Academic literature on the topic 'Multi user virtual environments'

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Journal articles on the topic "Multi user virtual environments"

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Ibáñez, María Blanca, José J. García Rueda, David Maroto, and Carlos Delgado Kloos. "Collaborative learning in multi-user virtual environments." Journal of Network and Computer Applications 36, no. 6 (November 2013): 1566–76. http://dx.doi.org/10.1016/j.jnca.2012.12.027.

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Metcalf, Shari, Amy Kamarainen, M. Shane Tutwiler, Tina Grotzer, and Chris Dede. "Ecosystem Science Learning via Multi-User Virtual Environments." International Journal of Gaming and Computer-Mediated Simulations 3, no. 1 (January 2011): 86–90. http://dx.doi.org/10.4018/jgcms.2011010107.

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Perera, I., C. Allison, J. Ross Nicoll, T. Sturgeon, and A. Miller. "Managed Learning in 3D Multi User Virtual Environments." International Journal for Digital Society 1, no. 4 (December 1, 2010): 256–64. http://dx.doi.org/10.20533/ijds.2040.2570.2010.0031.

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Nelson, Brian C., and Diane Jass Ketelhut. "Scientific Inquiry in Educational Multi-user Virtual Environments." Educational Psychology Review 19, no. 3 (July 6, 2007): 265–83. http://dx.doi.org/10.1007/s10648-007-9048-1.

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Carlsson, Christer, and Olof Hagsand. "DIVE—A platform for multi-user virtual environments." Computers & Graphics 17, no. 6 (November 1993): 663–69. http://dx.doi.org/10.1016/0097-8493(93)90115-p.

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Hahn, Jim F. "Virtual reality learning environments." Information and Learning Science 119, no. 11 (November 12, 2018): 652–61. http://dx.doi.org/10.1108/ils-07-2018-0069.

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Purpose The purpose of this paper is to report the results of a case study on virtual reality (VR) learning environments, focused on the development and integration of multi-user reference support. Design/methodology/approach This paper used a case study methodology to understand applied software development incorporating textual browsing experiences within the HTC Vive virtual reality headset. An open corpus of text from the HathiTrust Digital Library accessed via the API was used as a data source. Findings In collaboration with students from a senior undergraduate Computer Science project course, the project team developed software to pilot a multi-user VR experience, with functionality for users to search, discover and select e-books and other digitized content from the HathiTrust digital library. Originality/value Overall, the system has been developed as a prototype e-book experiment to model several VR affordances for browsing, user support and educational endeavors within libraries. Within the VR reading room pilot, users are able collaboratively explore digital collections. Aspects of reference librarian user support were modeled in the VR system including communication in real-time using chat features and text highlighting and manipulation tools that are unique to learning in VR environments.
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Hong, Seung Wan, Ahmed El Antably, and Yehuda E. Kalay. "Architectural design creativity in Multi-User Virtual Environment: A comparative analysis between remote collaboration media." Environment and Planning B: Urban Analytics and City Science 46, no. 5 (October 6, 2017): 826–44. http://dx.doi.org/10.1177/2399808317733267.

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Previous studies have argued that a Multi-User Virtual Environment has the potential to foster creative collaboration, but empirical studies that examine this claim are rare. With a focus on architectural design, this study has investigated the affordance of Multi-User Virtual Environment for the production of novel and appropriate solutions in remote collaborative environments. Forty-four participants produced design solutions using Multi-User Virtual Environment and online sketching in remote collaboration. Four expert-judges assessed the novelty and appropriateness of the collaborative results, following the Consensual Assessment Technique. The results analyzed by paired samples T-test indicated that in remote collaboration, Multi-User Virtual Environment’s scores for both novelty and appropriateness were partially higher than those of online sketching. In remote collaboration, the immersion by avatars and co-presence with others in Multi-User Virtual Environment were perhaps more effective due to explicit communication cues used to share spatial information and collaborative procedure, compared to the two-dimensional, static representation of online sketching.
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Wang, Shao Rong, and Zhi Wei Dai. "A Scalable Distributed System for Multi-User Virtual Environments." Applied Mechanics and Materials 490-491 (January 2014): 1237–42. http://dx.doi.org/10.4028/www.scientific.net/amm.490-491.1237.

