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Статті в журналах з теми "THE VIRTUAL WORLD"

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Bhogate, Vishal, Rohit Patil, Hardik Trivedi, and Sanjay Nandiwale. "Virtual World Security." Paripex - Indian Journal Of Research 3, no. 2 (January 15, 2012): 106–8. http://dx.doi.org/10.15373/22501991/feb2014/32.

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Du Plessis, Andries, and Bernhardett Theron. "Virtual World – Physical World: What is the Real World?" International Journal of Management Science and Business Administration 2, no. 6 (2015): 43–57. http://dx.doi.org/10.18775/ijmsba.1849-5664-5419.2014.26.1004.

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The purpose of this paper is to investigate the potential growth and use of Virtual World Technology. It is also concerned with the prospects for the routine use of Virtual Worlds in the workplace, the key aspects being the areas in which businesses are using Virtual World. The research design of this paper is descriptive. This research employs the multi-method data collection approach using surveys, where participants answered questions executed through interviews and questionnaires. The study is built on the combination of quantitative and qualitative analysis. All the respondents were familiar with the term Virtual World; and some with long tenures at their organisations, varying from 5 months to more than 22 years in the same field, provided valuable information. Virtual Worlds have created a new social and creative environment where new product development and virtual brands may be created. This paper points out directions, trends and provides indications that would form a sound basis for the necessary future research in Virtual Worlds. The findings of the study affirm that educational systems need to further progress and advance. Further value is that technologies that facilitate resources can be used effectively to promote lifelong learning, and support learner-centred approaches by being vastly available.
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Tikkanen, Henrikki, Joel Hietanen, Tuomas Henttonen, and Joonas Rokka. "Exploring virtual worlds: success factors in virtual world marketing." Management Decision 47, no. 8 (September 4, 2009): 1357–81. http://dx.doi.org/10.1108/00251740910984596.

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Ramanathan, Jayasankar, and Keyoor Purani. "Brand extension evaluation: real world and virtual world." Journal of Product & Brand Management 23, no. 7 (November 11, 2014): 504–15. http://dx.doi.org/10.1108/jpbm-04-2014-0559.

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Purpose – The purpose of this paper is to help marketing scholars view virtual worlds as new product–markets and trigger serious investigations on consumer evaluation of brand extensions when a brand is extended from the real world to a virtual world and vice versa. Design/methodology/approach – The paper makes an extensive review of studies on virtual world. Further, it amalgamates understanding from well-established literature on consumer evaluation of brand extensions into the emerging virtual world understanding to conceptualize moderating influence of contexts – the real world context and a virtual world context – on how consumers evaluate brand extensions. Findings – Through logical arguments supported by existing literature, the paper provides 14 well-conceptualized propositions that argue that the real world and virtual world contexts moderate the well-established relationships in brand extension literature. It broadly proposes that the relationships between the consumer evaluations of brand extension and its known determinants are stronger in case of within-the-world extensions and weaker in case of across-the-world extensions. Research limitations/implications – The paper introduces to the marketing scholars an entirely new area of enquiry as it challenges the known brand extension knowledge when a brand is extended across the worlds. Practical implications – Marketers considering launching new offerings across the contexts of real or virtual world would have implications on whether to extend the brand or not. Originality/value – Virtual worlds have largely been construed in marketing literature as fictional worlds. There is not much explored in terms of virtual worlds as new product–markets. The study offers unique value in conceptualizing differences among within-the-world brand extensions and across-the-world brand extensions.
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Fleta, Begoña Montero. "Communicative language in the virtual world." New Trends and Issues Proceedings on Humanities and Social Sciences 3, no. 1 (June 28, 2017): 127–34. http://dx.doi.org/10.18844/gjhss.v3i1.1759.

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Anyanwu, Chika J. "Virtual world and virtual reality." Journal of Australian Studies 22, no. 58 (January 1998): 154–61. http://dx.doi.org/10.1080/14443059809387412.

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Nadolny, Larysa, and Mark Childs. "In-World Behaviors and Learning in a Virtual World." International Journal of Virtual and Personal Learning Environments 5, no. 4 (October 2014): 17–28. http://dx.doi.org/10.4018/ijvple.2014100102.

