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1

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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Charles, Darryl, Therese Charles, Michael McNeill, David Bustard, and Michaela Black. "Game-based feedback for educational multi-user virtual environments." British Journal of Educational Technology 42, no. 4 (April 5, 2010): 638–54. http://dx.doi.org/10.1111/j.1467-8535.2010.01068.x.

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Butler, Stephanie. "Virtual Selves, Virtual Communities: Self-Narration and Social Relations in Multi-User Virtual Environments." a/b: Auto/Biography Studies 31, no. 2 (March 2016): 373–98. http://dx.doi.org/10.1080/08989575.2016.1138359.

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Bozanta, Aysun, Birgul Kutlu, Nuket Nowlan, and Shervin Shirmohammadi. "Multi User Virtual Environments and Serious Games for Team Building." Procedia Computer Science 15 (2012): 301–2. http://dx.doi.org/10.1016/j.procs.2012.10.086.

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Kuznetcova, Irina, and Michael Glassman. "Rethinking the use of Multi-User Virtual Environments in education." Technology, Pedagogy and Education 29, no. 4 (May 25, 2020): 389–405. http://dx.doi.org/10.1080/1475939x.2020.1768141.

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Lee, M. J. W., P. A. Kirschner, and L. Kester. "Learning analytics in massively multi-user virtual environments and courses." Journal of Computer Assisted Learning 32, no. 3 (March 24, 2016): 187–89. http://dx.doi.org/10.1111/jcal.12139.

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Di Blas, Nicoletta, Alberto Bucciero, Luca Mainetti, and Paolo Paolini. "Multi-User Virtual Environments for Learning: Experience and Technology Design." IEEE Transactions on Learning Technologies 5, no. 4 (October 2012): 349–65. http://dx.doi.org/10.1109/tlt.2012.16.

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Calandra, Brendan, and Anton Puvirajah. "Teacher practice in multi user virtual environments: A fourth space." TechTrends 58, no. 6 (October 7, 2014): 29–35. http://dx.doi.org/10.1007/s11528-014-0800-3.

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Gamage, Vimani, Alexei Tretiakov, and Barbara Crump. "Teacher perceptions of learning affordances of multi-user virtual environments." Computers & Education 57, no. 4 (December 2011): 2406–13. http://dx.doi.org/10.1016/j.compedu.2011.06.015.

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Rogers, Luke. "Developing simulations in multi-user virtual environments to enhance healthcare education." British Journal of Educational Technology 42, no. 4 (March 30, 2010): 608–15. http://dx.doi.org/10.1111/j.1467-8535.2010.01057.x.

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Nelson, Brian C., and Diane Jass Ketelhut. "Exploring embedded guidance and self-efficacy in educational multi-user virtual environments." International Journal of Computer-Supported Collaborative Learning 3, no. 4 (September 5, 2008): 413–27. http://dx.doi.org/10.1007/s11412-008-9049-1.

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Tilak, Shantanu, Michael Glassman, Irina Kuznetcova, Joshua Peri, Qiannan Wang, Ziye Wen, and Amanda Walling. "Multi-User Virtual Environments (MUVEs) as Alternative Lifeworlds: Transformative Learning in Cyberspace." Journal of Transformative Education 18, no. 4 (June 22, 2020): 310–37. http://dx.doi.org/10.1177/1541344620932224.

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Direct instruction (PowerPoint presentations, lectures) often imposes hierarchical classroom structures where the teachers are considered experts, imparting knowledge to passive learners. However, the emergence of tools like Multi-User Virtual Environments (MUVEs) encourages the creation of democratic learning environments. We hypothesize that these tools lead to higher degrees of civil discourse within the classroom and create transformative learning trajectories for students, allowing them to create shared purpose to incite social change. By comparing reflectivity displayed in weekly students’ blogging assignments in a classroom using an MUVE (Second Life), and one using direct instruction, we sought to gauge the effect MUVEs had on students’ reflectivity with the passage of time. Results indicated that MUVEs facilitated more critical reflection and transformative learning trajectories as compared to direct instruction frameworks.
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Maher, Christopher, and Margaret Corbit. "Creating genetic applications for informal science learning in multi-user virtual environments." Journal of Network and Computer Applications 25, no. 4 (October 2002): 295–308. http://dx.doi.org/10.1006/jnca.2002.0136.

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Pullen, J. Mark, Eugene Norris, and Mark Fix. "Teaching C++ in a multi-user virtual environment." ACM SIGCSE Bulletin 32, no. 2 (June 2000): 60–64. http://dx.doi.org/10.1145/355354.355376.

