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Auswahl der wissenschaftlichen Literatur zum Thema „THE VIRTUAL WORLD“
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Zeitschriftenartikel zum Thema "THE VIRTUAL WORLD"
Bhogate, Vishal, Rohit Patil, Hardik Trivedi und Sanjay Nandiwale. „Virtual World Security“. Paripex - Indian Journal Of Research 3, Nr. 2 (15.01.2012): 106–8. http://dx.doi.org/10.15373/22501991/feb2014/32.
Der volle Inhalt der QuelleDu Plessis, Andries, und Bernhardett Theron. „Virtual World – Physical World: What is the Real World?“ International Journal of Management Science and Business Administration 2, Nr. 6 (2015): 43–57. http://dx.doi.org/10.18775/ijmsba.1849-5664-5419.2014.26.1004.
Der volle Inhalt der QuelleTikkanen, Henrikki, Joel Hietanen, Tuomas Henttonen und Joonas Rokka. „Exploring virtual worlds: success factors in virtual world marketing“. Management Decision 47, Nr. 8 (04.09.2009): 1357–81. http://dx.doi.org/10.1108/00251740910984596.
Der volle Inhalt der QuelleRamanathan, Jayasankar, und Keyoor Purani. „Brand extension evaluation: real world and virtual world“. Journal of Product & Brand Management 23, Nr. 7 (11.11.2014): 504–15. http://dx.doi.org/10.1108/jpbm-04-2014-0559.
Der volle Inhalt der QuelleFleta, Begoña Montero. „Communicative language in the virtual world“. New Trends and Issues Proceedings on Humanities and Social Sciences 3, Nr. 1 (28.06.2017): 127–34. http://dx.doi.org/10.18844/gjhss.v3i1.1759.
Der volle Inhalt der QuelleAnyanwu, Chika J. „Virtual world and virtual reality“. Journal of Australian Studies 22, Nr. 58 (Januar 1998): 154–61. http://dx.doi.org/10.1080/14443059809387412.
Der volle Inhalt der QuelleNadolny, Larysa, und Mark Childs. „In-World Behaviors and Learning in a Virtual World“. International Journal of Virtual and Personal Learning Environments 5, Nr. 4 (Oktober 2014): 17–28. http://dx.doi.org/10.4018/ijvple.2014100102.
Der volle Inhalt der QuelleGlaser, Stan. „The real world and virtual worlds“. Internet Research 7, Nr. 4 (Dezember 1997): 246–51. http://dx.doi.org/10.1108/10662249710187240.
Der volle Inhalt der QuelleTrescak, Tomas, Marc Esteva und Inmaculada Rodriguez. „A Virtual World Grammar for automatic generation of virtual worlds“. Visual Computer 26, Nr. 6-8 (15.04.2010): 521–31. http://dx.doi.org/10.1007/s00371-010-0473-7.
Der volle Inhalt der QuelleEdwards, C. „Another world [3D virtual world]“. Engineering & Technology 1, Nr. 9 (01.12.2006): 28–32. http://dx.doi.org/10.1049/et:20060904.
Der volle Inhalt der QuelleDissertationen zum Thema "THE VIRTUAL WORLD"
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.
Der volle Inhalt der QuelleZhang, 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.
Der volle Inhalt der QuellePhor, Pallavi. „Virtual World: Observe, Interact & Simulate“. Thesis, Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/16298.
Der volle Inhalt der QuellePhor, Pallavi. „Virtual world observe, interact and simulate /“. Available online, Georgia Institute of Technology, 2007, 2007. http://etd.gatech.edu/theses/available/etd-07042007-193416/.
Der volle Inhalt der QuelleKruger, Rynhardt Pieter. „Virtual world accessibility: a multitool approach“. Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/95932.
Der volle Inhalt der QuelleENGLISH 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.
Gaitán, Verástegui Ana Cecilia, Morán Rosmery Romero, Huaman Adriana Cristina Jaramillo, Cárdenas Stephany Jenny Guevara und 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.
Der volle Inhalt der QuelleNowadays, 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
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.
Der volle Inhalt der QuelleMorgan, 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.
Der volle Inhalt der QuelleM.A.
Department of Sociology
Sciences
Applied Sociology MA
Dahl, Leif Alan. „NPSNET : aural cues for virtual world immersion“. Thesis, Monterey, California. Naval Postgraduate School, 1992. http://hdl.handle.net/10945/23731.
Der volle Inhalt der QuelleGhanbarzadeh, Reza. „Investigating Antecedents and Consequences of User Acceptance of Three-Dimensional Virtual Worlds“. Thesis, Griffith University, 2017. http://hdl.handle.net/10072/367803.
Der volle Inhalt der QuelleThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
Science, Environment, Engineering and Technology
Full Text
Bücher zum Thema "THE VIRTUAL WORLD"
Cudworth, Ann Latham. Virtual world design: Creating immersive virtual environments. Boca Raton: CRC Press, Taylor & Francis, 2014.
Den vollen Inhalt der Quelle findenGregory, Sue, und Denise Wood, Hrsg. Authentic Virtual World Education. Singapore: Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-10-6382-4.
Der volle Inhalt der QuelleCzerniawska, Fiona, und Gavin Potter. Business in a Virtual World. London: Palgrave Macmillan UK, 1998. http://dx.doi.org/10.1057/9780230509337.
Der volle Inhalt der QuelleMine, Mark R. Virtual world construction using ISAAC. [Orlando, Fla.?]: Link Foundation, 1996.