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Educational virtual worlds can give students opportunities that would not otherwise be possible in face-to-face settings. The SciEthics Interactive simulations allow learners to conduct scientific research and practice ethical decision-making within a virtual world. This study examined the in-world behaviors that identify students who perceive learning in virtual worlds as effective. Participants include 53 students in higher education coursework. This study indicated that there is a positive relationship between learning and a feeling of presence, specifically with avatar identification. Movement in-world that is explorative and open is also correlated to presence. These findings indicate if learning in virtual worlds is to be perceived as a worthwhile activity by students, then learners require support to develop identification with their avatar and to build a sense of immersion within the virtual world.
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Glaser, Stan. "The real world and virtual worlds." Internet Research 7, no. 4 (December 1997): 246–51. http://dx.doi.org/10.1108/10662249710187240.

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Trescak, Tomas, Marc Esteva, and Inmaculada Rodriguez. "A Virtual World Grammar for automatic generation of virtual worlds." Visual Computer 26, no. 6-8 (April 15, 2010): 521–31. http://dx.doi.org/10.1007/s00371-010-0473-7.

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Edwards, C. "Another world [3D virtual world]." Engineering & Technology 1, no. 9 (December 1, 2006): 28–32. http://dx.doi.org/10.1049/et:20060904.

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Дисертації з теми "THE VIRTUAL WORLD"

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Hu, Xiuping. "Shared virtual world technologies." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ36470.pdf.

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Zhang, 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.

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Social media have grown tremendously, making the Internet a new platform for community-based social interaction. The rich and vast amount of social media data provides valuable resources for understanding various social phenomena. Different from the world where people physically live, the new media bring additional types of worlds into people's lives: online worlds and virtual worlds. Examples of online worlds include Web forums, blogs, and online reviews, while the most famous example of a virtual world is Second Life. My dissertation is trying to address the overarching questions about how people adapt to social media to share information and exchange opinions, and what factors influence their activities in the new media. I adopt Web mining, machine learning, and computational linguistics techniques to analyze aspects of people and their behavior, such as gender differences, emotional differences, avatar activity differences, and avatar social interaction differences in online and virtual worlds.Chapter 2 develops a feature-based text classification framework to examine online gender differences between Web forum posters by analyzing writing styles and topics of interest. Guided by the stereotyping and social roles theories, Chapter 3 examines the emotional differences between men and women in text-based online communications. A research framework for automatic emotion detection is developed using sentiment analysis techniques. In the framework, different algorithms are developed to analyze the sentence-level subjectivity and phrase- and word-level polarity. Chapters 4 and 5 focus on investigating avatar behavior in the virtual world. Guided by the theories of social presence, social role, and gender role, Chapter 4 examines the effects of avatar virtual gender, virtual age, and region theme on avatars' physical activities. Chapter 5 further examines avatars' gender and age differences in their social interactions in help-seeking regions in the virtual world. The overall gender and age difference analyses and detailed investigations by comparing three types of interaction networks based on gender or age are conducted.Overall, my dissertation contributes to the literature on social media analytics, knowledge discovery, virtual world research, and text and Web mining.
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Phor, Pallavi. "Virtual World: Observe, Interact & Simulate." Thesis, Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/16298.

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This thesis researches the potential for using Virtual Worlds as an advanced environment for interaction and simulation besides observation. Tables, matrices and scenarios have been developed to illustrate upfront, the route that can be taken to develop an advanced virtual environment. The paper attempts to build a dialogue for designers, to gauge the requirements of a client and thereby propose a schedule of deliverable, time and cost, in a pre-project phase.
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Phor, Pallavi. "Virtual world observe, interact and simulate /." Available online, Georgia Institute of Technology, 2007, 2007. http://etd.gatech.edu/theses/available/etd-07042007-193416/.

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Kruger, Rynhardt Pieter. "Virtual world accessibility: a multitool approach." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/95932.

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Thesis (MSc)--Stellenbosch University, 2014.
ENGLISH 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.
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Gaitán, Verástegui Ana Cecilia, Morán Rosmery Romero, Huaman Adriana Cristina Jaramillo, Cárdenas Stephany Jenny Guevara, and Gonzales Nicole Andrea Cuevas. "App de turismo virtual: Pocket World." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/654777.

