Academic literature on the topic 'Virtual item'

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Journal articles on the topic "Virtual item"

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Yulius, Rina. "Analisis Perilaku Pengguna dalam Pembelian Item Virtual pada Game Online." Journal of Animation & Games Studies 3, no. 1 (2017): 1. http://dx.doi.org/10.24821/jags.v3i1.1582.

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Online games increasingly sell virtual items to generate more income. Intent to purchase virtual items is different among gamers. This study aims to evaluate factors affecting gamer’s behavior and how to predict it toward purchasing virtual items. Simple random sampling was used in explanatory research using five-point Likert scale which was distributed to 300 users of online game in Indonesia. The process of analyzing data using structural equation modeling (SEM) to identify factors affecting user behaviors toward purchasing in virtual worlds.Keywords: virtual item, online game, SEMAbstrakGame online mengandalkan penjualan item secara virtual guna menghasilkan pendapatan yang lebih besar. Minat pengguna game online berbeda-beda dalam melakukan pembelian. Tujuan dari penelitian ini adalah untuk menguji faktor-faktor yang mempengaruhi perilaku pengguna dalam pembelian item virtual pada game online. Metode pengambilan sampel menggunakan simple random sampling dengan alat ukur berupa skala Likert. Jumlah subjek penelitian ini adalah 300 pengguna game online di Indonesia. Sampel penelitian dianalisis menggunakan structural equation modeling (SEM) guna mengidentifikasi faktor-faktor perilaku pengguna dalam pembelian item virtual pada game online. Kata kunci: item virtual, game online, SEM
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Herawan, Muhammad Hafni, and M. Yudy Rachman. "Pengaruh Nilai Virtual Item Terhadap Intensi Pembelian Virtual Item dalam Game Online PUBG Mobile." INOBIS: Jurnal Inovasi Bisnis dan Manajemen Indonesia 5, no. 1 (2021): 1–12. http://dx.doi.org/10.31842/jurnalinobis.v5i1.207.

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Penelitian dilakukan dengan tujuan untuk menggambarkan intensi pembelian virtual item para pemain game online yaitu PUBG Mobile, yang dipengaruhi oleh nilai virtual item pada game tersebut. Metode yang digunakan yaitu metode kuantitatif, dengan menyertakan masyarakat Banjarmasin yang merupakan pemain game online PUBG sebagai populasi penelitian. Dari populasi penelitian ini kemudian ditarik 100 sampel sebagai responden penelitian. Teknik sampling yang digunakan dalam menarik sampel yaitu Judgmental sampling. Sedangkan untuk menganalisis data pada penelitian ini maka digunakan regresi linier berganda. Berdasarkan temuan penelitian ini maka didapat hasil sebagai berikut : Hasil penelitian menunjukkan bahwasannya intensi pembelian virtual item dari para pemain game online PUBG Mobile dipengaruhi oleh nilai fungsional dari virtual item, namun dari hasil penelitian ini pula didapat bukti bahwa nilai social dan juga nilai fungsional ternyata belum memiliki andil terhadap intensi pembelian virtual item para pemain game online PUBG. Semakin meningkatnya nilai dari sebuah virtual item akan membuat semakin meningkat pula intensi para pemain untuk membeli virtual item dalam permainan tersebut, dan hal ini berarti menunjukan nilai dari virtual item akan mempengaruhi intensi untuk membeli virtual item permainan tersebut.
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Muyal, Ashima. "Construction of A Knowledge Test for Testing the Effectiveness of Participatory Video on Virtual Marketing." Indian Research Journal of Extension Education 22, no. 5 (2022): 1–7. http://dx.doi.org/10.54986/irjee/2022/dec_spl/1-7.

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Virtual marketing refers to the marketing activities that take place in a virtual or digital space on various social media platforms. With the increase in the number of internet users around the globe, virtual marketing is a great opportunity for new enterprises to grow and reach new heights. However, to bring the rural entrepreneurs in the fl ow of modern marketing it is needed to pass on the knowledge about modern marketing strategies. Therefore, in the present study, the detailed procedure as well as the constructed knowledge test has been presented which will serve as a standard test for testing the eff ectiveness of a participatory video program on ‘Virtual Marketing’ for women entrepreneurs in SHG. For the construction of the test, 40 items were collected initially through secondary sources of literature and expert opinion surveys covering all the important aspects of virtual marketing. Out of the 40 collected items, 23 items were selected for the item analysis process based on the relevancy test score obtained from 30 experts. Item analysis was carried out in terms of three indices that were item diffi culty index, item discrimination index, and point biserial correlation. Then 17 items were selected having: Item’s diffi culty index ranging from 30 to 70, Item’s discrimination index ranging from 0.30 to 0.80, and point biserial correlation of at least 0.15. The fi nal knowledge test contained 17 items that were retained from 40 items and had a reliability coeffi cient of 0.709 (Cronbach’s Alpha), thus indicating an acceptable level of reliability.
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Eka, Mayastika Sinaga. "The Effect of Price Perception and Game Features in Online Virtual Game Item Purchase Decisions." International Journal of Multidisciplinary Research and Analysis 04, no. 06 (2021): 843–53. https://doi.org/10.47191/ijmra/v4-i6-24.

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This study tries to answer the research objectives, namely to find out how the influence of Price Perception and Game Features on Online Game Virtual Item Purchase Decisions. The results of hypothesis testing using multiple regression analysis with two independent variables and one dependent variable indicate that: The proposed H1 states that Price Perception has no effect on Online Game Virtual Item Purchase Decisions, it can be seen if the tcount value is 0.896 or less than ttable (α : 5%, df : 37 = 2.026192), in addition, the significance value is 0.376 or greater than the model significance value of 0.05. Then H1 is rejected, meaning that this cannot affect the Online Game Item Virtual Purchase Decision. The proposed H2 states that Game Features have an effect on Online Game Virtual Item Purchase Decisions, it can be seen if the tcount value of 1.908 is smaller than ttable (5%, df : 37 = 2.026192), but the significance value is 0.064 or greater than the value the significance of the model is 0.05. Then H2 is rejected, meaning that this cannot affect the Online Game Item Virtual Purchase Decision. The proposed H3 states that Price Perception and Game Features simultaneously affect the Decision to Purchase Virtual Items Online Game, from table 4.12 the Fcount value is 4.751 or greater than the Ftable value (α : 5%, dk numerator : 2, dk denominator : 39 -2-1, Ftable: 3.26), besides the significance value is 0.015 or less than the model significance (0.05), it can be concluded if H3 is accepted, meaning that Price Perception and Game Features simultaneously affect Virtual Purchase Decisions Online Game Items.  
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Guo, Yue, and Stuart Barnes. "Virtual item purchase behavior in virtual worlds: an exploratory investigation." Electronic Commerce Research 9, no. 1-2 (2009): 77–96. http://dx.doi.org/10.1007/s10660-009-9032-6.