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Social information has multidimensional attributes. With the rapid growth of social information, it's harder and harder to organize, manage, and distribute these large scale information under virtual reality environments in traditional ways. This paper introduces the design and implementation of a social information distributed system based on a distributed virtual reality environment. It allows the users to post and receive social information, share photos, articles and videos with friends. The system is scalable, fault tolerant, and is capable of processing large scale data and supporting tens of thousands of online users.
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Pretto, N., and F. Poiesi. "TOWARDS GESTURE-BASED MULTI-USER INTERACTIONS IN COLLABORATIVE VIRTUAL ENVIRONMENTS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W8 (November 14, 2017): 203–8. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w8-203-2017.

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We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user’s VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.
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Landers, Richard N., and Rachel C. Callan. "An Experiment on Anonymity and Multi-User Virtual Environments." International Journal of Gaming and Computer-Mediated Simulations 6, no. 2 (April 2014): 53–64. http://dx.doi.org/10.4018/ijgcms.2014040105.

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Little prior research has empirically examined anonymity in learning. In this study, we manipulated learner identity by experimentally assigning learners to participate in online discussion either anonymously or using their actual name, crossed with learning medium (OpenSim/Second Life vs. real-time chat), with the goal of determining if anonymous discussion in multi-user virtual environments (MUVE) provides unique value to learning (a 2x2 between-subjects design). Results from a quantitative hierarchical multiple regression analysis revealed both main effects: participants who were anonymous scored lower (d = -0.46) and participants discussing in a MUVE scored lower (d = -0.47) on the learning measure without interactive effect, suggesting that anonymizing participants during content-related discussion may reduce learning under certain circumstances. The authors suggest instructors encourage learners to represent themselves authentically in any VEs to maximize learning and also discourage instructors from adopting MUVEs if their only reason to do so is to host synchronous discussion.
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Dissertations / Theses on the topic "Multi user virtual environments"

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Miyares, Gloria. "Underachieving Gifted Science Students and Multi-User Virtual Environments." NSUWorks, 2012. http://nsuworks.nova.edu/gscis_etd/250.

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Gifted children possess incredible abilities and talents. In spite of this, some gifted learners academically underachieve and are at-risk for not completing high school. In the area of gifted student underachievement, research has not provided education stakeholders with concrete answers as to why these students underachieve or provided the best intervention strategies to help these students succeed. These shortcomings have not prevented researchers from further exploring gifted student underachievement, and the focus of current research is based on the lack of student motivation due to boredom in academic tasks which are not challenging or engaging. A reciprocal relationship could possibly exist between motivation and academic engagement. This relationship could ultimately influence academic achievement. A shift in pedagogical strategy from a teacher-centered environment to a student-centered environment may have to occur to facilitate student motivation and engagement. This shift can be made by integrating technology into the gifted student curriculum. The integration of technology has demonstrated to be a viable student centered teaching strategy, supporting gifted students' cognitive abilities. This research study investigated the effects of a Multi-User Virtual Environment (MUVE), River City, on the motivation and academic achievement of underachieving gifted seventh-grade science students. Research results revealed the students using the MUVE had significantly higher overall intrinsic motivation and science intrinsic motivation than the control group. Results also revealed the experimental group did not have significantly higher academic achievement than the control group. These findings impact the field of gifted education by providing an intervention strategy for the target population; contribute to the field's knowledge base by demonstrating that River City can be used to increase the science intrinsic motivation of the target population, and to conduct further studies. These results also contribute to professional practice by providing educators with a pedagogical strategy that increases science intrinsic motivation in underachieving gifted seventh graders. Implications for future research involve replicating the study for more than 10 weeks and investigating the use of subject specific MUVEs. Recommendations comprise transitioning toward a student-centered environment, using alternative forms of assessment, and the school district providing more professional development in the use of MUVEs.
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Oliver, Iain Angus. "Adaptive network traffic management for multi user virtual environments." Thesis, University of St Andrews, 2011. http://hdl.handle.net/10023/3090.