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Marešová, Hana. "E-LEARNING IN THE MULTI-USER VIRTUAL ENVIRONMENT." Journal of Technology and Information 1, no. 1 (April 1, 2009): 39–44. http://dx.doi.org/10.5507/jtie.2009.006.

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Liu, Chang, and Ying Zhong. "Multi-Level Adaptation in End-User Development of 3D Virtual Chemistry Experiments." International Journal of Virtual and Personal Learning Environments 5, no. 1 (January 2014): 54–72. http://dx.doi.org/10.4018/ijvple.2014010104.

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Multi-level adaptation in end-user development (EUD) is an effective way to enable non-technical end users such as educators to gradually introduce more functionality with increasing complexity to 3D virtual learning environments developed by themselves using EUD approaches. Parameterization, integration, and extension are three levels of adaptation ranging from straightforward to complex in terms of what end users have to understand in order to develop functional software applications, all within reach of end users without special training on programming. A 3D educational application EUD system prototype, iVirtualWorld, has been expanded to support 3D virtual chemistry experiments generation using these three levels of EUD adaptation. An evaluation has been conducted on 18 participants from the education domain, and the results confirmed ease-of-learn, ease-of-use, and usefulness of this solution. Contributions of this paper are 1) a paradigm for applying EUD technologies in 3D virtual learning environment creation; 2) an easy-to-use tool for educators to build customized virtual chemistry experiments; and 3) empirical assessment data for the multi-level adaptation solution.
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McDonough, Jerome, and Robert Olendorf. "Saving Second Life: Issues in Archiving a Complex, Multi-User Virtual World." International Journal of Digital Curation 6, no. 2 (July 25, 2011): 89–108. http://dx.doi.org/10.2218/ijdc.v6i2.192.

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Virtual environments, such as Second Life, have assumed an increasingly important role in popular culture, education and research. Unfortunately, we have almost no practical experience in how to preserve these highly dynamic, interactive information resources. This article reports on research by the National Digital Information Infrastructure for Preservation Program (NDIIPP)-funded Preserving Virtual Worlds project, which examines the issues that arise when attempting to archive regions from Second Life. Intellectual property and contractual issues can raise significant impediments to the creation of an archival information package for these environments, as can the technical design of the worlds themselves. We discuss the implication of these impediments for distributed models of preservation, such as NDIIPP.
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Muturi, Elisheba. "Virtual Worlds, Real Libraries: Librarians and Educators in Second Life and Other Multi-User Virtual Environments." Journal of the Canadian Health Libraries Association / Journal de l'Association des bibliothèques de la santé du Canada 31, no. 1 (July 23, 2014): 23. http://dx.doi.org/10.5596/c10-008.

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ANTONIOU, P. E., L. IOANNIDIS, and P. D. BAMIDIS. "OSCase: Data Schemes, Architecture and Implementation details of Virtual Patient repurposing in Multi User Virtual Environments." EAI Endorsed Transactions on Future Intelligent Educational Environments 2, no. 6 (June 27, 2016): 151523. http://dx.doi.org/10.4108/eai.27-6-2016.151523.

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Ripamonti, L. A., and C. A. Peraboni. "Managing the design–manufacturing interface in virtual enterprises through multi user virtual environments: a perspective approach." International Journal of Computer Integrated Manufacturing 23, no. 8-9 (August 2010): 758–76. http://dx.doi.org/10.1080/09511921003682630.

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Ashraf, N., J. Anderson, C. Douther, I. McKay, M. Jack, and P. Platt. "Longitudinal Study of Habituation and Participatory Design for Multi-User Shared Virtual Environments." International Journal of Virtual Reality 5, no. 1 (January 1, 2001): 1–17. http://dx.doi.org/10.20870/ijvr.2001.5.1.2664.

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This paper details the results of a longitudinal study of user habituation, usage and involvement with a shared virtual 3D environment acting as a meeting space. The study involved investigation of the effectiveness of a range of design features which were included to enhance communication, discussion and social interaction among a group of four users of the shared space. The users took part in six sessions over a period of seven weeks. The paper focuses on usage of the shared space and details user involvement in the design process in terms of reactions to avatar personalisation; avatar life signs, gestures and navigation control; the means for identifying who is talking; and symbolic acting by avatars. The results indicate the importance of key features for the design of virtual environments. Participants wanted to identify their own protocols for turn-taking in conversation and they wanted simple gesture control. For example, one-click visual buttons for the selection of gestures were preferred to pulldown menus. It took users five or six sessions to complete the participatory design process at which point they were totally comfortable with the use of the virtual meeting space. Finally, symbolic acting was shown to be a viable addition to the shared space to assist group dynamics.
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Lerner, Dieter, Stefan Mohr, Jonas Schild, Martin Göring, and Thomas Luiz. "An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study." JMIR Serious Games 8, no. 3 (July 31, 2020): e18822. http://dx.doi.org/10.2196/18822.

