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Page 349 of Communication Abstracts Vol. 22, Issue 3 [page]

1999 Communication Abstracts  
The interactive processes and methodologies for media integration are becoming complex as media possibilities escalate, and as Internet tools evolve from their historical dis- play and presentation agendas  ...  Internet online environments enable new and interesting media designs for the support of traditional learning and for the development of new forms of learn- ing.  ... 

I-Room: Augmenting Virtual Worlds with Intelligent Systems

Austin Tate
2011 IEEE Internet Computing  
The university and project funding partners are authorized to reproduce and distribute reprints and online copies for their purposes notwithstanding any copyright annotation hereon.  ...  The views and conclusions contained herein are those of the authors and should not be interpreted as necessarily representing the official policies or endorsements, either expressed or implied, of other  ...  An I-Room created within a virtual world such as Second Life or OpenSimulator can be linked to I-X systems and agents external to the virtual world to support collaborative meetings in virtual worlds or  ... 
doi:10.1109/mic.2011.71 fatcat:ulsyphvyxberrci6waqgln4gaa

Mini track: 'VEAM: virtual environments for analytical modeling'

D.R. Dolk, H.-J. Sebastian
2004 37th Annual Hawaii International Conference on System Sciences, 2004. Proceedings of the  
For the past five years, leading researchers from all over the world have met in different venues to present and discuss recent advances in the area of virtual environments and analytical modeling.  ...  Pawlak's Decision Algorithms and Flow Networks presents a new mathematical model of a flow network, intended to be used with decision processes rather than as a tool for flow optimization in networks.  ...  For the past five years, leading researchers from all over the world have met in different venues to present and discuss recent advances in the area of virtual environments and analytical modeling.  ... 
doi:10.1109/hicss.2004.1265244 dblp:conf/hicss/DolkS04 fatcat:hmom4rhmdzbe3dwlv3zpayyudq

A technological platform for trans-media scientific exploration

Paulo Blikstein, Uri Wilensky
2006 Proceeding of the 2006 conference on Interaction design and children - IDC '06  
However, most multi-agent simulations are purely virtual, with no connection to the physical world.  ...  A considerable body of research has demonstrated the benefits of modeling a variety of scientific phenomena via the multi-agent approach and its vast potential in education.  ...  creating purely virtual multi-agent models or building models with sensors (models were built as an assignment in an 'Educational Design' course).  ... 
doi:10.1145/1139073.1139074 dblp:conf/acmidc/BliksteinW06 fatcat:3tzeos2tfvddpk5yc7bfcrb3gy

Virtual environments for education

Brian M. Slator, Paul Juell, Philip E. McClean, Bernhardt Saini-Eidukat, Donald P. Schwert, Alan R. White, Curt Hill
1999 Journal of Network and Computer Applications  
WWWIC, the NDSU World Wide Web Instructional Committee, is engaged in developing a range of virtual environments for education.  ...  This is an extended and modified version of a paper presented at ED-MEDIA 99, where it received a top paper award. The ED-MEDIA conference series is organized by AACE, see  ...  Dave Schmidt for the name: Planet Oit. For further information on our virtual worlds software development , visit the NDSU WWWIC web site at URL: http://www.cs.ndsu.nodak.edu/wwwic/.  ... 
doi:10.1006/jnca.1999.0089 fatcat:cfbmmpfdwrf23naiz2pppky6wu

Evaluating the Business Impacts of Social Media Use with System Dynamics and Agent-Based Modeling

Olli Pirttilä, Hannu Kärkkäinen, Jari J. Jussila
2016 International Journal of Virtual Communities and Social Networking  
This paper argues that System Dynamics and Agent-Based Modeling have been and should be utilized in measuring social media and its impacts in business context in general, as well as in the context of business  ...  Social media has been widely adopted as a useful business tool, especially in the domain of business to consumer marketing.  ...  company level is ranked as one of the major goals for new social media research.  ... 
doi:10.4018/ijvcsn.2016040104 fatcat:qcblaefbe5e35oyaipzvdj2ffy

I-Room: a Virtual Space for Intelligent Interaction

Austin Tate, Yun-Heh Chen-Burger, Jeff Dalton, Stephen Potter, David Richardson, Jussi Stader, Gerhard Wickler, Ian Bankier, Christopher Walton, Patrick Williams
2010 IEEE Intelligent Systems  
It provides a conduit for accessing intelligent systems and knowledge bases from collaborative interaction spaces such as virtual worlds.  ...  Described in this paper are applications of the I-Room to support a geographically dispersed cross-disciplinary team in a creative industry (the development of a multi-media video game); to support virtual  ...  Acknowledgements The Slam Games I-Room and Virtual World of Whisky projects were funded by the ERDF (European Regional Development Fund) and the School of Informatics at the University of Edinburgh.  ... 
doi:10.1109/mis.2010.5 fatcat:a7xc3gj2l5bgjg4uk4i4lc2ide