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Febrianto, Yona Joan. "Mediasi Kepuasan Gamers Atas Persepsi Gamers terhadap Internet Addiction Penggunaan Game Online di Surakarta." EXCELLENT 7, no. 2 (2021): 196–205. http://dx.doi.org/10.36587/exc.v7i2.797.

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Tujuan penelitian ini adalah mengetahui dan menganalisis signifikansi pengaruh persepsi kesenangan dan intensi pembelian virtual item terhadap kepuasan gamers, mengetahui dan menganalisis signifikansi pengaruh persepsi kesenangan bermain, intensi pembelian virtual item dan kepuasan gamers terhadap internet addiction. Populasi dalam penelitian ini adalah responden yang merupakan gamers dari PUBG dan Mobile Legend yang hingga saat penelitian ini masih bermain PUBG dan Mobile Legend. Populasi dalam penelitian ini tidak diketahui jumlahnya, adapun responden yang dijadikan sampel adalah (5 x 20) = 100 responden. Teknik pengambilan sampel dilakukan dengan cara accidental sampling, yaitu teknik penentuan sampel berdasarkan kebetulan, yaitu responden yang secara kebetulan bertemu dengan peneliti dan dipandang cocok untuk dijadikan sumber data oleh peneliti. Hasil penelitian menyatakan bahwa intensi pembelian virtual item berpengaruh positif dan signifikan terhadap kepuasan gamers, serta persepsi kesenangan bermain berpengaruh negatif dan tidak signifikan terhadap kepuasan gamers. Sedangkan persepsi kesenangan bermain, intensi pembelian virtual item dan kepuasan gamers berpengaruh positif dan tidak signifikan terhadap internet addiction. Dari hasil uji F dinyatakan secara bersama-sama variabel bebas tidak berpengaruh signifikan terhadap internet addicition, nilai R2 total sebesar 0,418 dapat diartikan bahwa internet addiction pemain game online dijelaskan oleh variabel persepsi kesenangan bermain, intensi pembelian virtual items, dan kepuasan gamers sebesar 41,80%dan dinyakan bahwa intensi pembelian virtual item merupakan variabel yang paling berpengaruh terhadap internet addicition. Selanjutnya dari hasil penelitian disebutkan bahwa pengaruh langsung persepsi kesenangan bermain terhadap internet addiction lebih besar dibandingkan pengaruh tidak langsung, sehingga untuk meningkatkan pengaruh persepsi kesenangan bermain terhadap internet addicton lebih efektif melalui jalur langsung. Pengaruh langsung intensi pembelian virtual items terhadap internet addiction lebih besar dibandingkan pengaruh tidak langsung, sehingga untuk meningkatkan pengaruh persepsi kesenangan bermain terhadap internet addicton lebih efektif melalui jalur langsung.Variabel kepuasan bermain dalam penelitian ini terbukti bukan merupakan variabel mediasi.
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Apidana, Yordan Hermawan, and Kholifah Kholifah. "PENGARUH ANTESEDEN KECANDUAN ONLINE MOBILE GAME TERHADAP NIAT MELAKUKAN PEMBELIAN ITEM VIRTUAL PADA MAHASISWA." Journal of Digital Business and Management 2, no. 1 (2023): 20–32. http://dx.doi.org/10.32639/jdbm.v2i1.265.

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Mahasiswa yang mengalami kecanduan game game akan mengalami beberapa gejala kecanduan game seperti salience (berpikir tentang bermain game game sepanjang hari), tolerance (waktu bermain game game yang semakin meningkat), mood modification (bermain game game untuk melarikan diri dari masalah), relapse (cenderung untuk bermain game game kembali setelah lama tidak bermain), withdrawl (merasa buruk jika tidak bermain game game), conflict (bertengkar dengan orang lain karena bermain game game secara berlebihan). Mahasiswa yang kecanduan game game dinilai akan melakukan perilaku pembelian terhadap item-item virtual dalam game. Tujuan dari penelitian ini untuk mengetahui pengaruh anteseden kecanduan bermain game mobile online yaitu salience, tolerance, mood modification, relapse, withdrawal dan conflict terhadap niat melakukan pembelian virtual item. Berdasarkan analisis data diketahui: (1) salience berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (2) tolerance berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (3) mood modification berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (4) relapse berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (5) withdrawal berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (6) conflict berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item.
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Khaliq, Idham, Sari Listyorini, and Ari Pradhanawati. "Pengaruh Desain Produk dan Harga terhadap Keputusan Pembelian Virtual Item pada Game Online “Mobile Legends Bang Bang” (Studi pada Konsumen Mobile Legends Bang Bang Kota Semarang)." Jurnal Ilmu Administrasi Bisnis 11, no. 3 (2022): 411–19. http://dx.doi.org/10.14710/jiab.2022.34917.

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Mobile Legends: Bang Bang is an online game created by Shanghai Moonton Technology Co. Ltd. This game has offered a variety of virtual items for sale in their online games. Every product sold requires two important elements to increase its purchase value, namely product design and price. To improve the purchasing decisions made by consumers, Moonton has issued virtual items with the best product designs and prices. But unfortunately, different from what was expected by the company, some consumers still think that the product design and the price of the virtual items offered are considered less in line with what is expected. This study aims to determine the effect of product design and price on purchasing decisions for virtual items in the online game Mobile Legends: Bang Bang. The type of research used is explanatory research with a sample size of 100 respondents who have purchased virtual items in the past year. Researchers used a non-probability sampling technique, namely purposive sampling. This research is intended to prove the influence between research variables using validity test, reliability test, correlation coefficient, coefficient of determination, simple and multiple linear regression analysis, and significance test (t test and F test). In data processing, researchers used the SPSS version 26 application with the results that there was a positive effect of product design on purchasing decisions, positive effects of price on purchasing decisions, and positive effects of product design and price on purchasing decisions. Based on the results of the research obtained, the researcher has several suggestions, namely further improving the price of virtual items in terms of affordability, making innovations in product design to maintain or even increase consumer ratings of virtual game items, and improve product quality so that there is no feeling of disappointment from consumers after making a purchase. All these suggestions are expected to be improved by Shanghai Moonton Technology Co. Ltd for the future in order to improve purchasing decisions from consumers on a broad scale.Mobile Legends: Bang Bang merupakan sebuah game online yang diciptkan oleh Shanghai Moonton Technology Co. Ltd. Game ini telah menawarkan berbagai virtual item yang dijual didalam game online mereka. Setiap produk yang dijual memerlukan dua elemen penting untuk meningkatkan nilai belinya, yaitu desain produk dan harga. Untuk meningkatkan keputusan pembelian yang dilakukan oleh konsumen, Moonton telah mengeluarkan virtual item dengan desain produk dan harga terbaiknya. Namun sayangnya, berbeda dengan yang diharapkan oleh perusahaan, beberapa konsumen masih menganggap bahwa desain produk dan harga dari virtual item yang ditawarkan dinilai kurang sesuai dengan apa yang diharapkan. Penelitian ini bertujuan untuk megetahui pengaruh desain produk dan harga terhadap keputusan pembelian virtual item pada game online Mobile Legends: Bang Bang. Tipe penelitian yang digunakan yaitu explanatory research dengan jumlah sampel sebanyak 100 responden yang pernah melakukan pembelian virtual item dalam satu tahun terakhir. Peneliti menggunakan teknik non probability sampling yaitu purposive sampling. Penelitian ini ditujukan untuk membuktikan pengaruh antar variabel penelitian menggunakan uji validitas, uji reliabilitas, koefisien korelasi, koefisien determinasi, analisis regresi linear sederhana dan berganda, serta uji signifikansi (uji t dan uji F). Dalam pengolahan data, peneliti menggunakan bantuan aplikasi SPSS versi 26 dengan hasil terdapat pengaruh positif desain produk terhadap keputusan pembelian, pengaruh positif harga terhadap keputusan pembelian, dan pengaruh positif desain produk dan harga terhadap keputusan pembelian. Berdasarkan hasil penelitian yang diperoleh, peneliti memiliki beberapa saran yaitu lebih memperbaiki harga virtual item dari segi keterjangkauannya, melakukan inovasi-inovasi terhadap desain produk untuk menjaga atau bahkan meningkatkan penilaian konsumen terhadap virtual item game, dan meningkatkan kualitas produknya agar tidak ada rasa perasaan kecewa dari konsumen setelah melakukan pembelian. Semua saran tersebut diharapkan dapat diperbaiki oleh Shanghai Moonton Technology Co. Ltd untuk kedepannya supaya dapat meningkatkan keputusan pembelian dari konsumen dalam skala yang luas.
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Iyer, Sridhar, Nirzari Parikh, Khushi Jobanputra, Gauri Bhosle, and Anushka Pandit. "Virtual One-day Trip Planner." Journal of Sustainable Development Innovations 1, no. 2 (2024): 71–81. http://dx.doi.org/10.61552/jsi.2024.02.003.