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Background Virtual reality (VR) is increasingly used as simulation technology in emergency medicine education and training, in particular for training nontechnical skills. Experimental studies comparing teaching and learning in VR with traditional training media often demonstrate the equivalence or even superiority regarding particular variables of learning or training effectiveness. Objective In the EPICSAVE (Enhanced Paramedic Vocational Training with Serious Games and Virtual Environments) project, a highly immersive room-scaled multi-user 3-dimensional VR simulation environment was developed. In this feasibility study, we wanted to gain initial insights into the training effectiveness and media use factors influencing learning and training in VR. Methods The virtual emergency scenario was anaphylaxis grade III with shock, swelling of the upper and lower respiratory tract, as well as skin symptoms in a 5-year-old girl (virtual patient) visiting an indoor family amusement park with her grandfather (virtual agent). A cross-sectional, one-group pretest and posttest design was used to evaluate the training effectiveness and quality of the training execution. The sample included 18 active emergency physicians. Results The 18 participants rated the VR simulation training positive in terms of training effectiveness and quality of the training execution. A strong, significant correlation (r=.53, P=.01) between experiencing presence and assessing training effectiveness was observed. Perceived limitations in usability and a relatively high extraneous cognitive load reduced this positive effect. Conclusions The training within the virtual simulation environment was rated as an effective educational approach. Specific media use factors appear to modulate training effectiveness (ie, improvement through “experience of presence” or reduction through perceived limitations in usability). These factors should be specific targets in the further development of this VR simulation training.
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Procter, Lesley. "Presence and Pedagogy: The Potentials of Multi-user Virtual Environments as Learning Spaces." International Journal of Humanities Education 10, no. 4 (2013): 21–37. http://dx.doi.org/10.18848/2327-0063/cgp/v10i04/58283.

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Nelson, Brian C., and Benjamin E. Erlandson. "Managing cognitive load in educational multi-user virtual environments: reflection on design practice." Educational Technology Research and Development 56, no. 5-6 (December 4, 2007): 619–41. http://dx.doi.org/10.1007/s11423-007-9082-1.

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Tüzün, Hakan, Hatice Gökçe Bilgiç, and Sevil Yaşar Elçi. "The Effects of 3D Multi-User Virtual Environments on Collaborative Learning and Social Presence." lnternational Electronic Journal of Elementary Education 11, no. 3 (February 11, 2019): 221–31. http://dx.doi.org/10.26822/iejee.2019349247.

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Hong, Seung-Wan, and Chang-Geun Yoo. "The Applications of Online, Multi-User Virtual Environments for Architectural & Interior Design Communication." Journal of the Korean housing association 25, no. 1 (February 25, 2014): 41–50. http://dx.doi.org/10.6107/jkha.2014.25.1.041.

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Prado, Gilbertto. "Artistic Experiments on Telematic Nets: Recent Experiments in Multi-User Virtual Environments in Brazil." Leonardo 37, no. 4 (August 2004): 297–302. http://dx.doi.org/10.1162/0024094041724481.

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The author explores the transformation and derivations in the field of artistic experimentation on the Net. The article examines the accomplishments artists have made with the “new poetics” of the dynamic universe of telematic art, expressed in contemporary artistic production. The text introduces five distinctive projects in multi-user virtual environments that were recently produced in Brazil and then places the projects within the more general context of art on the Net.
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Kuznetcova, Irina, Michael Glassman, and Tzu-Jung Lin. "Multi-user virtual environments as a pathway to distributed social networks in the classroom." Computers & Education 130 (March 2019): 26–39. http://dx.doi.org/10.1016/j.compedu.2018.11.004.

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Yee, Nick. "The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments." Presence: Teleoperators and Virtual Environments 15, no. 3 (June 1, 2006): 309–29. http://dx.doi.org/10.1162/pres.15.3.309.