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En la actualidad, los consumidores en el sector de turismo para destinos nacionales como internacionales se han visto afectados por el impedimento de viajar a diversos lugares debido a la pandemia que enfrenta el mundo. Ante ello, nace la idea de presentar un modelo de negocio sobre viajes virtuales con la característica principal de un enfoque 360º. Asimismo, se incorpora un guía turístico que acompaña al usuario en todo el recorrido brindando la facilidad de aclarar cualquier duda que presente. Esta propuesta, lleva como nombre Pocket World, cabe resaltar que este modelo de negocio no busca reemplazar al turismo, al contrario, busca incentivarlo y fomentarlo a futuro. Este proyecto considera como grupo objetivo a mujeres y hombres entre 18 y 45 años que gustan conocer nuevos destinos de Perú. Por ende, para probar la aceptación de este proyecto se ha realizado diversas investigaciones y experimentos que permitan dar validez a este modelo de negocio, para así presentar los planes de acción en las áreas pertinentes, con la finalidad de obtener una aliciente rentabilidad y, a la vez, dar a conocer al mercado peruano una nueva alternativa de turismo virtual.
Nowadays, 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
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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.

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Morgan, 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.

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Social networking sites, such as Facebook and MySpace, have become increasingly popular among teens and young adults because of the availability of the internet. Because these websites promote interpersonal connections and information sharing among individuals around the world, personal information to online "friends" may be shared carelessly. However, little is known about the correlation between engaging in online activities, sharing personal information online, and susceptibility to online victimization and cyberbullying. This study analyzes data from the Parents & Teens 2006 Survey to examine the applicability of Routine Activities Theory as a theoretical framework for understanding cybervictimization and cyberbullying. Online teens and teens on social networking sites (SNS) were examined separately in this study to determine if social networking (SNS) teens were at an increased risk. The results indicated that participating in online activities and sharing personal information increased the risk for receiving a threatening email, instant message or text message. Teens whose parents did not have rules regulating their online activities and behaviors were also at an increased risk for receiving a threatening email, instant message or text message. The logistic regression models show that for social networking (SNS) teens, gender and age increase the odds of receiving a threat, compared to online teens.
M.A.
Department of Sociology
Sciences
Applied Sociology MA
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Dahl, Leif Alan. "NPSNET : aural cues for virtual world immersion." Thesis, Monterey, California. Naval Postgraduate School, 1992. http://hdl.handle.net/10945/23731.

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Ghanbarzadeh, Reza. "Investigating Antecedents and Consequences of User Acceptance of Three-Dimensional Virtual Worlds." Thesis, Griffith University, 2017. http://hdl.handle.net/10072/367803.

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Three-Dimensional Virtual World (3DVW) is one of the promising innovations in the field of information and communication technologies. A 3DVW is a 3D, computer-generated, internet-based, multimedia, simulated and graphical environment, usually running on the Web and intended for users to inhabit and interact via their own animated, graphical and digital self-representations which are called avatars. Through a computer device, users of virtual worlds are able to interact with the virtual environment or with other users in the virtual environment. 3DVWs have immersion and social media functionality. They include user-created content and they allow for user-defined purpose and a sense of presence. Users are able to navigate in and manipulate objects within the virtual environment. 3DVWs are of considerable importance and potential for the creation of the next generation of teaching and learning environments. This technology has been largely adopted to favour the educational setting. Over the last decade, there has been a remarkable interest in the educational communities in utilising virtual environments for teaching and learning. 3DVWs support a higher level of interactivity and richness in interaction, collaboration and communication than traditional media. They also have the potential to create engaging and meaningful experiences for learners.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
Science, Environment, Engineering and Technology
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Книги з теми "THE VIRTUAL WORLD"

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Virtual world. New York: Viking, 1997.

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Cudworth, Ann Latham. Virtual world design: Creating immersive virtual environments. Boca Raton: CRC Press, Taylor & Francis, 2014.

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Gregory, Sue, and Denise Wood, eds. Authentic Virtual World Education. Singapore: Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-10-6382-4.

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Czerniawska, Fiona, and Gavin Potter. Business in a Virtual World. London: Palgrave Macmillan UK, 1998. http://dx.doi.org/10.1057/9780230509337.

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Mine, Mark R. Virtual world construction using ISAAC. [Orlando, Fla.?]: Link Foundation, 1996.

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Captive in the virtual world. Los Angeles: Price Stern Sloan, 1994.

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1961-, Shih Timothy K., and Wang Paul P, eds. Intelligent virtual world: Technologies & applications in distributed virtual environment. New Jersey: World Scientific Pub. Co., 2004.

