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Artykuły w czasopismach na temat "Virtual worlds"

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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.

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Bray, 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.

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Cajvaneanu, 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.

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Castronova, Edward, i Matthew Falk. "Virtual Worlds". Games and Culture 4, nr 4 (październik 2009): 396–407. http://dx.doi.org/10.1177/1555412009343574.

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Collinson, Alan. "Virtual Worlds". Cartographic Journal 34, nr 2 (grudzień 1997): 117–24. http://dx.doi.org/10.1179/caj.1997.34.2.117.

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Pannicke, 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.

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Guthrie, 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.

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Hut, 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.

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AbstractSince we cannot put stars in a laboratory, astrophysicists had to wait till the invention of computers before becoming laboratory scientists. For half a century now, we have been conducting experiments in our virtual laboratories. However, we ourselves have remained behind the keyboard, with the screen of the monitor separating us from the world we are simulating. Recently, 3D on-line technology, developed first for games but now deployed in virtual worlds like Second Life, is beginning to make it possible for astrophysicists to enter their virtual labs themselves, in virtual form as avatars. This has several advantages, from new possibilities to explore the results of the simulations to a shared presence in a virtual lab with remote collaborators on different continents. I will report my experiences with the use of Qwaq Forums, a virtual world developed by a new company (see http://www.qwaq.com).
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Tikkanen, 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.

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Glaser, Stan. "The real world and virtual worlds". Internet Research 7, nr 4 (grudzień 1997): 246–51. http://dx.doi.org/10.1108/10662249710187240.

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Rozprawy doktorskie na temat "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.

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Recent years have seen a huge growth in the demand for online virtual worlds. The type of these online systems can range from virtual meeting setups, to a more video game like competitive environment. An equally large number of virtual worlds have been developed to meet this demand, and the competition between these system is very strong. Developers of such systems can benefit from any edge they can get in terms of technical quality of the system or the enjoy ability of the online experience.We propose that a monitoring system designed especially for virtual worlds will be able to provide that `èdge" to the developers. As such, we present, in this Thesis, a flexible real-time monitoring architecture which caters to the specific challenges and requirements of virtual worlds. Handling huge amount of data present in the worlds is dealt by distributing the data gathering process between multiple node. The proposed system modifies the gathered data, into a form more suitable for users to observe in real-time, by filtering it before displaying the final result. We use Mammoth, a massively multiplayer research framework, as the test-bed for a sample implementation of the proposed architecture. We use the results of experiments conducted on this implementation to validate that the system is indeed suitable for real-time monitoring of virtual worlds.
De 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.
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Erlank, Wian. "Property in virtual worlds". Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/71649.

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Thesis (LLD)--Stellenbosch University, 2012.
Includes 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
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Saba, Riad. "Language learning in virtual worlds". Thesis, University of Nottingham, 2013. http://eprints.nottingham.ac.uk/14011/.

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Language Learning has utilized technology for decades, and while world-wide social dynamics place more demands for language learning, there has not been a widespread use of a specific technology as the dominant medium for language learning. In the meanwhile, Virtual Worlds technology emerged during the last two decades as an immersive technology that offers an online representation of reality, allowing user interaction with the surrounding environment including objects and other users through Internet-enabled desktop personal computers. Since their introduction, Virtual Worlds have grown in popularity, and are now utilized by a large online community as social and gaming environments. Over two decades of research have shown the potential of Virtual Worlds for learning in various fields, but very few empirical studies have been dedicated to explore Virtual Worlds for language learning. The focus of this PhD research project is to explore the potential of the Virtual World Second Life in enabling effective language learning. The research question is as follows: ‘Could Virtual Worlds offer a suitable language learning environment, similar or better than that offered by traditional media of language learning?’ Towards answering that question, a pilot and two studies were conducted in 2007, 2008 and 2009 respectively. Arabic language classes were delivered to groups of language learners in the UK using different media of language learning: a face-to-face (f-to-f) classroom, a videoconferencing (VC) classroom, and a Virtual World (VW) classroom. The language learning quality outcomes along with student attitudes were assessed through a comparative analysis between the three media, involving attitude surveys, interviews, assessments of learning outcomes, and the critical incident method applied to video recordings. Due to several limitations, the effectiveness of the VW medium in enhancing the quality of the language learning experience was found lacking in the light of data collected and analyzed. A set of conditions and recommendations is therefore described to better utilize VWs for language learning.
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Green, Nicola. "Becoming virtual: Bodies, technologies, worlds". Thesis, University of Canterbury. Sociology, 1999. http://hdl.handle.net/10092/4592.

