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Educational Communication in Virtual Worlds and Videoconference

Nikolaos Tapsis, Konstantinos Tsolakidis
2014 International Journal of Emerging Technologies in Learning (iJET)  
This is a comparative study of two virtual environments, which can be used in distance education: Virtual World (VW) and Video Conference (VC).  ...  , the task, and the social context within which they interact (Dennis & Valacich, 1999) .  ...  An avatar is not just any neutral object, but a virtual object with behavior, motion in space and having a semantic meaning. Finally, an avatar is a personal virtual object of the user.  ... 
doi:10.3991/ijet.v9i9.4190 fatcat:2hsbenxo3vb6fkveyuktce2mti

Synthetic Excellence: Standards, Play, and Unintended Outcomes

D. Linda Garcia, Garrison LeMasters
2009 Journal of Virtual Worlds Research  
Today, more and more efforts are devoted to promoting an open network environment (Libicki 2000). This growing enthusiasm for interoperability is understandable, given the economics of networks.  ...  of diversity and play in discrete environments.  ...  The schema is a vector for rigidity and the end of adaptability in virtual worlds and online games. We believe that the avatar schema imposes unwelcome finitude on every world in the metaverse.  ... 
doi:10.4101/jvwr.v2i3.665 fatcat:ciyr2f3cbrasbbq2bjveyhoczm

Social Networking Technologies for Free-Open Source E-Learning Systems [chapter]

Francesco Di Cerbo, Gabriella Dodero, Giancarlo Succi
2008 IFIP International Federation for Information Processing  
In this paper, we illustrate our methodology for academic teaching, based on cooperative learning paradigm, which also relies on cutting edge elearning techniques.  ...  We use Web 2.0 resources to fulfill requirements for an interactive-constructivistic "learning space", where blended-teaching paradigm may be proficiently applied.  ...  For Moodle, as well as for any other LMS, the introduction of a DLS implements a new social networking model. since every user is associated to an avatar, free to move in a web page, interacting with other  ... 
doi:10.1007/978-0-387-09684-1_25 fatcat:lqskx7glwzduzlhkemoosnlnoa

Midwife: CPU Cluster Load Distribution of Virtual Agent AIs

Ovi Chris Rouly
2014 2014 Eighth International Conference on Complex, Intelligent and Software Intensive Systems  
This argues for and demonstrates how disembodied computational Agencies can be executed in distal computer environments when network-coupled to convenient Host embodiments in a Virtual World.  ...  There are implications in general here for a paradigm shift in Virtual Agents/Virtual Worlds modeling and in specific for positive computational load distribution of artificial intelligence in Virtual  ...  DISCUSSION In 2001, Adobbati, et al [1] described a game engine based Virtual Environ ment wherein human controlled agentavatars and non-player character (NPC) avatars could interact in real-time.  ... 
doi:10.1109/cisis.2014.1 dblp:conf/cisis/Rouly14 fatcat:ljkavufv3nalzjjczcpvosypnq

Engaging adolescents in a computer-based weight management program: avatars and virtual coaches could help

Cynthia LeRouge, Kathryn Dickhut, Christine Lisetti, Savitha Sangameswaran, Toree Malasanos
2015 JAMIA Journal of the American Medical Informatics Association  
An exploration of the acceptance and desire of teens to interact with avatars and virtual agents for self-management and behavioral modification was undertaken.  ...  Discussion The current study extends the support of teens, parents, and providers for adding avatars or virtual agents to traditional computerbased interactions.  ...  actions or "tele-operates" the avatar to interact in the system, such as chatting with other users' respective avatars within the virtual environment (e.g., as in Second Life).  ... 
doi:10.1093/jamia/ocv078 pmid:26159466 fatcat:hl2jtvuym5gcplxw4lbjym4p5y

Virtual Customers behind Avatars: The Relationship between Virtual Identity and Virtual Consumption in Second Life

Bernadett Koles, Peter Nagy
2012 Journal of Theoretical and Applied Electronic Commerce Research  
In terms of business activities, residents appeared quite demanding, identifying high quality products and professional services as the basis for business success in virtual settings.  ...  This paper examines the relationship between virtual identity and virtual consumption in Second Life.  ...  Methodology Data for the current study was obtained within the virtual social network of Second Life.  ... 
doi:10.4067/s0718-18762012000200009 fatcat:sjrzs552abetdesl63p4s424te

Convergence Markets: Virtual [Corpo]reality

Tracy Harwood, Tony Garry, Russell Belk
2018 Markets, Globalization & Development Review: The Official Journal of the International Society of Markets and Development  
We comment on the game-to-virtual corporeal transcendence, discussing the cultural context of the game and its impacts on players (consumers) who interact in virtual communities using the device of an  ...  avatar.  ...  on game players, creators and consumers who interact in virtual communities using the device of an avatar.  ... 
doi:10.23860/mgdr-2018-03-03-03 fatcat:krrecvybqfhofbadtroqzvjjmq

Extended Reality for the Clinical, Affective, and Social Neurosciences

Thomas D. Parsons, Andrea Gaggioli, Giuseppe Riva
2020 Brain Sciences  
Herein, we highlight the promise of extended reality platforms for greater ecological validity in the clinical, affective, and social neurosciences.  ...  social interactions.  ...  Observing people as they interact in adaptive virtual environments holds promise for redefining previous understandings of social, cognitive, affective, and behavioral functions [9] .  ... 
doi:10.3390/brainsci10120922 pmid:33265932 fatcat:tzgnt322hrhn5ptvzcrgje3rmu