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A virtual one-day trip planner is necessary to simplify trip planning for users who wish to explore different places within a limited span of time. A Recommender system is used to make various suggestions according to the budget and time. A Recommendation system is of utmost importance to provide recommendations to users on all the aspects using the technology. Different types of recommendation systems are available, i.e., Hybrid Recommendation System, User-based Collaborative Filtering System and Item-Based Collaborative Filtering System. The user-based filtering compares a user with other users who have similar preferences based on the identical items ratings they have provided. On the other hand, Item-based filtering takes into consideration the previously rated preference of the user to make further recommendations. A Hybrid System consists of both types of collaborative filtering to make the recommendation to the user.
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Weser, Veronica, and Dennis R. Proffitt. "Making the Visual Tangible: Substituting Lifting Speed Limits for Object Weight in VR." PRESENCE: Virtual and Augmented Reality 27, no. 1 (2019): 68–79. http://dx.doi.org/10.1162/pres_a_00319.

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We developed a novel interaction technique that allows virtual reality (VR) users to experience “weight” when hefting virtual, weightless objects. With this technique the perception of weight is evoked via constraints on the speed with which objects can be lifted. When hefted, heavier virtual objects move slower than lighter virtual objects. If lifters move faster than the lifted object, the object will fall. This constraint causes lifters to move slowly when lifting heavy objects. In two studies we showed that the size-weight illusion (SWI) is evoked when this technique is employed. The SWI occurs when two items of identical weight and different size are lifted and the smaller item is perceived as heavier than the larger item. The persistence of this illusion in VR indicates that participants bring their real-world knowledge of the relationship between size and weight to their virtual experience, and suggests that our interaction technique succeeds in making the visible tangible.
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Dissertations / Theses on the topic "Virtual item"

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Guo, Yue. "The Development of a Model For Empirically Testing Virtual Item Purchase Behaviour in Virtual Worlds : Theory and Results." Thesis, University of East Anglia, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.514240.

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In the past few years, virtual worlds - such as Second Life (SL), World of Warcraft (WoW) and RuneScape - have demonstrated the potential to be a promising online business model. Millions of users around the world now participate in virtual worlds and trade virtual items with each other. What is more important is that typically virtual items can be traded for real world currencies within virtual worlds or via other third-party exchange platforms. The advent of virtual worlds, accompanied by virtual item transactions for real money has created a significant impact on the lives of people globally. However, little empirical research has been conducted into virtual world residents' purchase behaviour in virtual worlds. Based on the gaps found in the literature, this research was designed to help us to gain a better understanding of factors influencing virtual item purchase behaviour in virtual worlds. This research was carried out in two distinct stages, covering both exploratory and explanatory research. The exploratory stage began with reviewing the current stage of knowledge with respect to understanding players' purchase behaviour in virtual worlds. Seven prominent theoretical models were carefully selected as our theoretical frameworks to build a preliminary research model for explaining virtual item purchase behaviour in virtual worlds. The seven theoretical models are the theory of reasoned action (TRA) (Fishbein and Ajzen, 1975), the theory of planned behaviour (TPB) (Ajzen, 1991), the technology acceptance model (TAM) (Davis, 1989), trust theory (McKnight et al., 2002) transaction cost theory (Williamson, 1981, 1985, 1991; Liang and Huang, 1998), innovation diffusion theory (lOT) (Rogers, 1995) and the unified theory of acceptance and use of technology (UTAUT) (Venkatesh et al., 2(03). These established theoretical models have proven to have good predicting or explaining power via prior research in the field of IS adoption and e-commerce online shopping behaviour (e.g. Cheong and Park, 2005; Gefen, 2000; Hsu and Lu, 2004; Lin and Lu, 2000; Teo et al., 1999; Moon and Kim, 2001). Moreover, four focus groups were then conducted to gain deep insights into virtual item purchase behaviour in virtual worlds, thereby further refining and improving the preliminary conceptual model and its constructs. The revised research model provides a more comprehensive understanding of the latent psychological processes that typically induce players' purchasing behaviour in virtual worlds. For practical considerations, a more parsimonious research model was finally developed for empirical testing based on an overall modification and refmement of the revised model. In the explanatory research stage, a large-scale online survey was conducted within World of Warcraft and Second Life respectively. SEM-PLS (Structural Equation Models by Partial Least Squares) (Tenenhaus et aI., 2005) was used to confirm the finally developed model in this study. SEM-PLS can offer a unified mechanism to validate the relationships between constructs and their indicators in the measurement model and test the relationships among constructs in the structural model together. Among the statistically significant paths found in the final research model, three prominent IS adoption constructs including effort expectancy, performance expectancy and enjoyment still exerted considerable influence on virtual item purchase behavioural intention. Another typical construct habit not only had the direct effect on actual purchase behaviour in both SL and WoW contexts, but also significantly moderated the relationship between purchase behavioural intention and actual purchase behaviour in the context of WoW. Each of three newly developed constructs including advancement, perceived value and customisation had a strong impact on players' virtual item purchase behavioural intention in both WoW and SL contexts. As expected, perceived social status had a close relationship with players' purchase behavioural intention in WoW. In summary, the research findings provided useful information for virtual world developers and marketers in prioritising and allocating their resources to improve the impact of these constructs, all of which will ultimately stimulate players' purchase of virtual items. For example, given the important influence of enjoyment and customisation, the developers of a virtual world should carefully consider how to design novel, interesting contents and virtual items for simulating players' purchase behaviour. The underlying transaction mechanism must be designed and developed towards ease of use and high usefulness. In addition, game-oriented virtual world developers should refer to socially-oriented virtual world economic systems (e.g. Second Life) and consider establishing a currency exchange mechanism for virtual currency and real money. This PhD dissertation rounds off with a discussion about future research opportunities, the limitations and implications for research and practice in this very new area of investigation.
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Liblik, Karl-Chris, and Berlo Kevin van. "The Business of Micro Transactions : What is the players' motivation for purchasing virtual items?" Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30578.