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Online survey data were collected from 30,000 users of Massively Multi-User Online Role-Playing Games (MMORPGs) over a three year period to explore users' demographics, motivations, and derived experiences. Not only do MMORPGs appeal to a broad age range (Mage = 26.57, range = 11–68), but the appeal is strong (on average 22 hours of usage per week) across users of all ages (r = −.04). An exploratory factor analysis revealed a five factor model of user motivations—Achievement, Relationship, Immersion, Escapism, and Manipulation—illustrating the multifaceted appeal of these online environments. Male players were significantly more likely to be driven by the Achievement and Manipulation factors, while female players were significantly more likely to be driven by the Relationship factor. Also, the data indicated that users derived meaningful relationships and salient emotional experiences, as well as real-life leadership skills from these virtual environments. MMORPGs are not simply a pastime for teenagers, but a valuable research venue and platform where millions of users interact and collaborate using real-time 3D avatars on a daily basis.
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Sun, Bo Wen, Bin Shen, Wen Wu Chen, Yan Peng Zhang, and Jia Qi Lin. "VEET: 3D Virtual Electrical Experimental Tool Supporting Multi-Modal User Interfaces and Platforms." Advanced Materials Research 981 (July 2014): 196–99. http://dx.doi.org/10.4028/www.scientific.net/amr.981.196.

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This paper introduces a practical and cross-platform virtual electrical experimental tool (VEET) based on an off the shelf game engine called Unity3D which is powerful and flexible to develop Virtual and Augmented Reality (VR/AR) applications. Taking the electrical experiments of technological university as examples, the well designed virtual experimental system has the characteristics of lifelike three dimensional (3D) experimental environments, AR interactive interface on mobile devices, intelligent detecting mechanism and cross-platform. We described VEET’?s flexible design and demonstrate its use in teaching where 120 students from three classes conducted electrical experiments with it. The experiments in VEET were presented on desktop, mobile and web browser using low cost common devices (personal computer, android handheld device, Chrome browser). Evaluating the main performance parameters, the well practicability was confirmed.
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Jones, Greg, and Scott J. Warren. "Issues and Concerns of K-12 Educators on 3-D Multi-User Virtual Environments in Formal Classroom Settings." International Journal of Gaming and Computer-Mediated Simulations 3, no. 1 (January 2011): 1–12. http://dx.doi.org/10.4018/jgcms.2011010101.

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This study is a naturalistic inquiry conducted between 2007 and 2009 that presents emergent themes from interviews with fourteen K-12 educators and administrators regarding their issues and concerns about implementing 3-D multi-user virtual environments in formal K-12 classrooms. The major issues and concerns emerging from interviews included instructional effectiveness, security, bandwidth, and technology. The majority of the participants at the end of the study could not overcome one or more of these issues or concerns to use virtual environments in their classrooms.
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Yu, Hai Dong, Bo Tao Zhang, and Yan Chun Wang. "Game Strategy in Multi-User Shared Virtual Environment Based on Internet." Applied Mechanics and Materials 26-28 (June 2010): 809–12. http://dx.doi.org/10.4028/www.scientific.net/amm.26-28.809.

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This paper proposed a new interests game model with dynamic correlation analysis in distributed virtual environment based on mechanism design theory. The game definitions in correlation network and interest matrix were given and an analysis approach to find out the interest focus of virtual agents and administrator was presented. Thus a prototype virtual environment game system was implemented to demonstrate the effects of our approach in optimizing the visual rendering process and highlighting the collaborative perception according to payoffs under imperfect information condition.
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Sardone, Nancy B., and Roberta Devlin‐Scherer. "Teacher candidates’ views of a multi‐user virtual environment (MUVE)." Technology, Pedagogy and Education 17, no. 1 (March 2008): 41–51. http://dx.doi.org/10.1080/14759390701847484.

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Aziz, El-Sayed S., Yizhe Chang, Sven K. Esche, and Constantin Chassapis. "A multi-user virtual laboratory environment for gear train design." Computer Applications in Engineering Education 22, no. 4 (February 26, 2013): 788–802. http://dx.doi.org/10.1002/cae.21573.

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Cho, Yongjoo, Minyoung Kim, and Kyoung Shin Park. "LOTUS: composing a multi-user interactive tiled display virtual environment." Visual Computer 28, no. 1 (September 14, 2011): 99–109. http://dx.doi.org/10.1007/s00371-011-0631-6.

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45

Juřík, V., L. Herman, P. Kubíček, Z. Stachoň, and Č. Šašinka. "COGNITIVE ASPECTS OF COLLABORATION IN 3D VIRTUAL ENVIRONMENTS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B2 (June 8, 2016): 663–70. http://dx.doi.org/10.5194/isprsarchives-xli-b2-663-2016.