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This thesis addresses how virtual reality technologies are being developed to shape a cultural politics of embodiment and subjectivity across local and global contexts. The research considers a number of approaches to understanding the techno-cultural changes and political dilemmas presented by virtual systems. Undertaking a critical consideration of these approaches, the thesis argues that virtual systems are neither 'demonic' technologies, nor transcendent cultural forms, but rather complex and deeply embedded social and cultural networks. Employing multi-sited ethnographic methods, the thesis investigates virtual reality technologies as technical systems, cultural narratives and commodity forms. As the analysis moves across a number of locations - including entertainment centres, manufacturing firms, art galleries, home offices and electronic/digital spaces - the connections between those locations become apparent. The analysis proposes that identifying these connections is a crucial step in mapping out a critical politics of virtual systems. The research concludes by arguing that such a politics is a politics of positioning, which is both oppositional, but is also cognisant of the sometimes contradictory workings of power in constructing techno-cultural alliances.
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Johnston, Benjamin M. "Desktop sharing in virtual worlds". CardinalScholar 1.0, 2010. http://liblink.bsu.edu/uhtbin/catkey/1567414.

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This thesis details the integration of a common collaboration technique, desktop sharing, into a virtual world environment. Previous literature shows no intersection between these fields. This thesis will illustrate that existing collaboration technology can be integrated into virtual worlds with a minimal amount of effort. Outlined in this thesis are the developmental and procedural challenges encountered in demonstrating seamless desktop sharing in a virtual environment and a stress test of the integrated system revealing that the inclusion of desktop sharing resulted in minor performance loss. The Problem Current virtual world technology has limited capability for collaboration because of a lack of collaboration tools. This thesis proposes that it is feasible to take a common collaboration tool such as desktop sharing and introduce it into a virtual world.
Department of Computer Science
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Chang, Francis. "Towards Constructing Interactive Virtual Worlds". PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1650.

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Networked virtual reality environments including virtual worlds devoted to entertainment, online socializing and remote collaboration have grown in popularity with the rise of commercially available consumer graphics hardware and the growing ubiquity of the Internet. These virtual worlds are typified by a persistent simulated three-dimensional space that communicates over a computer network, where users interact with the environment and each other through digital avatars. Development of these virtual worlds challenges the limits of the networking infrastructure, 3D streaming graphics techniques, and the distributed computing design of the virtual world systems that manages the simulation. In this dissertation, we explore solutions to different aspects of the overall problem of developing a general purpose, networked virtual environment, focusing on the networking and software system issues. Specifically, we show how to improve the networking infrastructure to better support the high packet-rate traffic that is typical of virtual worlds, efficiently stream terrain data for remote rendering, and construct a dynamically adaptive distributed systems framework suitable for virtual world simulations.
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Jakobsson, 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.

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Jakobsson, 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.

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This 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.

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Keown, Lachlan. "Virtual 3D worlds for enhanced visualization". Thesis, University of Canterbury. Computer Science and Software Engineering, 2000. http://hdl.handle.net/10092/9615.

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3D visualizations of software can be used to highlight relationships between system components, and also allow focussing on the internals of software, particularly when applied to object oriented software. Such visualizations allow software engineers to comprehend larger software systems, due to more information being available through the use of a third dimension. An architecture has been designed to carry out such visualizations. Major features of this architecture are a meta language to describe object oriented systems, a description language to generate generic visualizations, and an automated pipeline for generating visualizations. Using this architecture, several visualizations have been generated and analysed, to demonstrate advantages of this particular means of visualization.
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Young, Robert John. "Playing politics : warfare in virtual worlds". Thesis, University of Leeds, 2018. http://etheses.whiterose.ac.uk/22035/.

