Virtual Worlds
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Recent papers in Virtual Worlds
This chapter discusses 3D virtual worlds as a fusion of technologies for serious applications. A variety of new trends in the area is considered along with original findings, exemplified with particular approaches and features designed.... more
In this article I will present and discuss the Swedish virtual embassy as a new example of nation branding. By exploring the development of the Swedish embassy in Second Life, activities arranged by and involving the virtual embassy as... more
This course surveys the development of theater architectures, stage spaces and technologies from the ancient world through the 21 st century. The course satisfies the interdisciplinary college option. The survey will be contextualized in... more
This paper examines the use of online, three-dimensional, immersive virtual worlds, such as Second Life®, as an interesting platform and tool for cultural management, artistic development, knowledge exchange and cultural business. These... more
Virtual reality (VR) head-mounted displays (HMD) appear to be effective research tools, which may address the problem of ecological validity in neuropsychological testing. However, their widespread implementation is hindered by VR induced... more
Su AMAZON: https://www.amazon.it/musei-forme-dello-Storytelling-digitale/dp/8825533691/ref=zg_bs_508769031_14?_encoding=UTF8&psc=1&refRID=68JRVFPG2WMTFC3FTXX1 Questa ricerca intende illustrare le diverse e molteplici esperienze... more
The Metaverse is the post-reality universe, a perpetual and persistent multiuser environment merging physical reality with digital virtuality. It is based on the convergence of technologies that enable multisensory interactions with... more
This paper discusses the results of a literature review to identify the elements of gamification in learning that have been applied in previous studies and their impacts on student learning, with only taking into account the related... more
This is the promotional text for the book, due out October 2015
1. Abstract Virtual YouTubers (VTuber) are streamers and vloggers who use 2D and 3D computer generated virtual characters and engage in creative activities on platforms such as Twitter, YouTuber, Twitch. VTubers first appeared in 2017 in... more
Entrare nell’immagine: un desiderio che accompagna l’umanità dall’alba dei tempi, perdendosi nelle nebbie del mito. Un desiderio che nei secoli ogni cultura visuale ha cercato di realizzare con i mezzi di volta in volta disponibili. E che... more
In five steps this text tries to convey a semiotic analysis of the phenomenon of ‘live VR music concerts’.Through this paper it becomes clear that the meaning of live music and virtual live music is not always clear. Virtual does not... more
This paper claims that the spirited debates about game narratives in the game industry and academia have not seen much progress due to their being too stuck in classical notions of narrative developed for non-ergodic media such as film or... more
This chapter uses two theoretical approaches – the religious-social shaping of technology (Campbell 2010b) and the mediatisation of religion (Hjarvard 2008) – to explore some of the main areas of online Christian activity. By combining... more
An important strand of research that is often neglected in the field of affective computing is that of how users respond to simulated displays of emotion. We present an overview of the few studies that have explicitly investigated this... more
This paper describes a study to examine how a social situation can be simulated in a virtual environment, and how to provoke the same behavioral response as in a real life social situation. The aim is to create new Virtual Reality worlds... more
In this paper we discuss observations and lessons learned in conducting architectural design projects in virtual worlds. By integrating a community of users in virtual worlds into a collaborative architectural design process,... more
This part is the third part of a greater works on Ethics in Virtual Space
In this paper, we introduce the concepts of "cooperative buildings" and "roomware" and place them in the context of the integrated design of real, physical, resp. architectural spaces and virtual, resp. digital information spaces. By... more
A game fusing the real neighorhood Liberdade in São Paulo - Brazil, and a virtual interactive 3d platform.