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Veras, Jaclason Machado. "MODELAGEM PARA O SOFTWARE VIRTUAL-TANEB BASEADO NA TEORIA DA RESPOSTA AO ITEM PARA AVALIAR O RENDIMENTO DOS ALUNOS." Universidade Federal do Maranhão, 2010. http://tedebc.ufma.br:8080/jspui/handle/tede/430.

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Made available in DSpace on 2016-08-17T14:53:07Z (GMT). No. of bitstreams: 1 Jaclason Machado Veras.pdf: 1682090 bytes, checksum: 035fe122eaaac20d2dba05af3e7eab78 (MD5) Previous issue date: 2010-02-26<br>This work proposes a general modeling for an educational software which will serve to verify the knowledge of geometry of fourth grade students of elementary school. The Virtual-Taneb will be based on Basic Education Evaluation System (SAEB) which is an evaluative instrument used in Brazil originated from the guidelines of the National Assessment of Educational Progress (NAEP), which is currently applied manually by written tests. One of the motivations for developing this tool was to reduce the delivery time of obtained results through the resolution of written tests, obeying Basic Education Courseworks. Another motivation was the inclusion of the Item Response Theory (IRT) as an educational evaluation quantifier and qualifier, allowing a statistical analysis from items such as central elements of tests, since the need to monitor the development process of educational evaluation systems. However, there are factors that suppress the use of IRT on a large scale, such as customizing each application and the mathematical complexity of the methods involved. This prototype of educational software will be applied to elementary schools in the State of Maranhão, Brazil. It will be adapted to the cognitive level of students through the inclusion of recourses from the area of Artificial Intelligence and besides it will enable an effective analysis of students knowledge using the IRT on the responses made. Virtual-Taneb will provide some benefits to the Brazilian society, as to favor a long-term reduction of economic investment in the evaluation process, resulting in improvements for present and future generations. Another benefit is the adequation possibility of this software to other evaluation systems, as an example, the International Program of Students Assessment (PISA), the National Examination of High School (ENEM), Prova Brasil, among others. In the future, though the adaptation of the Virtual-Taneb software, there will be the possibility of adding other subjects to the test.<br>Esse trabalho propõe uma modelagem geral para um software educacional que atuará na verificação do conhecimento de geometria de alunos da quarta série do ensino fundamental. O Virtual-TANEB estará baseado no Sistema de Avaliação da Educação Básica (SAEB) que é um instrumento avaliativo usado no Brasil originado a partir das diretrizes do National Assessment of Educational Progress (NAEP), que, atualmente, é aplicado de forma manual por meio de cadernos de provas. Uma das motivações para o desenvolvimento dessa ferramenta foi reduzir o tempo de entrega dos resultados obtidos, através da resolução dos cadernos de provas, obedecendo à Matriz Curricular da Educação Básica. Outra motivação foi a inclusão da Teoria da Resposta ao Item (TRI) como quantificadora e qualificadora da avaliação educacional, permitindo uma análise estatística a partir de itens como elementos centrais da prova, visto a necessidade de acompanhar o processo de evolução dos sistemas de avaliação educacional. Porém, existem fatores que suprimem a utilização da TRI em larga escala, tais como: a personalização de cada aplicação e a complexidade matemática dos métodos envolvidos. Este protótipo de software educacional será aplicado às escolas do ensino fundamental no Estado do Maranhão, Brasil. Ele se adaptará ao nível cognitivo dos alunos através da inclusão de recursos provenientes da área de Inteligência Artificial e, além disso, possibilitará uma análise mais efetiva do conhecimento dos alunos usando a TRI sobre as respostas efetuadas. O Virtual-TANEB irá proporcionar alguns benefícios para a sociedade, como favorecer a longo prazo a redução de investimento econômico no processo de avaliação, resultando em melhorias para gerações presentes e futuras. Outro beneficio é a adequação desse software a outros sistemas de avaliação, por exemplo, Programa Internacional de Avaliação de Alunos (PISA), Exame Nacional do Ensino Médio (ENEM), Prova Brasil, dentre outros. No futuro, mediante uma adaptação no software Virtual-TANEB, haverá a possibilidade de realizar a inclusão de outras disciplinas à prova.
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Kecskemeti, Gabor. "Foundations of efficient virtual appliance based service deployments." Thesis, University of Westminster, 2011. https://westminsterresearch.westminster.ac.uk/item/8zyx5/foundations-of-efficient-virtual-appliance-based-service-deployments.

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The use of virtual appliances could provide a flexible solution to services deployment. However, these solutions suffer from several disadvantages: (i) the slow deployment time of services in virtual machines, and (ii) virtual appliances crafted by developers tend to be inefficient for deployment purposes. Researchers target problem (i) by advancing virtualization technologies or by introducing virtual appliance caches on the virtual machine monitor hosts. Others aim at problem (ii) by providing solutions for virtual appliance construction, however these solutions require deep knowledge about the service dependencies and its deployment process. This dissertation aids problem (i) with a virtual appliance distribution technique that first identifies appliance parts and their internal dependencies. Then based on service demand it efficiently distributes the identified parts to virtual appliance repositories. Problem (ii) is targeted with the Automated Virtual appliance creation Service (AVS) that can extract and publish an already deployed service by the developer. This recently acquired virtual appliance is optimized for service deployment time with the proposed virtual appliance optimization facility that utilizes active fault injection to remove the non-functional parts of the appliance. Finally, the investigation of appliance distribution and optimization techniques resulted the definition of the minimal manageable virtual appliance that is capable of updating and configuring its executor virtual machine. The deployment time reduction capabilities of the proposed techniques were measured with several services provided in virtual appliances on three cloud infrastructures. The appliance creation capabilities of the AVS are compared to the already available virtual appliances offered by the various online appliance repositories. The results reveal that the introduced techniques significantly decrease the deployment time of virtual appliance based deployment systems. As a result these techniques alleviated one of the major obstacles before virtual appliance based deployment systems.
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Rodríguez, Bruno. "Purchasing behaviour on aesthetic items in online video games with real currency : The case of Counter Strike: Global Offensive." Thesis, Uppsala universitet, Medier och kommunikation, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-331012.