The science and engineering of e-negotiation: an introduction

G.E. Kersten
2003 36th Annual Hawaii International Conference on System Sciences, 2003. Proceedings of the  
Based on review of methodological foundations and a media reference model an e-negotiation view integration model that integrates behavioural, scientific and engineering views on e-negotiation support  ...  This paper presents selected results from negotiation and enegotiation research and provides specifications for enegotiation system design and development.  ...  At present these agents operate in an electronic marketplace, however in future they may use the whole Web as their environment. They use the marketplace to seek other agents as their counterparts.  ... 
doi:10.1109/hicss.2003.1173679 dblp:conf/hicss/Kersten03 fatcat:4vdfimr4lvfslhqxswkpwe37bq

Breaking Fresh Ground in Human–Media Interaction Research

Anton Nijholt
2014 Frontiers in ICT  
Interaction modeling is required for computer-mediated human-human interaction, for human-agent interaction, and for human-media interaction in general.  ...  Embodied Agents (virtual agents, virtual humans) are human-like interactive characters that communicate with humans or with each other using natural human modalities such as facial expressions, speech,  ...  Conflict of Interest Statement: The author declares that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest  ... 
doi:10.3389/fict.2014.00004 fatcat:7r4ps5faubhprbqcbohdgix4bq

Synthesis and Assembly of Virtual Collaborations

Jacqueline A. De Lora, Christina M. Termini
2020 TIBS -Trends in Biochemical Sciences. Regular ed  
We provide awareness of virtual resources and activities that enable scientific discovery using safe and efficient practices.  ...  The interplay between academics and society within the environment of the COVID-19 pandemic has impacted on scientists across the world, prompting reevaluation of how virtual toolboxes can be used to support  ...  These digital interactions can be followed up using social media such as Twitter or LinkedIn to begin open lines of communication between individuals, which has been shown to support scientific community  ... 
doi:10.1016/j.tibs.2020.07.003 pmid:32792175 pmcid:PMC7416783 fatcat:ixcifnpqtbcq5adaso43qhj6py

Virtual Reality

Jesse Fox, Dylan Arena, Jeremy N. Bailenson
2009 Journal of Media Psychology  
Finally, we present some possibilities for future research for interested social scientists.  ...  We then present a content analysis of the literature, tracking the trends for this research over the last two decades.  ...  Acknowledgments The current work was partially supported by National Science Foundation (NSF) Grant IIS 0741753 and NSF Grant HSD 0527377.  ... 
doi:10.1027/1864-1105.21.3.95 fatcat:6eml75ucjzhzjlws4nso5rf52e

REVERIE: Natural human interaction in virtual immersive environments

Julie Wall, Ebroul Izquierdo, Lemonia Argyriou, David S. Monaghan, Noel E. O'Connor, Steven Poulakos, Aljoscha Smolic, Rufael Mekuria
2014 2014 IEEE International Conference on Image Processing (ICIP)  
REVERIE (REal and Virtual Engagement in Realistic Immersive Environments [1]) targets novel research to address the demanding challenges involved with developing state-of-theart technologies for online  ...  in a virtual immersive and safe environment.  ...  ACKNOWLEDGEMENTS The research that led to this paper was supported in part by the European Commission under the Contract FP7-ICT-287723 REVERIE.  ... 
doi:10.1109/icip.2014.7025435 dblp:conf/icip/WallIAMOPSM14 fatcat:v6f6rdhinzc3zjaoc5wklural4

Virtual Institutes: Between Immersion and Communication [chapter]

Klaus Sachs-Hombach, Jörg R. J. Schirra, Jochen Schneider
2003 Computational Visualistics, Media Informatics, and Virtual Communities  
Nevertheless, there are good reasons for preferring the imitation to the reality: at least, the imitation is usually not as dangerous as reality sometimes turns out to be.  ...  Without real agents, real intentions, and real interactions, we would not speak of a community at all, but at best of a simulation of a community.  ...  The database essentially works as a library or media archive. It allows the users to easily access texts or other presentations relevant for their present interests.  ... 
doi:10.1007/978-3-322-81318-3_6 fatcat:x5rp7iykpff77kmu4snirxg7ei

The digital set-top box as a virtual channel provider

Konstantinos Chorianopoulos
2003 CHI '03 extended abstracts on Human factors in computer systems - CHI '03  
Instead, the virtual channel is a model that supports the organization and dynamic presentation of digital television programming from a combination of live broadcasts, prerecorded content and Internet  ...  This research is based on the realization that the desktop computing paradigm is not appropriate for television, because it is adapted to fundamentally different user aspirations and activities.  ...  ACKNOWLEDGMENTS Parts of this work were supported by the IMEDIA (IST-1999-11038) and CONTESSA (IST-2000-28567) projects, partially funded by the European Commission under the Information Society Technology  ... 
doi:10.1145/765916.765919 fatcat:ru5t6wqrnzbv3d5mnwcal4yu4y

Application of web 3.0 technologies in distance education (by levels of higher education)

Yurii Horban, Anatolii Humenchuk, Olena Karakoz, Oksana Koshelieva, Ivan Shtefan
2021 Laplage em Revista  
level, third (educational-scientific/educational-creative) level, scientific level among 438 applicants for higher education.  ...  Intelligence indicates a lack of comprehensive scientific research in the relevant field.  ...  As part of media education, the media aesthetic paradigm (MEICHEN, 2020) also has conceptual significance.  ... 
doi:10.24115/s2446-622020217extra-b974p.575-586 fatcat:el4xcvzft5gkpeil2jhv53szl4
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