Gaming has attracted growing interest in both CSCW and HCI in recent years. We contribute to this line of research by analyzing collaboration in 5-person instance runs in World of Warcraft, an aspect of the game that is considered routine... more
We developed a networked virtual reality system on which one could have live videoes with high iteractive usage. However, since a client in our system receives both live videoes and computer graphics objects continuously from a server... more
In order to bridge interdisciplinary differences in Presence research and to establish connections between Presence and “older” concepts of psychology and communication, a theoretical model of the formation of Spatial Presence is... more
In the coming decades, the platforms and formalisms scholars employ to display, transform, and transmit information will continue to evolve. Innovations in information management did not stop with the codex. They will not stop with the... more
In virtual worlds, consumption of digital, virtual commodities is apparently limitless. In game-oriented worlds like World of Warcraft or Final Fantasy XI the acquisition of desirable goods is limited only by skill, time and patience –... more
Technology has always introduced changes in the way researchers administer surveys. A new technology known as virtual worlds has now emerged that promises to change data collection once again. Virtual worlds are persistent, online,... more
THE SPEECH METZ 1977 Guest of honor at the 1977 International Science Fiction Festival, the famously unpredictable American writer upheld his reputation. While his exceptional presence in Lorraine captured all the attention, his lecture,... more
In this paper we respond to the theme of real-time virtual performance that generates ways to increase embodied and spatial knowledge in the contexts of theatre history, scholarship and related performer education. Through discussing a... more
این سخنرانی در کرسی یونسکو با عنوان عام فرهنگ وفضای مجازی: دو فضایی شدن جهان در تالار ایران دانشکده مطالعات جهان دانشگاه تهران در تاریخ دوشنبه 17 آبان 1395 برگزار شده است که در لینک ارائه شده فیلم آن در سایت آپارات قابل دریافت است.
The advent of the Internet is leading a re-evaluation of existing business practice as the m ethods em ployed in a non-vir tual world m ay not necessar ily be as effective in a virtual environm ent. The present paper exam ines the... more
A fully-articulated visual representation of a user in an immersive virtual environment (IVE) can enhance the user's subjective sense of feeling present in the virtual world. Usually this requires the user to wear a full-body motion... more
At the very end of last year Cosmo Wenman released his "Winged Victory of Samothrace" 3D mesh model onto THINGIVERSE a database of free downloadable 3D models moderated by MAKERBOT 3D printers. These models were ostensibly released to... more
In this paper, we review the use of virtual and augmented reality technologies for capture and externalization of tacit knowledge from complex activity in knowledge-intensive professions. We focus on technologies for converting experience... more
The digital revolution that has been taking place for the past two decades propelled by major breakthroughs in the ICT field has changed the way we communicate, work, travel, live-and even the way we use public space. Our cities are... more
We build on identity-based motivation theory to integrate research on in-person and virtual learning environments to articulate which features of virtual learning environments are likely to support or impede learning and identity... more
Written whilst a Research Fellow at ResCen, Centre for Creation Processes in the Performing Arts, Middlesex University, London, Autumn 2000 This paper was written 10 years into my work on virtual presence, just after directing 2... more
Visual culture in virtual worlds is not purely authentic or purely imaginative. When culture emerges in a visualized virtual world, where everything that can be seen is created by its users, visual culture can be diverse and complex.... more
There has been a significant body of work in recent years in the development of e-learning tools and products. The main focus has been on models that are developed from the constructivist tradition, based on the notion that learners... more
a b s t r a c t 'Coming out' is a key stage in the identity formation process for the homosexual male when the individual discloses his homosexual status to himself and others. Although previous research has indicated that homosexual men... more
Völlig neue Bild- und Erfahrungswelten versprechen die jüngsten Produkte der Medienindustrie ihren Usern. Euphorisch investieren Google, Microsoft und Co. Unsummen in digitale Medientechnologien wie Virtual-Reality-Displays. Jeder... more
This article reports on an exploratory case study conducted to examine the viability of Second Life (SL) as an environment for physical simulations and microworlds. It begins by discussing specific features of the SL environment relevant... more
A text about the virtual personas of Gazira Babeli, Helen Carmel Benigson, and Miri Sehgal. We live today in a constructed world, in which human relationships have been increasingly mediatized and in which most of our knowledge of... more