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Over the last decade, buying in-game content with real money has become a more common practice among players in order to unlock exclusive content in video games. Prior research has mainly focused on those functional digital items that provide an advantage to the buyer. This thesis aims to determine the underlying factors that influence video game players to purchase purely aesthetic virtual items.Prior studies on the field of video games, gaming business models and purchasing behaviour were reviewed and a theoretical framework focused on behavioural sciences, psychology and customer culture related theories was designed to interpret the results of a quantitative study. The popular FPS (First Person Shooter), Counter Strike Global Offensive was the selected game to carry out the study. A web-based questionnaire was distributed in various specialized online forums, providing a total of 1006 respondents. A linear regression was the selected method to test the formulated model. Results showed a strong influence of emotional and symbolic perceived values in the purchase intention of aesthetic virtual items, while gaming experience and enjoyment had a minor impact.
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Nagarle, Shivashankarappa A. "Novel framework to support information security audit in virtual environment." Thesis, Coventry University, 2013. http://curve.coventry.ac.uk/open/items/aa65bb37-9504-46d3-930e-44ec71f745f3/1.

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Over the years, the focus of information security has evolved from technical issue to business issue. Heightened competition from globalization compounded by emerging technologies such as cloud computing has given rise to new threats and vulnerabilities which are not only complex but unpredictable. However, there are enormous opportunities which can bring value to business and enhance stakeholders’ wealth. Enterprises in Oman are compelled to embark e-Oman strategy which invariably increases the complexity due to integration of heterogeneous systems and outsourcing with external business partners. This implies that there is a need for a comprehensive model that integrates people, processes and technology and provides enterprise information security focusing on organizational transparency and enhancing business value. It was evident through interviews with security practitioners that existing security models and frameworks are inadequate to meet the dynamic nature of threats and challenges inherent in virtualization technology which is a catalyst to cloud computing. Hence the intent of this research is to evaluate enterprise information security in Oman and explore the potential of building a balanced model that aligns governance, risk management and compliance with emphasis to auditing in virtual environment. An integrated enterprise governance, risk and compliance model was developed where enterprise risk management acts as a platform, both mitigating risk on one hand and as a framework for defining cost controls and quantifying revenue opportunities on the other. Further, security standards and frameworks were evaluated and some limitations were identified. A framework for implementing IT governance focusing on critical success factors was developed after analysing and mapping the four domains of COBIT with various best practices. Server virtualization using bare metal architecture was practically tested which provides fault-tolerance and automated load balancing with enhanced security. Taxonomy of risks inherent in virtual environments was identified and an audit process flow was devised that provides insight to auditors to assess the adequacy of controls in a virtual environment. A novel framework for a successful audit in virtual environment is the contribution of this research that has changed some of the security assumptions and audit controls in virtual environment.
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Goldsmith, D. "Model-based transmission reduction and virtual sensing in wireless sensor networks." Thesis, Coventry University, 2013. http://curve.coventry.ac.uk/open/items/418aa713-5150-4512-bcfd-600f379bb5c7/1.

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This thesis examines the use of modelling approaches in Wireless Sensor Networks (WSNs) at node and sink to: reduce the amount of data that needs to be transmitted by each node and estimate sensor readings for locations where no data is available. First, to contextualise the contributions in this thesis, a framework for WSN monitoring applications (FieldMAP) is proposed. FieldMAP provides a structure for developing monitoring applications that advocates the use of modelling to improve the informational output of WSNs and goes beyond the sense- and-send approach commonly found in current, elded WSN applications. Rather than report raw sensor readings, FieldMAP advocates the use of a state vector to encapsulate the state of the phenomena sensed by the node. Second, the Spanish Inquisition Protocol (SIP) is presented. SIP reduces the amount of data that a sensor node must transmit by combining model-based ltering with Dual-Prediction approaches. SIP makes use of the state vector component of FieldMAP to form a simple predictive model that allows the sink to estimate sensor readings without requiring regular updates from the node. Transmissions are only made when the node detects that the predictive model no longer matches the evolving data stream. SIP is shown to produce up to a 99% reduction in the number of samples that require transmission on certain data sets using a simple linear approach and consistently outperforms comparable algorithms when used to compress the same data streams. Furthermore, the relationship between the user-specied error threshold and number of transmissions required to reconstruct a data set is explored, and a method to estimate the number of transmissions required to reconstruct the data stream at a given error threshold is proposed. When multiple parameters are sensed by a node, SIP allows them to be combined into a single state vector. This is demonstrated to further reduce the number of model updates required compared to processing each sensor stream individually. iii Third, a sink-based, on-line mechanism to impute missing sensor values and predict future readings from sensor nodes is developed and evaluated in the context of an on-line monitoring system for a Water Distribution System (WDS). The mechanism is based on a machine learning approach called Gaussian Process Regression (GPR), and is implemented such that it can exploit correlations between nodes in the network to improve predictions. An on-line windowing algorithm deals with data arriving out of order and provides a feedback mechanism to predict values when data is not received in a timely manner. A novel approach to create virtual sensors that allows a data stream to be predicted where no physical sensor is permanently deployed is developed from the on-line GPR mechanism. The use of correlation in prediction is shown to improve the accuracy of predicted data from 1.55 Pounds per Square Inch (PSI) Root Mean Squared Error (RMSE) to 0.01 PSI RMSE. In-situ evaluation of the Virtual Sensors approach over 36 days showed that an accuracy of 0:75 PSI was maintained. The protocols developed in this thesis present an opportunity to improve the output of environmental monitoring applications. By improving energy consumption, long-lived networks that collect detailed data are made possible. Furthermore, the utility of the data collected by these networks is increased by using it to improve coverage over areas where measurements are not taken or available.
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Camilleri, V. "Virtual worlds in pre-service teacher training : classroom technology acceptance and behavioural change." Thesis, Coventry University, 2014. http://curve.coventry.ac.uk/open/items/a011c326-4b55-4297-a91c-be057954f08b/1.