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Ahmad, Muhammad Aurangzeb, Cuihua Shen, Jaideep Srivastava, and Noshir Contractor, eds. Predicting Real World Behaviors from Virtual World Data. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07142-8.

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Jacques, Anthony. Playing music in a virtual world. Manchester: University of Manchester, Department of Computer Science, 1997.

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Thalmann, Nadia Magnenat, and Daniel Thalmann, eds. Creating and Animating the Virtual World. Tokyo: Springer Japan, 1992. http://dx.doi.org/10.1007/978-4-431-68186-1.

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Частини книг з теми "THE VIRTUAL WORLD"

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Plemenos, Dimitri, and Georgios Miaoulis. "Virtual World Exploration." In 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.

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Dawson, Catherine. "Virtual world analysis." In 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.

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Weber, Gerhard W., and Fred L. Bookstein. "Mapping the physical world: Digitise." In Virtual Anthropology, 37–108. Vienna: Springer Vienna, 2011. http://dx.doi.org/10.1007/978-3-211-49347-2_2.

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May, Daniel Chien-Meng, and Bent Bruun Kristensen. "Habitats for the Digitally Pervasive World." In Virtual Applications, 141–58. London: Springer London, 2004. http://dx.doi.org/10.1007/978-1-4471-3746-7_7.

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Weber, Gerhard W., and Fred L. Bookstein. "Back to the real world: Materialise." In Virtual Anthropology, 295–325. Vienna: Springer Vienna, 2011. http://dx.doi.org/10.1007/978-3-211-49347-2_6.

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White, Elizabeth. "Virtual Self, Virtual Mind, Virtual World: Sustainable Future?" In Systems for Sustainability, 153–56. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-1-4899-0265-8_27.

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Li, Manning, and Jihong Liu. "Virtual Advisors in the Virtual World." In 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.

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Bjørnstrup, Jørgen. "Making 3D Models of Real World Objects." In Virtual Space, 93–111. London: Springer London, 2002. http://dx.doi.org/10.1007/978-1-4471-0225-0_5.

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Lee, Won-Sook, Elwin Lee, and Nadia Magnenat Thalmann. "Real Face Communication in a Virtual World." In Virtual Worlds, 1–13. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-68686-x_1.

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Nakatsu, Ryohei, Naoko Tosa, and Takeshi Ochi. "Interactive Movie: A Virtual World with Narratives." In Virtual Worlds, 107–16. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-68686-x_10.

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Тези доповідей конференцій з теми "THE VIRTUAL WORLD"

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Lee, G. Nadia E., and Gisela T. de Clunie. "Virtual world interaction." In the 7th Euro American Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2590651.2590683.

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Hardin, Andrew, Jennifer Nicholson, Anjala Krishen, and Darren Nicholson. "Virtual World Entrepreneurship." In 2013 46th Hawaii International Conference on System Sciences (HICSS). IEEE, 2013. http://dx.doi.org/10.1109/hicss.2013.596.

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Bainbridge, William Sims, and Glen A. Robertson. "Virtual World Astrosociology." In 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.

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Tsang, Elton K. H., Hanqiu Sun, and Mark Green. "Virtual world modeler." In the ACM symposium. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/293701.293734.

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Shaikh, Mostafa Al Masum, Prendinger Helmut, Keikichi Hirose, and Ishizuka Mitsuru. "Easy Living in the Virtual World: A Noble Approach to Integrate Real World Activities to Virtual Worlds." In 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.

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6

Khurana, Ashish, Bhanu Prakash Lohani, and Vimal Bibhu. "AI Frame-Worked Virtual World Application - The Ramification of Virtual World on Real World." In 2019 International Conference on Automation, Computational and Technology Management (ICACTM). IEEE, 2019. http://dx.doi.org/10.1109/icactm.2019.8776724.

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7

Hui, Pan, and Nishanth Sastry. "Real World Routing Using Virtual World Information." In 2009 International Conference on Computational Science and Engineering. IEEE, 2009. http://dx.doi.org/10.1109/cse.2009.315.

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8

Auda, Jonas, Max Pascher, and Stefan Schneegass. "Around the (Virtual) World." In CHI '19: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3290605.3300661.

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Cox, Angie M. "Virtual World Consumer Behavior." In SIGMIS-CPR '16: 2016 Computers and People Research Conference. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2890602.2906192.