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Multi User Virtual Environments (MUVE) are a new class of Internet application with a significant user base. This thesis adds to our understanding of how MUVE network traffic fits into the mix of Internet traffic, and how this relates to the application's needs. MUVEs differ from established Internet traffic types in their requirements from the network. They differ from traditional data traffic in that they have soft real-time constraints, from game traffic in that their bandwidth requirements are higher, and from audio and video streaming traffic in that their data streams can be decomposed into elements that require different qualities of service. This work shows how real-time adaptive measurement based congestion control can be applied to MUVE streams so that they can be made more responsive to changes in network conditions than other real-time traffic and existing MUVE clients. It is shown that a combination of adaptive congestion control and differential Quality of Service (QoS) can increase the range of conditions under which MUVEs both get sufficient bandwidth and are Transport Control Protocol (TCP) fair. The design, implementation and evaluation of an adaptive traffic management system is described. The system has been implemented in a modified client, which allows the MUVE to be made TCP fair without changing the server.
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Amundsen, Nicklas. "The Possibilities and Limitations of Teaching Through Multi User Virtual Environments." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-9557.

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The use of computers has grown immensely in the last decades and the possibility to teach through them has grown as well. Various computer applications, games and forums have been created as tools of teaching and learning. This research project contains a summary of various works created within the E-learning area and their results. The virtual world Second Life is tested and some of the research in the literature review will be visited and examined. The research focuses on the feasibility to create scenarios for nursing students to practice patient care and handling, in addition to collaborative qualities that online virtual worlds offer. The conclusion taken from this research is that the possibilities far outweigh the limitations and that learning through virtual worlds should be further explored and developed.
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Chen, Weiya. "Collaboration in Multi-user Immersive Virtual Environment." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS248/document.

