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Artykuły w czasopismach na temat "Virtual worlds"
Vasseleu, Cathryn. "Virtual bodies/virtual worlds". Australian Feminist Studies 9, nr 19 (marzec 1994): 155–69. http://dx.doi.org/10.1080/08164649.1994.9994730.
Pełny tekst źródłaBray, David A., i Benn R. Konsynski. "Virtual worlds". ACM SIGMIS Database: the DATABASE for Advances in Information Systems 38, nr 4 (28.10.2007): 17–25. http://dx.doi.org/10.1145/1314234.1314239.
Pełny tekst źródłaCajvaneanu, Doina. "Virtual worlds". ACM SIGMIS Database: the DATABASE for Advances in Information Systems 38, nr 4 (28.10.2007): 104–5. http://dx.doi.org/10.1145/1314234.1314254.
Pełny tekst źródłaCastronova, Edward, i Matthew Falk. "Virtual Worlds". Games and Culture 4, nr 4 (październik 2009): 396–407. http://dx.doi.org/10.1177/1555412009343574.
Pełny tekst źródłaCollinson, Alan. "Virtual Worlds". Cartographic Journal 34, nr 2 (grudzień 1997): 117–24. http://dx.doi.org/10.1179/caj.1997.34.2.117.
Pełny tekst źródłaPannicke, Danny, i Rüdiger Zarnekow. "Virtual Worlds". Business & Information Systems Engineering 1, nr 2 (17.12.2008): 185–88. http://dx.doi.org/10.1007/s12599-008-0016-1.
Pełny tekst źródłaGuthrie, Kathy L., Kirstin Phelps i Steve Downey. "Virtual worlds". Journal of Leadership Studies 5, nr 2 (czerwiec 2011): 6–13. http://dx.doi.org/10.1002/jls.20214.
Pełny tekst źródłaHut, Piet. "Virtual Laboratories and Virtual Worlds". Proceedings of the International Astronomical Union 3, S246 (wrzesień 2007): 447–56. http://dx.doi.org/10.1017/s1743921308016153.
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 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 źródłaRozprawy doktorskie na temat "Virtual worlds"
Khan, Hammad. "Monitoring distributed virtual worlds". Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=114557.
Pełny tekst źródłaDe 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.
Pełny tekst źródłaIncludes 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/.
Pełny tekst źródłaGreen, Nicola. "Becoming virtual: Bodies, technologies, worlds". Thesis, University of Canterbury. Sociology, 1999. http://hdl.handle.net/10092/4592.
Pełny tekst źródłaJohnston, Benjamin M. "Desktop sharing in virtual worlds". CardinalScholar 1.0, 2010. http://liblink.bsu.edu/uhtbin/catkey/1567414.
Pełny tekst źródłaDepartment of Computer Science
Chang, Francis. "Towards Constructing Interactive Virtual Worlds". PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1650.
Pełny tekst źródłaJakobsson, 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.
Pełny tekst źródłaJakobsson, 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.
Pełny tekst źródłaThis 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.
Pełny tekst źródłaYoung, Robert John. "Playing politics : warfare in virtual worlds". Thesis, University of Leeds, 2018. http://etheses.whiterose.ac.uk/22035/.
Pełny tekst źródłaKsiążki na temat "Virtual worlds"
Heudin, Jean-Claude, red. Virtual Worlds. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-68686-x.
Pełny tekst źródłaHeudin, Jean-Claude, red. Virtual Worlds. Berlin, Heidelberg: Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/3-540-45016-5.
Pełny tekst źródłaDean, Groom, red. Virtual worlds. Camberwell, Vic: ACER Press, 2010.
Znajdź pełny tekst źródłaDiehl, Stephan. Distributed Virtual Worlds. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/978-3-662-04519-0.
Pełny tekst źródłaillustrator, Tavendale Graeme, red. Zak's virtual worlds. Beaumaris, VIC: The Literacy Tower Pty Ltd, 2014.
