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Stepping into the Internet: New Ventures in Virtual Worlds
2011
MIS Quarterly
Raghu, Matti Rossi, Frantz Rowe, Suprateek Sarker, Noam Tractinsky, Tunay Tunca, Cathy Uruquart, and Ramesh Venkatraman. ...
We would also like thank the many reviewers for the special issue, without whom the timely completion of this issue would not have been possible. ...
Interactive City will provide a venue for social shopping and the ability to shop for products in a virtual world together with one's friends on a variety of platforms (e.g., tablet PC, mobile phone, and ...
doi:10.2307/23042801
fatcat:zntqldbutbf3jhqugcwqetdt5u
Collaboration in Virtual Worlds: The Role of the Facilitator
2012
Journal of Virtual Worlds Research
In order to conduct our study, we developed a questionnaire based on major issues in real world collaboration and interviewed 14 subject-matter experts. ...
Virtual worlds (VWs) are becoming a popular medium for meetings and collaborative problem solving efforts. ...
Hence, the question is, "How does collaboration in virtual worlds and the role of the facilitator change in comparison to real-world collaboration?" ...
doi:10.4101/jvwr.v5i2.6225
fatcat:37vcnkbmvzhgpnqytit77jvyva
Collaboration in Virtual Worlds: The Role of the Facilitator
2012
2012 45th Hawaii International Conference on System Sciences
We developed a questionnaire based on major issues in real world collaboration and interviewed 14 subject-matter experts. ...
Virtual worlds (VWs) are becoming a popular medium for meetings and collaborative problem solving efforts. ...
Hence, the question is, "How does collaboration in virtual worlds and the role of the facilitator change in comparison to real-world collaboration?" ...
doi:10.1109/hicss.2012.158
dblp:conf/hicss/WigertVBB12
fatcat:4yhz5mpvvnep5nsjejshqnkfmu
Second Life and Other Virtual Worlds: A Roadmap for Research
2008
Communications of the Association for Information Systems
to this topic and offers a roadmap for research on virtual worlds based on insights offered by several academics and practitioners who are actively involved in building, managing, and using virtual worlds ...
Keywords virtual worlds, synthetic worlds, multi-user virtual environments, online games, virtual reality, human computer interaction, Second Life, research frameworks Disciplines Management Information ...
The decision to present a panel of experts at the ICIS conference was made because it represented the most efficacious way to spark interest in virtual worlds and to begin the process of defining a research ...
doi:10.17705/1cais.02220
fatcat:gnq6l767tnembjdihgh3zpwbeu
A 3D Visual Interface for Critiquing-based Recommenders: Architecture and Interaction
2015
International Journal of Interactive Multimedia and Artificial Intelligence
Specifically, we propose to integrate a Collaborative Conversational Recommender (CCR) in a 3D social virtual world. ...
In this paper, we focus on a novel framework to tightly integrate interactive recommendation systems in a 3D virtual environment. ...
Contreras has been supported by a doctoral fellowship "Becas Chile" from CONICYT of the Chilean Government. ...
doi:10.9781/ijimai.2015.331
fatcat:ayikz7tkybfplnigwqjnapyvjq
Users of the world, unite! The challenges and opportunities of Social Media
2010
Business Horizons
As in virtual game worlds, virtual social world users appear in the form of avatars and interact in a three-dimensional virtual environment; however, in this realm, there are no rules restricting the range ...
Virtual game worlds Virtual worlds are platforms that replicate a threedimensional environment in which users can appear in the form of personalized avatars and interact with each other as they would in ...
doi:10.1016/j.bushor.2009.09.003
fatcat:4vxvlujlfba3bebsjrz5arckt4
Toys Become Tools: From Virtual Worlds to Real Commerce
2011
Communications of the Association for Information Systems
Thus, we dealt away with the constrained real world business model and developed a business model based on constant change. ...
SL residents used to refer to the state of being present in the SL world or anything that took place within SL as in-world. SL was conceived as a largely user-created, highly scalable environment. ...
Abhishek has additional interests in the study of enterprise systems and the examination of emerging patterns of commerce and business models in virtual worlds and social games. ...
doi:10.17705/1cais.02921
fatcat:z6asfctlv5fkviupsmqy4mme2m
Digital Transformation of World Finance
[chapter]
2020
Investment, Asset Pricing and Portfolio Choice Strategies [Working Title]
The boundary between the physical and a virtual world is not clearly visible nowadays, the 4.0 industry utilizes artificial intelligence, distributed ledger technology, quantum computing, advanced visualization ...