Ubiquitous animated agents for augmented reality

Istvan Barakonyi, Dieter Schmalstieg
2006 2006 IEEE/ACM International Symposium on Mixed and Augmented Reality  
We employ mobile and autonomous agents embodied by real and virtual objects as an interface and interaction metaphor, where agent bodies are able to opportunistically migrate between multiple AR applications  ...  Our framework explores proactive computing, multi-user interface adaptation, and user interface migration.  ...  The authors wish to thank Joseph Newman for valuable discussions on UbiAgent concepts, Daniel Wagner for his Muddleware and FPK software packages, and Gerhard Schall for his help with the Signpost system  ... 
doi:10.1109/ismar.2006.297806 dblp:conf/ismar/BarakonyiS06 fatcat:s4xf3eoymrhjle66yuk6lqzprq

Embodied Social Presence Theory

Brian E. Mennecke, Janea L. Triplett, Lesya M. Hassall, Zayira Jordan Conde
2010 2010 43rd Hawaii International Conference on System Sciences  
We propose that a social actor in a virtual environment derives meaning during interactions with his or her environment through actions, context, and tools and that the virtual body is a tool for mediating  ...  We propose Embodied Social Presence (ESP) Theory, a theoretical framework that focuses on the embodied virtual representation (i.e., the avatar) as the nexus of activity in social interaction within virtual  ...  The application of ESP to developing better educational environments, activities, and projects would help to improve the experience for students and assist educators in adapting curricula for virtual environments  ... 
doi:10.1109/hicss.2010.179 dblp:conf/hicss/MenneckeTHC10 fatcat:afwdbh77prcb7gp7duum4o674e

Metadata model for interactions of 3D objects

Jacek Chmielewski
2008 2008 1st International Conference on Information Technology  
There is no easy way of extracting a behavior algorithm for the executable code or even from the source code, especially object oriented code.  ...  Interactive environment: an object with empty 3D geometry and empty behavior logic. 4. Non-interactive environment: an object with empty 3D geometry and non empty behavior logic.  ...  Interaction metadata usage The repository of medical virtual models is accessible for any teacher around the world.  ... 
doi:10.1109/inftech.2008.4621648 fatcat:z76gic45szgwjjvedu6s63c5ma

An Examination of a Theory of Embodied Social Presence in Virtual Worlds*

Brian E. Mennecke, Janea L. Triplett, Lesya M. Hassall, Zayira Jordán Conde, Rex Heer
2011 Decision Sciences  
Furthermore, compared to networks of connected profiles like the popular social networking site Facebook, 3D environments go a step further in allowing a sense of embodiment through an avatar -a virtual  ...  The spatial aspect of virtual environments enabled participants to leverage more codes for communication.  ... 
doi:10.1111/j.1540-5915.2011.00317.x fatcat:shzcicfztzaf3hoa4ldohhyupa

A Metaverse: taxonomy, components, applications, and open challenges

Sang-Min Park, Young-Gab Kim
2022 IEEE Access  
This paper divides the concepts and essential techniques necessary for realizing the Metaverse into three components (i.e., hardware, software, and contents) and three approaches (i.e., user interaction  ...  learning-based high-precision recognition models and natural generation models, Metaverse is being strengthened with various factors, from mobile-based always-on access to connectivity with reality using virtual  ...  [8] Extensive 3D network virtual world that can support many people at the same time for social interaction Social interaction and collaboration, interaction between real people and virtual environments  ... 
doi:10.1109/access.2021.3140175 fatcat:fnraeaz74vh33knfvhzrynesli

An augmented virtual reality interface for assistive monitoring of smart spaces

S. Ou, D.R. Karuppiah, A.H. Fagg, E. Riseman
2004 Second IEEE Annual Conference on Pervasive Computing and Communications, 2004. Proceedings of the  
response to emergencies, (iv) adapts to the current bandwidth availability, (v) provides mobility to the user, and (vi) allows shared interaction among users by immersing them in the same virtual workspace  ...  Large sensor networks in applications such as surveillance and virtual classrooms, have to deal with the explosion of sensor information.  ...  Acknowledgments The authors gratefully acknowledge support for this work from DARPA/ITO DABT63-99-1-0004(MARS), NSF CDA 9703217(Infrastructure) and NASA NAG9-1445#1.  ... 
doi:10.1109/percom.2004.1276843 dblp:conf/percom/OuKFR04 fatcat:adqmarwwqba25ebc7biveodm2m

Autonomous Avatars? From Users to Agents and Back [chapter]

Matthias Scheutz, Brigitte Römmer
2001 Lecture Notes in Computer Science  
We describe the architecture of an interactive, "believable" agent with personality, called user agent, which can act on behalf of a user in various multi-user game contexts, when she is not online.  ...  User agents can interact with their users through a simple affective natural language generation system (SARGS), which is integrated in the deliberative system of the user agent and can recount what happened  ...  game designers to extend the agents' capacities and adapt them to specific game environments.  ... 
doi:10.1007/3-540-44812-8_6 fatcat:zdtizsyznrhaxglfylx7jba2na
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