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Human behaviour in educational contexts can be facilitated and supported by technology enhancements. This thesis considers a virtual 3D world as one such technological enhancement and explores its use in supporting technology acceptance in pre-service teacher education. The adaptation of different educational technology tools can often be challenging for teachers due to negative perceptions, lack of experience and a fear of technology. This thesis investigates the role that immersion within virtual environments can play to change perceptions, increase experience with and overcome fears associated to adopting technologies in the classroom. For this reason, this thesis asks the following questions: What factors and indicators show a positive influence on the participants’ perceptions of learning technologies? Do the virtual world (VW) activities encourage more VW connections and interactions inside the VW? What are the pre-service teachers’ reflections on learning in the VW setting? How is the learning experience in the VW applied to the real world classroom practice? This study focuses on the use of classroom technologies in a pre-service teaching program at the University of Malta. PreVieW (Pre-service teachers Virtual World experience) is evaluated using quantitative, qualitative and social network analysis (SNA). The combination of these three methods is used to measure the extent of the VW’s influence as a medium in affecting the participants’ perceptions about classroom technologies and their behavioural intentions to adopt technology during teaching. The results show that the VW experience has an overall significant positive effect on the self-reported perceptions of technology. Factors affecting this result are perceived ease of use, experience and attitude, whilst social network graphs show that VW activities are responsible for social group formations. Participants attribute the strengths of PreVieW to its flexibility and learner-centric activities whilst finding the technical setup as challenging. Participants reflect on the cultural differences in the understanding of teaching and learning in the VW as opposed to a traditional classroom. Findings lead to a deeper understanding of the human-computer interactions in a VW set in a formal learning experience. Following this a model is recommended proposing the integration of a VW experience in a teacher education program together with a number of propositions to enrich learning in a 3D VW.
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Alawamhleh, M. J. A. "Collaborating risks evaluation and management for small and medium size enterprises in virtual organisations." Thesis, Coventry University, 2010. http://curve.coventry.ac.uk/open/items/4f411c47-9960-ab75-4f2f-852581d150fe/1.

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SMEs in the 21 century have to cope with an increasingly dynamic and competitive environment. In order to work effectively within this environment, SMEs have to collaborate with other enterprises in forms of virtual organisations. Despite the increased interest in the area of virtual organisation collaboration, useful information is still lacking about the risk sources of virtual organisation, where the enterprise face more complicated risk threats than those in traditional enterprise due to the new form of relationships between partners. The aim of this research was to identify a risk management contribution where this research has identified key areas of risk that SMEs are likely to face when working collaboratively in VO. It also enables SMEs to understand the relative importance of these risks. A further contribution is made by use of tools (ISM and ANP) to enable SMEs to understand the inter-relationships of risk sources. Multiple analysis techniques provide triangulation of analysis results, leading to validation of results. The secondary research showed all of the risk sources identified in the relevant literature and some of the relationships between them, whilst the primary research addressed all of the direct and indirect relationships using the Interpretive Structural Modeling. Also the primary data sources from the questionnaires and the case study shed light on the relative importance of these sources using the Analytical Network Process. Areas for further research are suggested to close the gaps and to continue enriching the research.
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Aslam, F. "A conceptual evaluative framework for the management of virtual learning environments in UK universities." Thesis, Coventry University, 2014. http://curve.coventry.ac.uk/open/items/de5b6283-0b41-421d-8e7f-f6fc647bf7da/1.

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Virtual Learning Environments (VLEs)/E-Learning has been adopted extensively by Higher Education (HE) in the UK and in the case study Coventry University (CU). Frameworks predicated upon pedagogic considerations evaluate VLEs/E-Learning but the evaluation of the management of VLEs/E-Learning through Knowledge Management (KM) Critical Systems Heuristics (CSH) and Soft Systems Methodology (SSM) has not been considered. Furthermore there are no frameworks that seek to reconcile the intent of VLEs/E-Learning with the resultant instantiation. Therefore, a conceptual framework to evaluate the management of VLEs/E-Learning has been derived. Action Research has been used by exposing every stage of the development of the conceptual framework to critique by stakeholders. The drivers for the uptake of VLEs/E-Learning have been identified and classified according to two schema, one schema is into people, processes and technology and the other into strategic/tactical or operational types. Existing evaluative frameworks have, on review, been classified according to a schema incorporating a purpose, theory, context, evaluative criteria, evaluative processes and management activities. VLEs/E-Learning can be considered to be a specialized computer system and therefore the fields of Knowledge management (KM), Critical Systems Heuristics (CSH) and Soft Systems Methodology (SSM) have been investigated, salient concepts extracted. From KM, knowledge appositions (know why; know-what; know who; know-when; know-where and know-how) are mapped onto tacit and explicit knowledge; people, processes and technology. From SSM, CATWOE (customer, actor, transformation, weltanschauung, owner, environment); and from CSH the concept of ‘is’ and ‘ought’ has also been mapped across the knowledge appositions. The resultant framework can be used by HE organisations as a tool for self development and also by external auditing agencies which wish to evaluate the management of VLEs/E-Learning.
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Books on the topic "Virtual item"

1

Fabre, Carlo. Foto-virtuali: Iter e verifiche. Morgana, 1994.

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ITEC Virtual Conference (1st 1996). A meeting of the minds: ITEC Virtual Conference '96 proceedings. Australian School Library Association, 1996.

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International ITEA Workshop on Virtual Home Environments (2002 Paderborn, Germany). Proceedings, International ITEA Workshop on Virtual Home Environments: February 20-21, 2002, Paderborn, Germany. Shaker, 2002.

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Elies, Mark, James Yamada, and Donovan Praigg. Digimon Cards! Collector's and Player's Guide. Sandwich Islands Publishing, 2000.

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Mendelovici, Angela. Is Intentionality a Relation to a Content? Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190863807.003.0009.

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This chapter argues against the relation view of intentionality, on which intentionality is a relation to distinctly existing contents, and for the alternative aspect view, on which intentionality is a matter of having states with certain aspects. The relation view faces two problems: First, it cannot accommodate all the intentional contents we can manifestly represent without accepting a bloated ontology, which suggests that the view is wrong-headed. Second, it is not clear why being related to an item should make it perceptually represented, thought, entertained, or otherwise represented. The relation view might be thought to have many virtues that the aspect view lacks: It is arguably supported by common sense, allows for public contents, provides an account of structured intentional states, facilitates a theory of truth and reference, and is congenial to externalism. This chapter argues that the aspect view has any such truth-indicating virtues to the same extent as the relation view.
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Saugera, Valérie. From English to French. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190625542.003.0003.

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The chapter presents a brief history of the contact of French with English, from 18th-century Anglomania to the global English of the turn of the 21st century, in order to contextualize the singularity of the latest contact period. It then chronicles the changes that commonly occur as donor words become new French words. These changes, illustrated with many borrowed items from the period of virtual contact (1990–2015), can be classified as grammatical shift, semantic shift, stylistic shift, and connotative shift. Beyond demonstrating that an English etymon masks heterogeneous types of French Anglicisms, an up-to-date typology shows how English morphemes are used in novel word-formation devices, such as serial bilingual compounds. The borrowing of phrases plays a marginal yet innovative role in French, including emphasis and punning, and raises the issue of typologies for borrowed/neological phrases.
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Poplack, Shana. Borrowing in the speech community. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780190256388.003.0004.