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Human-computer interaction has entered the 3D era. The most important models representing spatial information — maps — are transferred into 3D versions regarding the specific content to be displayed. Virtual worlds (VW) become promising area of interest because of possibility to dynamically modify content and multi-user cooperation when solving tasks regardless to physical presence. They can be used for sharing and elaborating information via virtual images or avatars. Attractiveness of VWs is emphasized also by possibility to measure operators’ actions and complex strategies. Collaboration in 3D environments is the crucial issue in many areas where the visualizations are important for the group cooperation. Within the specific 3D user interface the operators' ability to manipulate the displayed content is explored regarding such phenomena as situation awareness, cognitive workload and human error. For such purpose, the VWs offer a great number of tools for measuring the operators’ responses as recording virtual movement or spots of interest in the visual field. Study focuses on the methodological issues of measuring the usability of 3D VWs and comparing them with the existing principles of 2D maps. We explore operators’ strategies to reach and interpret information regarding the specific type of visualization and different level of immersion.
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Juřík, V., L. Herman, P. Kubíček, Z. Stachoň, and Č. Šašinka. "COGNITIVE ASPECTS OF COLLABORATION IN 3D VIRTUAL ENVIRONMENTS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B2 (June 8, 2016): 663–70. http://dx.doi.org/10.5194/isprs-archives-xli-b2-663-2016.

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Human-computer interaction has entered the 3D era. The most important models representing spatial information — maps — are transferred into 3D versions regarding the specific content to be displayed. Virtual worlds (VW) become promising area of interest because of possibility to dynamically modify content and multi-user cooperation when solving tasks regardless to physical presence. They can be used for sharing and elaborating information via virtual images or avatars. Attractiveness of VWs is emphasized also by possibility to measure operators’ actions and complex strategies. Collaboration in 3D environments is the crucial issue in many areas where the visualizations are important for the group cooperation. Within the specific 3D user interface the operators' ability to manipulate the displayed content is explored regarding such phenomena as situation awareness, cognitive workload and human error. For such purpose, the VWs offer a great number of tools for measuring the operators’ responses as recording virtual movement or spots of interest in the visual field. Study focuses on the methodological issues of measuring the usability of 3D VWs and comparing them with the existing principles of 2D maps. We explore operators’ strategies to reach and interpret information regarding the specific type of visualization and different level of immersion.
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47

Gilmore, John. "A state management and persistency architecture for peer-to-peer massively multi-user virtual environments." ACM SIGMultimedia Records 5, no. 1 (March 2013): 13–14. http://dx.doi.org/10.1145/2484912.2484917.

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48

Pollock, B., M. Burton, J. W. Kelly, S. Gilbert, and E. Winer. "The Right View from the Wrong Location: Depth Perception in Stereoscopic Multi-User Virtual Environments." IEEE Transactions on Visualization and Computer Graphics 18, no. 4 (April 2012): 581–88. http://dx.doi.org/10.1109/tvcg.2012.58.

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49

Chalmers, Alan, and Eva Zányi. "Multi-Sensory Virtual Environments for Investigating the Past." Virtual Archaeology Review 1, no. 1 (April 11, 2010): 13. http://dx.doi.org/10.4995/var.2010.4750.

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<p>A human depends on all five senses: visuals, audio, smell, taste and touch to perceive an environment. It is not only the individual senses, but also their interaction that plays a key role in enabling us to understand the world around us. Virtual archaeology is being increasingly used to investigate the past. Failure to consider all senses in these reconstructions runs the very real danger of misrepresenting ancient environments and how they may have been perceived by our ancestors. This paper describes Real Virtuality: true high-fidelity multi-sensory virtual environments, and shows how such an approach may give historians a more valid means of considering the past.</p>
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50

Randhavane, Tanmay, Aniket Bera, and Dinesh Manocha. "F2FCrowds: Planning Agent Movements to Enable Face-to-Face Interactions." Presence: Teleoperators and Virtual Environments 26, no. 2 (May 1, 2017): 228–46. http://dx.doi.org/10.1162/pres_a_00294.

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The simulation of human behaviors in virtual environments has many applications. In many of these applications, situations arise in which the user has a face-to-face interaction with a virtual agent. In this work, we present an approach for multi-agent navigation that facilitates a face-to-face interaction between a real user and a virtual agent that is part of a virtual crowd. In order to predict whether the real user is approaching a virtual agent to have a face-to-face interaction or not, we describe a model of approach behavior for virtual agents. We present a novel interaction velocity prediction (IVP) algorithm that is combined with human body motion synthesis constraints and facial actions to improve the behavioral realism of virtual agents. We combine these techniques with full-body virtual crowd simulation and evaluate their benefits by conducting a user study using Oculus HMD in an immersive environment. Results of this user study indicate that the virtual agents using our interaction algorithms appear more responsive and are able to elicit more reaction from the users. Our techniques thus enable face-to-face interactions between a real user and a virtual agent and improve the sense of presence observed by the user.
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