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Les Environnements Virtuels Immersifs (EVI) peuvent être utilisés pour amener des utilisateurs, répartis géographiquement ou co-localisés, à partager un même monde virtuel pour collaborer. Si l’on compare aux situations distantes, les utilisateurs d’une immersion co-localisée collaborent aussi dans le monde virtuel, mais a contrario, partagent physiquement un même espace de travail. Cette co-localisation facilite le travail collaboratif en permettant des communications directes et des interactions sans médiation informatique entre les utilisateurs.Avec le développement de l'affichage multi-utilisateur et de la technologie de tracking, les dispositifs immersifs classiques basés sur la rétroprojection (ex. CAVE) peuvent offrir maintenant l'immersion pour plusieurs utilisateurs co-localisés en affichant différentes vues stéréoscopiques sans distorsion visuelle pour chacun d’eux. Dans ce contexte, la coexistence de l'information du monde virtuel et réel, en particulier lorsque les utilisateurs ne partagent pas un référentiel spatial commun, offre aux utilisateurs une nouvelle expérience perceptive et cognitive. Dans cette thèse nous nous sommes intéressés à la façon dont les utilisateurs se perçoivent et communiquent entre eux pour atteindre un contexte commun pour la collaboration, et aux moyens permettant d’élargir des scénarios collaboratifs déjà pris en charge dans ce type de dispositifs, basés sur des techniques de contrôle plus flexible des points de vue des utilisateurs. Cette thèse de doctorat traite donc principalement des problèmes perceptifs et de cohabitation que nous avons identifiés dans l’objectif d’assurer la sécurité et l’efficacité des collaborations co-localisées dans les environnements virtuels immersifs. Tout d'abord, nous avons mené une étude de cas pour examiner comment les conflits perceptifs modifieraient la communication entre les utilisateurs et leur performance. Deuxièmement, nous avons conçu et évalué des paradigmes de navigation appropriés pour permettre la navigation virtuelle individuelle tout en résolvant les problèmes de la cohabitation dans un espace de travail partagé physiquement limité. Enfin, sur la base des résultats de ces travaux, nous avons proposé un modèle dynamique générique qui intègre des contraintes de l'espace de travail physique et aussi ceux du monde virtuel pour gérer la collaboration co-localisée dans les systèmes immersifs multi-utilisateurs
Immersive virtual environment can be used to bring both geographically distributed and co-located users to the same virtual place for collaboration. Compared to remote situations, co-located users collaborate in the same virtual world on top of a shared physical workspace. This collocation allows direct user communication and interaction without computer mediation which facilitates collaborative work. With the development of multi-user display and tracking technology, classical projection-based immersive setups (e.g. CAVE) can now support group immersion for co-located users by offering individual stereoscopic views without visual distortion. In this context, the coexistence of information from the virtual and real world, especially when users do not share a common spatial reference frame, provides users with a new kind of perceptual and cognitive experience. We are interested in how users perceive and communicate with each other to achieve a shared context for collaboration, and how we can broaden supported collaborative scenarios with more flexible viewpoint control.This PhD thesis mainly addresses perceptual and cohabitation issues that we identified in the aim of supporting safe and efficient co-located collaboration in immersive virtual environment. First, we conducted a case study to examine how perceptual conflicts would alter user communication and task performance. Second, we concentrated on the design and evaluation of appropriate navigation paradigms to allow individual virtual navigation while solving cohabitation problems in a shared limited physical workspace. At last, based on the results of previous studies, we designed a generic dynamic navigation model which integrates constrains from the physical workspace and also the virtual world to enable co-located collaboration in multi-user immersive systems
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Kuznetcova, Irina V. Kuznetcova. "The impact of Multi-User Virtual Environments on classroom social network structure." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1523880837376733.

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Perera, Galhenage Indika Udaya Shantha. "An evaluation of user support strategies for managed learning in a multi user virtual environment." Thesis, University of St Andrews, 2013. http://hdl.handle.net/10023/4049.

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The management of online learning environments so that they are effective and efficient presents a significant challenge for institutions and lecturers due to the complexity of requirements in the learning and teaching domain. The use of 3D Multi User Virtual Environments (MUVEs) for education introduces a novel set of management challenges. MUVEs were designed to cater for entertainment and commercial needs and as such do not intrinsically support managed learning. When MUVEs are used for educational purposes, forming 3D Multi User Learning Environments (MULEs), user support for learning management becomes an important factor. This thesis highlights the importance of managed learning in MULEs. It proposes a coordinated approach which accommodates the existing education institutional infrastructure. The research has focused on two very widely used and closely compatible MUVEs, Second Life (SL) and OpenSim. The thesis presents system and user studies that have been carried out on these selected MUVEs. The findings reveal the challenges that academics and students can experience if they do not have sufficient knowhow to manage learning activities in SL/OpenSim. User guidance and training tools were then developed for supporting learning management strategies in the context of SL/OpenSim and demonstrated in exemplar use-case scenarios. The user support models and tools which were developed have been extensively evaluated for their usability and educational value using diverse participant groups. The results validate the efficacy of these contributions, defending the research thesis. These contributions can be used in future research on managing MUVE supported education.
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Holm, Jeannette E. "Collision Prediction and Prevention in a Simultaneous Multi-User Immersive Virtual Environment." Miami University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=miami1343782552.

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Gilmore, John Sebastian. "A state management and persistency architecture for peer-to-peer massively multi-user virtual environments." Thesis, Stellenbosch : Stellenbosch University, 2013. http://hdl.handle.net/10019.1/80268.