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This chapter reports on the first large-scale community-based study of borrowing as it transpires in the course of regular bilingual interactions. It represents an initial attempt to furnish an empirical basis for going beyond attested loanwords to characterize the borrowing process. Departing from distinctions among lone other-language items of varying frequencies, detailed structural analyses ascertain whether English-origin nonce words incorporated into French display different structural properties from established loanwords. Among the diagnostics examined are gender assignment, plural inflection, verb morphology, word order, and phonetic realization. All lone items, whether nonce or established, display virtually identical linguistic behavior to attested loanwords. Integration is achieved almost immediately at the morphosyntactic level, while phonological integration is variable. This work inaugurated the comparative sociolinguistic method, illustrated throughout this volume, which will be seen to be crucial in the analysis of bilingual behavior, and led to the first corpus-based definition of nonce borrowing.
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Cross, Richard. Christology and Metaphysics in the Seventeenth Century. Oxford University PressOxford, 2022. http://dx.doi.org/10.1093/oso/9780192856432.001.0001.

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Abstract This book explores the largely uncharted territory of seventeenth-century Christology, paying close attention to its metaphysical and semantic presuppositions and consequences. The book achieves this by a distinction between two fundamental approaches to Christology. One, associated with Aquinas, maintains that the union between the divine person and human nature is immediate. Once joined, the two items cling together simply in virtue of their intrinsic structures, so to speak. The other, associated with Duns Scotus, maintains that the union of these two items requires some additional relational tie, over and above the divine person and the human nature. The book shows that theologians of all stripes develop and expand these two theories during the seventeenth century. Italian and French Dominicans follow Aquinas closely, read through the lens of Cardinal Cajetan. But Iberian Dominicans incorporate Suárez’s theory of modes into their account, and Suárez, whose account is in other respects more or less Scotist, is in turn followed by his fellow Jesuits. Lutherans use a theory that ultimately derives from Cajetan’s to fill explanatory gaps in their own accounts; and Reformed theologians by and large adapt the position associated with Duns Scotus.
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Drew, Phillip. Blockade Law. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198808435.003.0005.

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Grounded almost entirely in customary international law, the law of maritime blockade has defied several attempts at codification over the past century and a half. Although there is general agreement on the elements required to establish a blockade (declaration, notification, effectiveness, equal application, and non-interference with neutral ports) there is virtually no guidance in the law that outlines the requirements and responsibilities for parties to the conflict to mitigate potential harm to civilians affected through starvation and/or the deprivation of other humanitarian items. This chapter examines the current state of the law and concludes that in light of the significant discordance over the issue of humanitarian access, there is no settled customary law on these aspects of blockade law.
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Choi, Mihwa. Burial. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780190459765.003.0006.

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Burials had become a focal point of some Confucian efforts to build a socio-moral order based on Confucian norms. “Simple burial,” idealized by scholar-officials, used a simple pit tomb with minimal burial items, based on the mainstream Confucian tradition of rejecting literary and material expression of the concrete social imaginaries of the world-beyond. Its focus rested with a tomb inscription tablet highlighting the public accomplishments and virtue of the deceased. On the other hand, many rich merchants were able to conduct a “lavish burial,” believing that the material furnishing of the tomb would actually influence the soul’s transitional process and its well-being in the world-beyond. Nevertheless, there were some exceptional cases that did not fit into the general pattern of correlations between social groups and burial practices, which suggests that tombs tended to remain as private spaces.
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Book chapters on the topic "Virtual item"

1

Luo, Minghong, Zheng Su, Yan Tang, and Xiaoming Ding. "Random Virtual Embeddings Bootstrap High-Degree Item Diffusion for Recommendation." In Knowledge Science, Engineering and Management. Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-97-5501-1_2.

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Kalloori, Saikishore, Ribin Chalumattu, Felix Yang, Severin Klingler, and Markus Gross. "Towards Recommender Systems in Augmented Reality for Tourism." In Information and Communication Technologies in Tourism 2023. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-25752-0_29.

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AbstractRecent advances in augmented reality have enabled new ways of generating and presenting item recommendations. In tourism, AR applications can, for example, enhance points of interests (POIs) with virtual elements in AR and provide tourists with personalized recommendations for places to visit. In this paper, we present our prototype: a touristic AR application that augments various POIs with digital content and generates context-aware recommendations for POIs in the Niederdorf old town of Zurich, Switzerland. We demonstrate how useful information can be presented to users in an engaging way by combining AR technologies and recommender systems.
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Kao, Chia-Yu, and Chenwei Chiang. "Research on Virtual Item Purchase Intention in Taking Part in Mobile Device Games: Taking the Middle and Old Aged Players for Example." In Lecture Notes in Computer Science. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20895-4_30.

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Mortelmans, Dimitri. "Exploring Coded Data." In Springer Texts in Social Sciences. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-66014-6_10.

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AbstractThis chapter presents three unrelated tools that all assist a researcher with interpreting their results after their data is coded (or from the moment a substantial part of the data is coded). The first tool is the Explore Diagram. The Explore Diagram is a dynamic diagram that allows the researcher to virtually “walk around” through their data. The diagram shows a project item (e.g. an interview, a code, a case) in the middle of the diagram and visually shows all the other project items this item is connected to. From that first diagram, each element can be chosen as the core element of a new diagram, changing the insights in the coded data (over and over again). Second, the Comparison Diagram is discussed. The Comparison diagram shows one project item and its connectedness to another project item. It allows for comparing the connectedness of these two project items, either files, codes, or cases. Lastly, the Framework Matrix is demonstrated. This matrix consists of an intersection of cases (in the rows) and codes (in the columns). In the cells, summaries can be made of the data and easily prepared with the auto summarise function.
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Baniadamdizaj, Shima. "Localization Using DeepLab in Document Images Taken by Smartphones." In Digital Interaction and Machine Intelligence. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-11432-8_6.

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AbstractThe seamless integration of statistics from virtual and paper files could be very crucial for the know-how control of efficient. A handy manner to obtain that is to digitize a report from a picture. This calls for the localization of the report in the picture. Several approaches are deliberate to resolve this hassle; however, they are supported historical picture method strategies that are not robust to intense viewpoints and backgrounds. Deep Convolutional Neural Networks (CNNs), on the opposite hand, have been validated to be extraordinarily strong to versions in heritage and perspective of view for item detection and classification duties. Inspired by their robustness and generality, we advocate a CNN-primarily based totally technique for the correct localization of files in real-time. We advocate the new utilization of Neural Networks (NNs) for the localization hassle as a key factor detection hassle. The proposed technique ought to even localize snapshots that don't have a very square shape. Also, we used a newly amassed dataset that has extra tough duties internal and is in the direction of a slipshod user. The result is knowledgeable in 3 specific classes of snapshots and our proposed technique has 100% accuracy on easy one and 77% on average. The result is as compared with the maximum famous report localization strategies and cell applications.
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Allen, Grace, Sarah Henderson, and Joanna Mirek-Tooth. "Supporting Care Experienced Students: Piloting a Project in the Faculty of Business and Law." In Creativity and Critique in Digital Learning and Teaching. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-68086-1_9.