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Recent academic scholarship has resulted in the production of a broad body of interdisciplinary research that explores the representation of different political and spatial phenomena within popular culture, often focussed upon the analysis of film and television. Whilst video games now rival the popularity of these more established media forms, the different spaces that are represented within this medium have remained comparatively under-explored. This thesis addresses this lacuna and will show that military-themed video games are constitutive of particular spatial and political imaginaries, and that analyses of the medium can be used to illuminate broader critical debates. Such an engagement makes three specific contributions to knowledge. Firstly, a theoretical contribution is made through the increasing imbrication of approaches originating within International Relations and critical geopolitics. Whilst the former field addresses the relationship between political theory and popular culture, critical geopolitical analyses examine the process through which the surrounding world is spatialized. In offering an interdisciplinary perspective, therefore, this analysis highlights not only the production of a form of political power, but also the everyday mechanisms through which the associated assumptions, biases and cultural tropes are reproduced as commonsense spatial “knowledge”. Secondly, a methodological contribution is achieved through the provision of a framework for an object-focussed analysis of the video game medium. This approach, which encompasses both structural and thematic aspects, addresses the limitations that are associated with exclusively ludological or narratological approaches and provides an important middle ground. Finally, an empirical contribution is achieved through the detailed examination of the urban, rural and temporally-inflected forms of spatiality that are represented within military-themed video games. Here, a focus on twelve high-profile video game titles is used to highlight the ways in which the medium can work to produce or preclude different geopolitical imaginaries. The video game world is shown to be a source of political meaning – one which is used to naturalise different claims about the “reality” of our contemporary geopolitical experience, including what the world looks like and what our place within it might be. These analyses are also shown to provide a means by which it is made possible to illuminate – and even destabilise – the foundations of prevailing critical frameworks, offering the potential for introspection and future growth.
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Książki na temat "Virtual worlds"

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Heudin, Jean-Claude, red. Virtual Worlds. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-68686-x.

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Heudin, Jean-Claude, red. Virtual Worlds. Berlin, Heidelberg: Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/3-540-45016-5.

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Dean, Groom, red. Virtual worlds. Camberwell, Vic: ACER Press, 2010.

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Diehl, Stephan. Distributed Virtual Worlds. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/978-3-662-04519-0.

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illustrator, Tavendale Graeme, red. Zak's virtual worlds. Beaumaris, VIC: The Literacy Tower Pty Ltd, 2014.

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Grossir, Anthony. What are virtual reality and virtual worlds?. Oxford: Oxford Brookes University, 2001.

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Thalmann, 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.

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Cornelius, 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.

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Thalmann, Nadia Magnenat. Communicating with Virtual Worlds. Tokyo: Springer Japan, 1993.

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Marketing in virtual worlds. Boston: Prentice Hall, 2010.

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Części książek na temat "Virtual worlds"

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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.

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Heinrich, 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.

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G. 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.

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Gruenbaum, Ronan. "Virtual Worlds". W Making Social Technologies Work, 86–94. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137024824_14.

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Wolf, 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.

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Bauman, 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.

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Jung, 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.

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Schmidt, 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.

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Bodum, 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.

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Kisseleva, 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.

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Streszczenia konferencji na temat "Virtual worlds"

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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.

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Bendis, 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.

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Campbell, 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.

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"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.

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Feiner, 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.

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Martin, 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.

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Smoleňová, 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.

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Danilicheva, 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.

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Diaconu, 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.

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Oliver, 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.

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Raporty organizacyjne na temat "Virtual worlds"

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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.

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Chang, Francis. Towards Constructing Interactive Virtual Worlds. Portland State University Library, styczeń 2000. http://dx.doi.org/10.15760/etd.1649.

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Su, 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.

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Lakkaraju, 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.

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Morie, 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.

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Nissen, 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.

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Feiner, 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.

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Feiner, 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.

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Feiner, 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.

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Latorre, 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.

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Streszczenie:
The metaverse is defined as a set of technologies that create an interconnected web of highly immersive virtual worlds. The use cases and opportunities offered by this new and evolving concept are still being defined, but it is already demonstrating promising potential observed in efforts underway at the Inter-American Development Bank (IDB) Group.
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