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Thesis (PhD)--Stellenbosch University, 2013.
ENGLISH ABSTRACT: Recently, there has been significant research focus on Peer-to-Peer (P2P) Massively Multi-user Virtual Environments (MMVEs). A number of architectures have been presented in the literature to implement the P2P approach. One aspect that has not received sufficient attention in these architectures is state management and state persistency in P2P MMVEs. This work presents and simulates a novel state management and persistency architecture, called Pithos. In order to design the architecture, an investigation is performed into state consistency architectures, into which the state management and persistency architecture should fit. A novel generic state consistency model is proposed that encapsulated all state consistency models reviewed. The requirements for state management and persistency architectures, identified during the review of state consistency models, are used to review state management and persistency architectures currently receiving research attention. Identifying some deficiencies present in current designs, such as lack of fairness, responsiveness and scalability, a novel state management and persistency architecture, called Pithos, is designed. Pithos is a reliable, responsive, secure, fair and scalable distributed storage system, ideally suited to P2P MMVEs. Pithos is implemented in Oversim, which runs on the Omnet++ network simulator. An evaluation of Pithos is performed to verify that it satisfies the identified requirements. It is found that the reliability of Pithos depends heavily on object lifetimes. If an object lives longer on average, retrieval requests are more reliable. An investigation is performed into the factors influencing object lifetime. A novel Markov chain model is proposed which allows for the prediction of objects lifetimes in any finite sized network, for a given amount of redundancy, node lifetime characteristics and object repair rate.
AFRIKAANSE OPSOMMING: Onlangs is daar ’n beduidende navorsingsfokus op Eweknie Massiewe Multi-gebruiker Virtuele Omgewings (MMVOs). ’n Aantal argitekture is in die literatuur beskikbaar wat die eweknie benadering voorstel. Een aspek wat nie voldoende aandag ontvang in hierdie argitekture nie is toestandsbestuur en toestandsvolharding in eweknie MMVOs. Hierdie werk ontwerp en simuleer ’n nuwe toestandsbestuur- en toestandsvolhardingargitektuur genaamd Pithos. Ten einde die argitektuur te ontwerp is ’n ondersoek uitgevoer in toestandskonsekwentheidargitekture, waarin die toestandsbestuur- en toestandsvolhardingargitektuur moet pas. ’n Nuwe generiese toestandskonsekwentheidargitektuur word voorgestel wat alle hersiene toestandskonsekwentheid argitekture vervat. Die vereistes vir die toestandsbestuur- en toestandsvolhardingargitekture, geidentifiseer tydens die hersiening van die toestandskonsekwentheidargitekture, word gebruik om toestandsbestuuren toestandsvolhardingargitekture te hersien wat tans navorsingsaandag geniet. Identifisering van sekere leemtes teenwoordig in die huidige ontwerpe, soos ’n gebrek aan regverdigheid, responsiwiteit en skaleerbaarheid, lei tot die ontwerp van ’n nuwe toestandsbestuur- en toestandsvolhardingargitektuur wat Pithos genoem word. Pithos is ’n betroubare, responsiewe, veilige, regverdige en skaleerbare verspreide stoorstelsel, ideaal geskik is vir eweknie MMVOs. Pithos word geïmplementeer in Oversim, wat loop op die Omnet++ netwerk simulator. ’n Evaluering van Pithos word uitgevoer om te verifieer dat dit voldoen aan die geïdentifiseerde behoeftes. Daar is gevind dat die betroubaarheid van Pithos afhang van die objek leeftyd. As ’n objek gemiddeld langer leef, dan is herwinning versoeke meer betroubaar. ’n Ondersoek word uitgevoer na die faktore wat die objek leeftyd beïnvloed. ’n Nuwe Markov ketting model word voorgestel wat voorsiening maak vir die voorspelling van objek leeftye in eindige grootte netwerke, vir gegewe hoeveelhede van oortolligheid, nodus leeftyd eienskappe en objek herstelkoers.
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Eraslan, Mejdi. "VESIR-6, virtual environment supporting multi-user interaction over IPv6." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape4/PQDD_0021/MQ57115.pdf.