The surge of capital flows in financial technology is visible wherever we look. ...
In a digitalized economy, businesses interact with users through many different types of online, or web-based interfaces, often called platforms. ...
doi:10.5772/intechopen.93987
fatcat:v65izj5tyzesdcotryup6ehxza
Interacting with social networks of intelligent things and people in the world of gastronomy
2013
ACM transactions on interactive intelligent systems (TiiS)
An innovative interaction model was defined that allows users to interact with objects in a natural, playful way using smartphones without the need for a specially created infrastructure. ...
Hence when a user gets in touch with a thing, she is also introduced to its social network consisting of other things and of users; she can navigate this network to discover and explore the world around ...
and the virtual world. ...
doi:10.1145/2448116.2448120
fatcat:sdrvjcalwfae3ist3c5b7otnpu
The Behavior of Online Consumer Opinions Case Tunisian Communities
2021
Research in World Economy
However, in a virtual environment, there are two types of consumers: opinion leaders and "lurkers" who do not participate in virtual communities. ...
is "mobilizing behavior".Background/Objectives: The main purpose of the research is to study and understand, through a preliminary qualitative study, the barriers, and motivations of passive users in ...
We try to examine the conversion of a Lurker to an Opinion Leader while basing on their brakes and their motivations to participate in virtual communities. ...
doi:10.5430/rwe.v12n1p364
fatcat:oji77k7bdbbc5bycsoycbpvluq
The World Wide Web
1994
Environment and Planning, B: Planning and Design
This article provides a high-level overview of the World Wide Web in the context of a wide range of other Internet information access and delivery services. ...
This overview will include client-side, server-side and "user-side" perspectives. Underlying Web technologies as well as current technology extensions to the Web will also be covered. ...
ACKNOWLEDGMENTS We wish to thank Marvin Zelkowitz and anonymous reviewers for their comments on earlier drafts of this chapter. ...
doi:10.1068/b210651
fatcat:clzdk6o5kzggxjqlnsqe7ugqqa
Real Projects, Virtual Worlds: Coworkers, their Avatars, and the Trust Conundrum
2014
The Qualitative Report
worlds to collaborate. ...
By exploring the common experiences and reactions of potential virtual team participants to a demonstration that showed how to customize avatars and use them to communicate with others, it facilitated ...
Through making friends, opening an on line gift shop, maintaining a virtual island, constructing objects and shapes and holding real-time conversations without being misunderstood and dismissed the group ...
doi:10.46743/2160-3715/2014.1268
fatcat:6pnvsbodlfhj7hdpclyot4qt4q
Participatory education and challenges in a fragmented world a holistic approach to urban planning for a sustainable future
2015
Participatory Educational Research
Hub2, an initiative of the City of Boston, uses Second Life's 'entirely user-created virtual world' (Gordon & Koo, 2008, p.205) platform to create a sequence of simultaneous physical virtual charrettes ...
As Beck says in A World at Risk, 'This is a matter no longer of hospitality but of the right of the "living the side effects" of the risk decisions of others to have a say in those decisions' (Beck, 2007 ...
doi:10.17275/per.15.spi.1.3
fatcat:ej2ylk64i5b5zifywknlhh6ugu
Augmenting User Models with Real World Experiences to Enhance Personalization and Adaptation
[chapter]
2012
Lecture Notes in Computer Science
conventional user modeling paradigm), but also relevant experience (of this user or of similar users) in the physical world. ...
The digital world, i.e. our interaction with computer systems, becomes more and more connected with the physical world, i.e. our real-world activities and experiences. ...
We thank the members of the Program Committee of AUM 2011 for their support and reviews. ...
doi:10.1007/978-3-642-28509-7_4
fatcat:ogz2gojyszffvdtq6fy4itvite
Avatar Identification on a 3D Commercial Website: Gender Issues
2012
Journal of Virtual Worlds Research
This research examines the influence of identification with an avatar on immersion in a 3D commercial website and its subsequent effect on satisfaction with the website. ...
It also focuses on the potential moderating role of gender in these relationships. Two studies were conducted. ...
Acknowledgement Authors dedicate special thanks to Idées-3Com, creators of the 3D shopping mall, for their help in this research. ...
doi:10.4101/jvwr.v5i3.6321
fatcat:rtkuiqu3hzbkloboerfo6w75ra
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