Znajdź pełny tekst źródłaGrossir, Anthony. What are virtual reality and virtual worlds?. Oxford: Oxford Brookes University, 2001.
Znajdź pełny tekst źródłaThalmann, Nadia Magnenat, i Daniel Thalmann, red. Communicating with Virtual Worlds. Tokyo: Springer Japan, 1993. http://dx.doi.org/10.1007/978-4-431-68456-5.
Pełny tekst źródłaCornelius, Kai, i Dieter Hermann, red. Virtual Worlds and Criminality. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-20823-2.
Pełny tekst źródłaThalmann, Nadia Magnenat. Communicating with Virtual Worlds. Tokyo: Springer Japan, 1993.
Znajdź pełny tekst źródłaMarketing in virtual worlds. Boston: Prentice Hall, 2010.
Znajdź pełny tekst źródłaCzęści książek na temat "Virtual worlds"
Bainbridge, William Sims. "Virtual Worlds". W Human–Computer Interaction Series, 177–203. London: Springer London, 2013. http://dx.doi.org/10.1007/978-1-4471-5604-8_8.
Pełny tekst źródłaHeinrich, Paul. "Virtual Worlds". W When role-play comes alive, 3–13. Singapore: Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-5969-8_1.
Pełny tekst źródłaG. Green, David, Nicholas Klomp, Glyn Rimmington i Suzanne Sadedin. "VIRTUAL WORLDS". W Complexity in Landscape Ecology, 133–50. Dordrecht: Springer Netherlands, 2006. http://dx.doi.org/10.1007/1-4020-4287-6_9.
Pełny tekst źródłaGruenbaum, Ronan. "Virtual Worlds". W Making Social Technologies Work, 86–94. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137024824_14.
Pełny tekst źródłaWolf, Mark J. P. "Virtual Worlds". W The Routledge Companion to Imaginary Worlds, 192–97. New York: Routledge, 2018.: Routledge, 2017. http://dx.doi.org/10.4324/9781315637525-24.
Pełny tekst źródłaBauman, Sheri, i Ian Rivers. "Virtual Worlds". W Mental Health in the Digital Age, 117–40. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137333179_8.
Pełny tekst źródłaJung, Bernhard, i Arnd Vitzthum. "Virtual Worlds". W Virtual and Augmented Reality (VR/AR), 71–106. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-79062-2_3.
Pełny tekst źródłaSchmidt, Ansgar. "Virtual worlds". W Technology Guide, 256–61. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-540-88546-7_49.
Pełny tekst źródłaBodum, Lars, i Erik Kjems. "Mapping Virtual Worlds". W Virtual Space, 75–92. London: Springer London, 2002. http://dx.doi.org/10.1007/978-1-4471-0225-0_4.
Pełny tekst źródłaKisseleva, Olga. "Art and Virtual Worlds". W Virtual Worlds, 357–59. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-68686-x_34.
Pełny tekst źródłaStreszczenia konferencji na temat "Virtual worlds"
Ng, Chaki, David C. Parkes i Margo Seltzer. "Virtual worlds". W the 4th ACM conference. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/779928.779977.
Pełny tekst źródłaBendis, Jared E., i Larry Hatch. "'Pocket' virtual worlds". W ACM SIGGRAPH 2005 Educators program. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1187358.1187413.
Pełny tekst źródłaCampbell, Joey, Trevor Hogan i Mike Fraser. "Feeling Virtual Worlds". W TEI '18: Twelfth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3173225.3173281.
Pełny tekst źródła"VIRTUAL MACHINES FOR VIRTUAL WORLDS". W 2nd International Conference on Cloud Computing and Services Science. SciTePress - Science and and Technology Publications, 2012. http://dx.doi.org/10.5220/0003932701080113.
Pełny tekst źródłaFeiner, S. K., i Clifford Beshers. "Worlds within worlds: metaphors for exploring n-dimensional virtual worlds". W the 3rd annual ACM SIGGRAPH symposium. New York, New York, USA: ACM Press, 1990. http://dx.doi.org/10.1145/97924.97933.