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Eraslan, Mejdi. "VESIR-6: Virtual environment supporting multi-user interaction over IPv6." Thesis, University of Ottawa (Canada), 2000. http://hdl.handle.net/10393/8779.

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Virtual environments (VEs) are interactive computer simulations that immerse users in an alternate reality. Multi-user VE applications simulate the experience of real-time interaction among multiple users in a shared three-dimensional (3D) virtual world. The Internet has a growing importance as a communication medium for presenting multi-user VEs and interaction among distributed VEs. In this thesis, we identify the requirements for highly interactive multi-user VEs and limitations of collaboration over the Internet. We focus on the design, implementation, and evaluation of network communication infrastructures for multi-user virtual environments, also exploiting the multicast and quality of service (QoS) support introduced with IPv6, the next generation Internet protocol. We propose an architecture, VESIR-6, that combines the 3-D navigational and interactive capabilities of virtual worlds with the communication capability of the next generation IPv6 protocol to bring people together in one virtual world, regardless of their physical locations, in a platform-independent manner. The goal of the project is to get all the parties together in one virtual world, allowing them to see each other, to interact with each other, and to affect that common world in a secure and high-quality network infrastructure over the Internet.
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Books on the topic "Multi user virtual environments"

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Vincenti, Giovanni. Multi-user virtual environments for the classroom: Practical approaches. Hershey PA: Information Science Reference, 2011.

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Vincenti, Giovanni. Multi-user virtual environments for the classroom: Practical approaches to teaching in virtual worlds. Hershey PA: Information Science Reference, 2011.

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Vincenti, Giovanni. Multi-user virtual environments for the classroom: Practical approaches to teaching in virtual worlds. Hershey PA: Information Science Reference, 2011.

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Teaching through multi-user virtual environments: Applying dynamic elements to the modern classroom. Hershey PA: Information Science Reference, 2010.

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João, Hespanha, and Sukhatme Gaurav, eds. Touch in virtual environments: Haptics and the design of interactive systems. Upper Saddle River, NJ: Prentice Hall, 2001.

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Djeraba, Chabane. Multi-modal user interactions in controlled environments. New York: Springer, 2010.

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Djeraba, Chaabane, Adel Lablack, and Yassine Benabbas. Multi-Modal User Interactions in Controlled Environments. Boston, MA: Springer US, 2010. http://dx.doi.org/10.1007/978-1-4419-0316-7.

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User interface design for virtual environments: Challenges and advances. Hershey, PA: Information Science Reference, 2012.

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Germany) Workshop on Guiding Users through Interactive Experiences: Usability Centred Design and Evaluation of Virtual 3D Environments (2000 Paderborn. Proceedings User Guidance in Virtual Environments: Workshop on Guiding Users through Interactive Experiences : Usability Centred Design and Evaluation of Virtual 3D Environments. Edited by Paelke Volker and Volbracht Sabine. Aachen: Shaker Verlag, 2001.

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Actionscript for multiplayer games and virtual worlds: Learn multi-user interaction concepts from the experts. Berkeley, CA: New Riders, 2010.

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Book chapters on the topic "Multi user virtual environments"

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Doğan, Dilek, Murat Çınar, and Hakan Tüzün. "Multi-user Virtual Environments for Education." In Encyclopedia of Computer Graphics and Games, 1–7. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-08234-9_172-1.

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Dannenberg, Dave R., and Michael A. Evans. "Endogenous Learning in Multi User Virtual Environments." In Serious Educational Game Assessment, 189–99. Rotterdam: SensePublishers, 2011. http://dx.doi.org/10.1007/978-94-6091-329-7_12.

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Svoboda, Petr. "3D Multi-user Virtual Environments in Education." In Advances in Intelligent Systems and Computing, 334–39. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-44267-5_50.

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Cardoso, Rui Costa, and Abel Gomes. "Towards a Trust Framework for Multi-User Virtual Environments." In Computational Science and Its Applications – ICCSA 2014, 754–68. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-09144-0_52.