Den vollen Inhalt der Quelle findenCaptive in the virtual world. Los Angeles: Price Stern Sloan, 1994.
Den vollen Inhalt der Quelle finden1961-, Shih Timothy K., und Wang Paul P, Hrsg. Intelligent virtual world: Technologies & applications in distributed virtual environment. New Jersey: World Scientific Pub. Co., 2004.
Den vollen Inhalt der Quelle findenAhmad, Muhammad Aurangzeb, Cuihua Shen, Jaideep Srivastava und Noshir Contractor, Hrsg. Predicting Real World Behaviors from Virtual World Data. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07142-8.
Der volle Inhalt der QuelleJacques, Anthony. Playing music in a virtual world. Manchester: University of Manchester, Department of Computer Science, 1997.
Den vollen Inhalt der Quelle findenThalmann, Nadia Magnenat, und Daniel Thalmann, Hrsg. Creating and Animating the Virtual World. Tokyo: Springer Japan, 1992. http://dx.doi.org/10.1007/978-4-431-68186-1.
Der volle Inhalt der QuelleBuchteile zum Thema "THE VIRTUAL WORLD"
Plemenos, Dimitri, und 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.
Der volle Inhalt der QuelleDawson, 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.
Der volle Inhalt der QuelleWeber, Gerhard W., und 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.
Der volle Inhalt der QuelleMay, Daniel Chien-Meng, und 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.
Der volle Inhalt der QuelleWeber, Gerhard W., und 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.
Der volle Inhalt der QuelleWhite, 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.
Der volle Inhalt der QuelleLi, Manning, und 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.
Der volle Inhalt der QuelleBjørnstrup, 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.
Der volle Inhalt der QuelleLee, Won-Sook, Elwin Lee und 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.
Der volle Inhalt der QuelleNakatsu, Ryohei, Naoko Tosa und 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.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "THE VIRTUAL WORLD"
Lee, G. Nadia E., und 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.
Der volle Inhalt der QuelleHardin, Andrew, Jennifer Nicholson, Anjala Krishen und 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.
Der volle Inhalt der QuelleBainbridge, William Sims, und 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.
Der volle Inhalt der QuelleTsang, Elton K. H., Hanqiu Sun und 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.
Der volle Inhalt der QuelleShaikh, Mostafa Al Masum, Prendinger Helmut, Keikichi Hirose und 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.
Der volle Inhalt der QuelleKhurana, Ashish, Bhanu Prakash Lohani und 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.
Der volle Inhalt der QuelleHui, Pan, und 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.
Der volle Inhalt der QuelleAuda, Jonas, Max Pascher und 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.
Der volle Inhalt der QuelleCox, 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.
Der volle Inhalt der QuelleKim, Jung-Yoon, Yoon-Seok Choi, Soonchul Jung, Jin-Sung Choi und 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.
Der volle Inhalt der QuelleBerichte der Organisationen zum Thema "THE VIRTUAL WORLD"
McCoy, Annette L., und Susan K. Schnipke. Development Manual for 3D World Virtual Environment Software. Fort Belvoir, VA: Defense Technical Information Center, Dezember 1999. http://dx.doi.org/10.21236/ada378892.
Der volle Inhalt der Quellevan den Puttelaar, J. Benefits of consumer behaviour research in a virtual world. Wageningen: LEI Wageningen UR, 2016. http://dx.doi.org/10.18174/388050.
Der volle Inhalt der QuelleWong, Jason H., Anh B. Nguyen und Lauren Ogren. Serious Game and Virtual World Training: Instrumentation and Assessment. Fort Belvoir, VA: Defense Technical Information Center, Dezember 2012. http://dx.doi.org/10.21236/ada582033.
Der volle Inhalt der QuelleMurphy, Joseph, Elizabeth Dean, Sarah Cook und Michael Keating. The effect of interviewer image in a virtual-world survey. Research Triangle Park, NC: RTI Press, Februar 2011. http://dx.doi.org/10.3768/rtipress.2010.rr.0014.1012.
Der volle Inhalt der QuelleGreenstein, Shane. Building and Delivering the Virtual World: Commercializing Services for Internet Access. Cambridge, MA: National Bureau of Economic Research, Mai 2000. http://dx.doi.org/10.3386/w7690.
Der volle Inhalt der QuelleShaw, Kevin, Mahdi Abdelguerfi, Edgar Cooper, Christ Wynne und Barbara Ray. Virtual World Reconstruction Using the Modeling and Simulation Extended Vector Product Prototype. Fort Belvoir, VA: Defense Technical Information Center, Mai 1997. http://dx.doi.org/10.21236/ada327837.
Der volle Inhalt der QuelleWang, Shenlong, und 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.
Der volle Inhalt der QuelleErvin, Kelly, Karl Smink, Bryan Vu und 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.
Der volle Inhalt der QuelleBagchi, Shelly, Jeremy A. Marvel, Megan Zimmerman, Murat Aksu, Brian Antonishek, Heni Ben Amor, Terry Fong, Ross Mead und 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, Januar 2021. http://dx.doi.org/10.6028/nist.ir.8345.
Der volle Inhalt der QuelleAirey, John M., und F. P. Brooks. Walkthrough-Exploring Virtual Worlds. Fort Belvoir, VA: Defense Technical Information Center, Februar 1989. http://dx.doi.org/10.21236/ada208087.
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