Pełny tekst źródłaMartin, Carlos Sanchez, Yu-Ju Lan i Tsun-Ju Lin. "Learning, Engagement, and Virtual Worlds: Virtual Worlds Pedagogy and Learning Design". W 2014 IEEE 14th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2014. http://dx.doi.org/10.1109/icalt.2014.198.
Pełny tekst źródłaSmoleňová, Katarína, i Reinhard Hemmerling. "Growing virtual plants for virtual worlds". W the 24th Spring Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1921264.1921280.
Pełny tekst źródłaDanilicheva, Polina, Stanislav Klimenko, Yury Baturin i Alexander Serebrov. "Education in Virtual Worlds: Virtual Storytelling". W 2009 International Conference on CyberWorlds. IEEE, 2009. http://dx.doi.org/10.1109/cw.2009.57.
Pełny tekst źródłaDiaconu, Raluca, i Joaquin Keller. "Kiwano: Scaling virtual worlds". W 2016 Winter Simulation Conference (WSC). IEEE, 2016. http://dx.doi.org/10.1109/wsc.2016.7822230.
Pełny tekst źródłaOliver, Iain A., Alan H. D. Miller i Colin Allison. "Virtual worlds, real traffic". W the first annual ACM SIGMM conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1730836.1730873.
Pełny tekst źródłaRaporty organizacyjne na temat "Virtual worlds"
Airey, 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.
Pełny tekst źródłaChang, Francis. Towards Constructing Interactive Virtual Worlds. Portland State University Library, styczeń 2000. http://dx.doi.org/10.15760/etd.1649.
Pełny tekst źródłaSu, Jin. Conceptual Framework for Virtual Apparel Consumption in Gaming Virtual Worlds. Ames (Iowa): Iowa State University. Library, styczeń 2019. http://dx.doi.org/10.31274/itaa.10234.
Pełny tekst źródłaLakkaraju, Kiran, Jonathan H. Whetzel, Jina Lee, Asmeret Brooke Bier, Rogelio E. Cardona-Rivera i Jeremy Ray Rhythm Bernstein. Validating agent based models through virtual worlds. Office of Scientific and Technical Information (OSTI), styczeń 2014. http://dx.doi.org/10.2172/1147200.
Pełny tekst źródłaMorie, Jacquelyn F. Coercive Narratives, Motivation and Role Playing in Virtual Worlds. Fort Belvoir, VA: Defense Technical Information Center, styczeń 2002. http://dx.doi.org/10.21236/ada460689.
Pełny tekst źródłaNissen, Mark E. Command and Control in Virtual Environments: Using Contingency Theory to Understand Organization in Virtual Worlds. Fort Belvoir, VA: Defense Technical Information Center, październik 2010. http://dx.doi.org/10.21236/ada530793.
Pełny tekst źródłaFeiner, Steven. Automated Generation of Three-Dimensional Virtual Worlds for Task Explanation. Fort Belvoir, VA: Defense Technical Information Center, listopad 1991. http://dx.doi.org/10.21236/ada247859.
Pełny tekst źródłaFeiner, Steven. Automated Generation of Three-Dimensional Virtual Worlds for Task Explanation. Fort Belvoir, VA: Defense Technical Information Center, luty 1992. http://dx.doi.org/10.21236/ada254664.
Pełny tekst źródłaFeiner, Steven. Automated Generation of Three-Dimensional Virtual Worlds for Task Explanation. Fort Belvoir, VA: Defense Technical Information Center, maj 1992. http://dx.doi.org/10.21236/ada254722.
Pełny tekst źródłaLatorre, Lucia, Ignacio Cerrato, Mariana Gutierrez, Vanessa Colina Unda, Z’leste Wanner, Gianfranco Alicandro, Fernando Puerto i Alberto Rivera-Fournier. Tech Report: Metaverse. Inter-American Development Bank, listopad 2023. http://dx.doi.org/10.18235/0005255.
Pełny tekst źródła