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Kim, Jung-Yoon, Yoon-Seok Choi, Soonchul Jung, Jin-Sung Choi, and Won-Hyung Lee. "Immersive Virtual Undersea World." In Games and Graphics 2013. Science & Engineering Research Support soCiety, 2013. http://dx.doi.org/10.14257/astl.2013.39.02.

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Звіти організацій з теми "THE VIRTUAL WORLD"

1

McCoy, Annette L., and Susan K. Schnipke. Development Manual for 3D World Virtual Environment Software. Fort Belvoir, VA: Defense Technical Information Center, December 1999. http://dx.doi.org/10.21236/ada378892.

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2

van den Puttelaar, J. Benefits of consumer behaviour research in a virtual world. Wageningen: LEI Wageningen UR, 2016. http://dx.doi.org/10.18174/388050.

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3

Wong, Jason H., Anh B. Nguyen, and Lauren Ogren. Serious Game and Virtual World Training: Instrumentation and Assessment. Fort Belvoir, VA: Defense Technical Information Center, December 2012. http://dx.doi.org/10.21236/ada582033.

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4

Murphy, Joseph, Elizabeth Dean, Sarah Cook, and Michael Keating. The effect of interviewer image in a virtual-world survey. Research Triangle Park, NC: RTI Press, February 2011. http://dx.doi.org/10.3768/rtipress.2010.rr.0014.1012.

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5

Greenstein, Shane. Building and Delivering the Virtual World: Commercializing Services for Internet Access. Cambridge, MA: National Bureau of Economic Research, May 2000. http://dx.doi.org/10.3386/w7690.

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6

Shaw, Kevin, Mahdi Abdelguerfi, Edgar Cooper, Christ Wynne, and Barbara Ray. Virtual World Reconstruction Using the Modeling and Simulation Extended Vector Product Prototype. Fort Belvoir, VA: Defense Technical Information Center, May 1997. http://dx.doi.org/10.21236/ada327837.

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7

Wang, Shenlong, and David Forsyth. Safely Test Autonomous Vehicles with Augmented Reality. Illinois Center for Transportation, August 2022. http://dx.doi.org/10.36501/0197-9191/22-015.

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Анотація:
This work exploits augmented reality to safely train and validate autonomous vehicles’ performance in the real world under safety-critical scenarios. Toward this goal, we first develop algorithms that create virtual traffic participants with risky behaviors and seamlessly insert the virtual events into real images perceived from the physical world. The resulting composed images are photorealistic and physically grounded. The manipulated images are fed into the autonomous vehicle during testing, allowing the self-driving vehicle to react to such virtual events within either a photorealistic simulator or a real-world test track and real hardware systems. Our presented technique allows us to develop safe, hardware-in-the-loop, and cost-effective tests for self-driving cars to respond to immersive safety-critical traffic scenarios.
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8

Ervin, Kelly, Karl Smink, Bryan Vu, and Jonathan Boone. Ship Simulator of the Future in virtual reality. Engineer Research and Development Center (U.S.), September 2022. http://dx.doi.org/10.21079/11681/45502.

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Анотація:
The Army’s modernization priorities include the development of augmented reality and virtual reality (AR/VR) simulations for enabling the regiment and increasing soldier readiness. The use of AR/VR technology at the U.S. Army Engineer Research and Development Center (ERDC) is also growing in the realm of military and civil works program missions. The ERDC Coastal and Hydraulics Laboratory (CHL) has developed a ship simulator to evaluate bay channels across the world; however, the current simulator has little to no physical realism in nearshore coastal regions (Figure 1). Thus, the ERDC team is researching opportunities to advance ship simulation to deliver the Ship Simulator of the Future (SSoF). The SSoF will be equipped with a VR mode and will more accurately resolve nearshore wave phenomena by ingesting precalculated output from a Boussinesq-type wave model. This initial prototype of the SSoF application is intended for research and development purposes; however, the technologies employed will be applicable to other disciplines and project scopes, including the Synthetic Training Environment (STE) and ship and coastal structure design in future versions.
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Bagchi, Shelly, Jeremy A. Marvel, Megan Zimmerman, Murat Aksu, Brian Antonishek, Heni Ben Amor, Terry Fong, Ross Mead, and 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, January 2021. http://dx.doi.org/10.6028/nist.ir.8345.

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10

Airey, John M., and F. P. Brooks. Walkthrough-Exploring Virtual Worlds. Fort Belvoir, VA: Defense Technical Information Center, February 1989. http://dx.doi.org/10.21236/ada208087.

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