0_5.
Pełny tekst źródłaLee, Won-Sook, Elwin Lee i Nadia Magnenat Thalmann. "Real Face Communication in a Virtual World". W Virtual Worlds, 1–13. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-68686-x_1.
Pełny tekst źródłaNakatsu, Ryohei, Naoko Tosa i Takeshi Ochi. "Interactive Movie: A Virtual World with Narratives". W Virtual Worlds, 107–16. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-68686-x_10.
Pełny tekst źródłaStreszczenia konferencji na temat "THE VIRTUAL WORLD"
Lee, G. Nadia E., i Gisela T. de Clunie. "Virtual world interaction". W the 7th Euro American Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2590651.2590683.
Pełny tekst źródłaHardin, Andrew, Jennifer Nicholson, Anjala Krishen i Darren Nicholson. "Virtual World Entrepreneurship". W 2013 46th Hawaii International Conference on System Sciences (HICSS). IEEE, 2013. http://dx.doi.org/10.1109/hicss.2013.596.
Pełny tekst źródłaBainbridge, William Sims, i Glen A. Robertson. "Virtual World Astrosociology". W SPACE, PROPULSION & ENERGY SCIENCES INTERNATIONAL FORMUM SPESIF-2010: 14th Conference on Thermophysics Applications in Microgravity 7th Symposium on New Frontiers in Space Propulsion Sciences 2nd Symposium on Astrosociology 1st Symposium on High Frequency Gravitational Waves. AIP, 2010. http://dx.doi.org/10.1063/1.3326274.
Pełny tekst źródłaTsang, Elton K. H., Hanqiu Sun i Mark Green. "Virtual world modeler". W the ACM symposium. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/293701.293734.
Pełny tekst źródłaShaikh, Mostafa Al Masum, Prendinger Helmut, Keikichi Hirose i Ishizuka Mitsuru. "Easy Living in the Virtual World: A Noble Approach to Integrate Real World Activities to Virtual Worlds". W 2009 IEEE/WIC/ACM International Joint Conference on Web Intelligence and Intelligent Agent Technology. IEEE, 2009. http://dx.doi.org/10.1109/wi-iat.2009.196.
Pełny tekst źródłaKhurana, Ashish, Bhanu Prakash Lohani i Vimal Bibhu. "AI Frame-Worked Virtual World Application - The Ramification of Virtual World on Real World". W 2019 International Conference on Automation, Computational and Technology Management (ICACTM). IEEE, 2019. http://dx.doi.org/10.1109/icactm.2019.8776724.
Pełny tekst źródłaHui, Pan, i Nishanth Sastry. "Real World Routing Using Virtual World Information". W 2009 International Conference on Computational Science and Engineering. IEEE, 2009. http://dx.doi.org/10.1109/cse.2009.315.
Pełny tekst źródłaAuda, Jonas, Max Pascher i Stefan Schneegass. "Around the (Virtual) World". W CHI '19: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3290605.3300661.
Pełny tekst źródłaCox, Angie M. "Virtual World Consumer Behavior". W SIGMIS-CPR '16: 2016 Computers and People Research Conference. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2890602.2906192.
Pełny tekst źródłaKim, Jung-Yoon, Yoon-Seok Choi, Soonchul Jung, Jin-Sung Choi i Won-Hyung Lee. "Immersive Virtual Undersea World". W Games and Graphics 2013. Science & Engineering Research Support soCiety, 2013. http://dx.doi.org/10.14257/astl.2013.39.02.
Pełny tekst źródłaRaporty organizacyjne na temat "THE VIRTUAL WORLD"
McCoy, Annette L., i Susan K. Schnipke. Development Manual for 3D World Virtual Environment Software. Fort Belvoir, VA: Defense Technical Information Center, grudzień 1999. http://dx.doi.org/10.21236/ada378892.
Pełny tekst źródłavan den Puttelaar, J. Benefits of consumer behaviour research in a virtual world. Wageningen: LEI Wageningen UR, 2016. http://dx.doi.org/10.18174/388050.
Pełny tekst źródłaWong, Jason H., Anh B. Nguyen i Lauren Ogren. Serious Game and Virtual World Training: Instrumentation and Assessment. Fort Belvoir, VA: Defense Technical Information Center, grudzień 2012. http://dx.doi.org/10.21236/ada582033.
Pełny tekst źródłaMurphy, Joseph, Elizabeth Dean, Sarah Cook i Michael Keating. The effect of interviewer image in a virtual-world survey. Research Triangle Park, NC: RTI Press, luty 2011. http://dx.doi.org/10.3768/rtipress.2010.rr.0014.1012.
Pełny tekst źródłaGreenstein, Shane. Building and Delivering the Virtual World: Commercializing Services for Internet Access. Cambridge, MA: National Bureau of Economic Research, maj 2000. http://dx.doi.org/10.3386/w7690.
Pełny tekst źródłaShaw, Kevin, Mahdi Abdelguerfi, Edgar Cooper, Christ Wynne i Barbara Ray. Virtual World Reconstruction Using the Modeling and Simulation Extended Vector Product Prototype. Fort Belvoir, VA: Defense Technical Information Center, maj 1997. http://dx.doi.org/10.21236/ada327837.
Pełny tekst źródłaWang, Shenlong, i David Forsyth. Safely Test Autonomous Vehicles with Augmented Reality. Illinois Center for Transportation, sierpień 2022. http://dx.doi.org/10.36501/0197-9191/22-015.
Pełny tekst źródłaErvin, Kelly, Karl Smink, Bryan Vu i Jonathan Boone. Ship Simulator of the Future in virtual reality. Engineer Research and Development Center (U.S.), wrzesień 2022. http://dx.doi.org/10.21079/11681/45502.
Pełny tekst źródłaBagchi, Shelly, Jeremy A. Marvel, Megan Zimmerman, Murat Aksu, Brian Antonishek, Heni Ben Amor, Terry Fong, Ross Mead i Yue Wang. Workshop Report: Test Methods and Metrics for Effective HRI in Real-World Human-Robot Teams, ACM/IEEE Human-Robot Interaction Conference, 2020 (Virtual). National Institute of Standards and Technology, styczeń 2021. http://dx.doi.org/10.6028/nist.ir.8345.
Pełny tekst źródłaAirey, John M., i F. P. Brooks. Walkthrough-Exploring Virtual Worlds. Fort Belvoir, VA: Defense Technical Information Center, luty 1989. http://dx.doi.org/10.21236/ada208087.
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