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Khan, Abdul Malik, Sophie Chabridon, and Antoine Beugnard. "Dynamic Reduction of Rollbacks in Wireless Multi-user Virtual Environments." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 100–116. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29336-8_6.

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Hoog, Jochen, and Manfred Wolff-Plottegg. "Real Virtuality — Immersion and Perception of Virtual Architecture in Multi-User Virtual Environments." In New Realities: Being Syncretic, 140–43. Vienna: Springer Vienna, 2009. http://dx.doi.org/10.1007/978-3-211-78891-2_32.

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Yoshida, Ryo, and Carmine F. Greco. "Reactive Virtual Environment System: LivingWorlds multi-user world." In Eurographics, 204–15. Vienna: Springer Vienna, 1998. http://dx.doi.org/10.1007/978-3-7091-7519-4_20.

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Quevedo, Washington X., Olga J. Benavides, Verónica A. Rocha, Cristian M. Gallardo, Aldrin G. Acosta, Julio C. Tapia, and Víctor H. Andaluz. "Market Study of Durable Consumer Products in Multi-user Virtual Environments." In Lecture Notes in Computer Science, 86–100. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95270-3_6.

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Han, Seung-Hoon, and James A. Turner. "An Architectural Approach to Virtual Reality Support of Multi-user Environments." In Computer Aided Architectural Design Futures 2001, 439–52. Dordrecht: Springer Netherlands, 2001. http://dx.doi.org/10.1007/978-94-010-0868-6_33.

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Griffith, Sharon, and Ioakim Marmaridis. "Preservation of Client Credentials Within Online Multi-user Virtual Environments Used as Learning Spaces." In Lecture Notes in Business Information Processing, 252–61. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-01112-2_26.

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Conference papers on the topic "Multi user virtual environments"

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Felger, Wolfgang. "Global multi-user virtual environments (panel)." In the 23rd annual conference. New York, New York, USA: ACM Press, 1996. http://dx.doi.org/10.1145/237170.237294.

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Fondevila-Gascon, Joan-Francesc, Marc Polo-Lopez, Sandra Vilajoana-Alejandre, and Jose-Maria Lavin-de la Cavada. "Multi-user Virtual Environments in HbbTV." In 2019 14th Iberian Conference on Information Systems and Technologies (CISTI). IEEE, 2019. http://dx.doi.org/10.23919/cisti.2019.8760796.

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Erfanian, Aida, and Yaoping Hu. "Multi-user efficacy of collaborative virtual environments." In 2016 IEEE 20th International Conference on Computer Supported Cooperative Work in Design (CSCWD). IEEE, 2016. http://dx.doi.org/10.1109/cscwd.2016.7566020.

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Ang, Quan-Zen, Ben Horan, Zoran Najdovski, and Saeid Nahavandi. "Enabling multi-point haptic grasping in virtual environments." In 2011 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2011. http://dx.doi.org/10.1109/3dui.2011.5759217.

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Sherstyuk, A., A. Treskunov, and M. Gavrilova. "Predator-prey vision metaphor for multi-tasking virtual environments." In 2012 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2012. http://dx.doi.org/10.1109/3dui.2012.6184188.

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Funkhouser, T. A. "Network topologies for scalable multi-user virtual environments." In Proceedings of the IEEE 1996 Virtual Reality Annual International Symposium. IEEE, 1996. http://dx.doi.org/10.1109/vrais.1996.490531.

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Dong, Tianyang, Yue Shen, Tieqi Gao, and Jing Fan. "Dynamic Density-based Redirected Walking Towards Multi-user Virtual Environments." In 2021 IEEE Virtual Reality and 3D User Interfaces (VR). IEEE, 2021. http://dx.doi.org/10.1109/vr50410.2021.00088.

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Bacim, Felipe, Andre Trombetta, Rafael Rieder, and Marcio Pinho. "Poster: Evaluation of Wayfinding Aid Techniques in Multi-Level Virtual Environments." In IEEE Symposium on 3D User Interfaces 2008. IEEE, 2008. http://dx.doi.org/10.1109/3dui.2008.4476608.

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Lopes, Cristina V., Thomas Debeauvais, and Arthur Valadares. "RESTful Massively Multi-user Virtual Environments: A feasibility study." In 2012 IEEE International Games Innovation Conference (IGIC). IEEE, 2012. http://dx.doi.org/10.1109/igic.2012.6329833.

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Itzel, Laura, Richard Suselbeck, Gregor Schiele, and Christian Becker. "Specifying consistency requirements for massively multi-user virtual environments." In 2011 IEEE International Workshop on Haptic Audio Visual Environments and Games (HAVE 2011). IEEE, 2011. http://dx.doi.org/10.1109/have.2011.6132543.

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Reports on the topic "Multi user virtual environments"

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Caudell, Thomas P. Spatially Distributed and Stabilized 3-D Surround Sound Using Multi-Resolution Signal Processing Algorithms for Virtual Environments. Fort Belvoir, VA: Defense Technical Information Center, April 1998. http://dx.doi.org/10.21236/ada380219.

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Atkinson, Dan, and Alex Hale, eds. From Source to Sea: ScARF Marine and Maritime Panel Report. Society of Antiquaries of Scotland, September 2012. http://dx.doi.org/10.9750/scarf.09.2012.126.

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Abstract:
The main recommendations of the panel report can be summarised under four headings: 1. From Source to Sea: River systems, from their source to the sea and beyond, should form the focus for research projects, allowing the integration of all archaeological work carried out along their course. Future research should take a holistic view of the marine and maritime historic environment, from inland lakes that feed freshwater river routes, to tidal estuaries and out to the open sea. This view of the landscape/seascape encompasses a very broad range of archaeology and enables connections to be made without the restrictions of geographical or political boundaries. Research strategies, programmes From Source to Sea: ScARF Marine and Maritime Panel Report iii and projects can adopt this approach at multiple levels; from national to site-specific, with the aim of remaining holistic and cross-cutting. 2. Submerged Landscapes: The rising research profile of submerged landscapes has recently been embodied into a European Cooperation in Science and Technology (COST) Action; Submerged Prehistoric Archaeology and Landscapes of the Continental Shelf (SPLASHCOS), with exciting proposals for future research. Future work needs to be integrated with wider initiatives such as this on an international scale. Recent projects have begun to demonstrate the research potential for submerged landscapes in and beyond Scotland, as well as the need to collaborate with industrial partners, in order that commercially-created datasets can be accessed and used. More data is required in order to fully model the changing coastline around Scotland and develop predictive models of site survival. Such work is crucial to understanding life in early prehistoric Scotland, and how the earliest communities responded to a changing environment. 3. Marine & Maritime Historic Landscapes: Scotland’s coastal and intertidal zones and maritime hinterland encompass in-shore islands, trans-continental shipping lanes, ports and harbours, and transport infrastructure to intertidal fish-traps, and define understanding and conceptualisation of the liminal zone between the land and the sea. Due to the pervasive nature of the Marine and Maritime historic landscape, a holistic approach should be taken that incorporates evidence from a variety of sources including commercial and research archaeology, local and national societies, off-shore and onshore commercial development; and including studies derived from, but not limited to history, ethnology, cultural studies, folklore and architecture and involving a wide range of recording techniques ranging from photography, laser imaging, and sonar survey through to more orthodox drawn survey and excavation. 4. Collaboration: As is implicit in all the above, multi-disciplinary, collaborative, and cross-sector approaches are essential in order to ensure the capacity to meet the research challenges of the marine and maritime historic environment. There is a need for collaboration across the heritage sector and beyond, into specific areas of industry, science and the arts. Methods of communication amongst the constituent research individuals, institutions and networks should be developed, and dissemination of research results promoted. The formation of research communities, especially virtual centres of excellence, should be encouraged in order to build capacity.
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