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Abstract The Department for Education has called on Higher Education Institutions (HEIs) to do more to support care leavers within higher education. Students with experience in care are less likely to enrol at university and more likely to face challenges such as low self-esteem and confidence, feelings of isolation and issues around belonging (TASO, 2021, Report: more effective support needed for care-experienced learners in HE. https://taso.org.uk/news-item/report-more-effective-support-needed-for-care-experienced-learners-in-he/). The Open University Faculty of Business and Law has used available literature to identify and provide additional support for this underrepresented group of students in a digital context (Allen et al., 2021, Supporting care experienced students: Piloting a project in the faculty of business and law. The Open University. https://www5.open.ac.uk/scholarship-and-innovation/scilab/blog/supporting-care-experienced-students). In consultation with representatives from the Care Leavers Association and care experienced students, the initial pilot engaged specialist tutor mentors, provided training for Faculty colleagues, and offered students information and support via the virtual learning platform. This chapter explores the challenges faced in accessing this group of students in an online learning context. Findings highlighted varying levels of interaction across differing support mechanisms. We found that students preferred a more passive approach to digital information dissemination, engaging most actively with a repository of resources, which is linked to findings around stigma of identification of being care experienced. This chapter offers insights for those seeking to develop additional support measures in a digital context for care experienced students.
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Mortelmans, Dimitri. "Organising Your Project: Secondary Data Management." In Springer Texts in Social Sciences. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-66014-6_11.

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AbstractIn this chapter, data management techniques are introduced for projects in a more advanced stage. Project items can be linked with relationships and see-also-links when most data files are imported and coded. These tools allow the researcher to make internal linkages of data fragments visible in the analysis. The chapter also introduces the different Sets a user can create. In addition to grouping project items with folders, NVivo allows (virtual) data to be grouped using static or dynamic sets. Static sets are groups with a fixed group of project items. In contrast, dynamic sets have a query on the data underlying the grouping, allowing the set to be updated as new files are imported or new data is coded.
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Sugita, Yuto, Keiichi Zempo, Koichi Mizutani, and Naoto Wakatsuki. "The Alteration of Gustatory Sense by Virtual Chromatic Transition of Food Items." In Entertainment Computing – ICEC 2017. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-66715-7_23.

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9

Occhiuto, Enrico, Andrea Clagnan, Nicola Massanova, Pietro Vinoni, and Domenico Marzullo. "Virtual Reality in Systems Engineering: A Case Study in ITER RNC Maintenance Operations." In Lecture Notes in Mechanical Engineering. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-76594-0_39.

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Gatto, Chiara, Maryam Gholamzadehmir, Marta Zampogna, Claudio Mirarchi, and Alberto Pavan. "An Automated Framework for Ensuring Information Consistency in Price List Tendering Document." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality. Firenze University Press, 2023. http://dx.doi.org/10.36253/10.36253/979-12-215-0289-3.83.

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Effective cost estimation for tendering plays a critical role in the building construction process, enabling efficient investment management and ensuring successful execution of the construction phase. Traditional cost estimation procedure involves manual information processing to extract and match technical data from textual description construction resources. This activity requires practitioner deep experience and manual effort, often resulting in errors and, in the worst scenario, judicial disputes. In response to the increasing demand for structured information and automated processes, this study addresses the need for Public Administrations to achieve better control over the data contained in public tendering documents provided to practitioners. To fulfill this objective, a framework is proposed to automatically retrieve information from these documents, serving as a support tool to map items within the documents, highlight missing data, and critical semantic ambiguity. The designed framework aims to develop a tool for automatically identifying similarities between work items and their corresponding elementary resource items in Price List tendering documents. By leveraging the information retrieval NLP technique of cosine similarity through TF-IDF, a methodology was developed to support and facilitate practitioners' activities. Finally, the framework was tested on four case studies extracted from Lombardy Regional Italian price list documents showing that the resulting support tool is able to automate the analysis process and efficiently reveal inconsistency. The model successfully extracted and correctly matched the elementary resource to the corresponding work query in 75% of the cases where the elementary resource was present in the list. Additionally, the model proved to be a valuable tool in helping practitioners identify missing resources
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Conference papers on the topic "Virtual item"

1

S. D., Stephani Inggrit. "Examining the Influence of Social Values on Purchase Intentions in Virtual Item Stores for Mobile Games." In 2024 8th International Conference on Information Technology (InCIT). IEEE, 2024. https://doi.org/10.1109/incit63192.2024.10810543.

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Wohn, Donghee Yvette, and Eun-Kyung Na. "Virtual item purchasing patterns in a social game." In the 2012 iConference. ACM Press, 2012. http://dx.doi.org/10.1145/2132176.2132237.

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Altman, Brianna, Maha Mian, Luna Ueno, and Mitch Earleywine. "Cannabis’s Link to Schizotypy: Phenomenon, Measurement Bias, or Delusion?" In 2020 Virtual Scientific Meeting of the Research Society on Marijuana. Research Society on Marijuana, 2021. http://dx.doi.org/10.26828/cannabis.2021.01.000.5.

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Links between cannabis use and psychosis continue to generate research and media attention. Cannabis users have outscored non-users on the Schizotypal Personality Questionnaire-Brief (SPQ-B) by a small amount in multiple studies, but previous work on biased items suggests that the groups do not differ if these items are removed. The present study examined links between schizotypal personality, as measured by the SPQ-B, and cannabis use in a large sample recruited from Amazon’s MTurk platform. Over 500 participants (72.5%) reported lifetime cannabis exposure, 259 participants (36.7%) reported current cannabis use, and on average, used 3.5 days per week. Users and non-users failed to differ significantly on total SPQ-B scores or any of the three established subscales, with effect sizes all lower than d = .20. The null results inspired a re-examination of the SPQ-B’s factor structure, which identified a novel 3-factor solution (difficulty opening up to others, hyperawareness, and odd or unusual behavior). Only the “odd or unusual behavior” factor showed cannabis-related differences (g = .234), but a differential item functioning test revealed that one item on that subscale showed potential bias against users. Removing this item dropped the group differences to a non-significant g = 0.149. These results suggest that links between schizotypy and cannabis require cautious interpretation with careful attention to potential measurement bias. In addition, the Schizotypal Personality Questionnaire-Brief might have an alternative factor structure that could help answer important questions in psychopathology.
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4

Kita, Yasuyo, and Nobuyuki Kita. "Virtual flattening of clothing item held in the air." In 2016 23rd International Conference on Pattern Recognition (ICPR). IEEE, 2016. http://dx.doi.org/10.1109/icpr.2016.7900055.

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Rachmadi, Randy, Rafid Chairullah, Vania Levina, Muchamad Rilo Pambudi, Harco Leslie Hendric Spits Warnars, and Tokuro Matsuo. "Online Game Marketplace for Online Game Virtual Item Transaction." In 2019 8th International Congress on Advanced Applied Informatics (IIAI-AAI). IEEE, 2019. http://dx.doi.org/10.1109/iiai-aai.2019.00176.

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Romero, Oscar Ortegón, Guilherme Medeiros Machado, and Leandro Wives. "Analysis of questionnaires for Virtual Learning Environments based on Item Response Theory." In XXX Simpósio Brasileiro de Informática na Educação (Brazilian Symposium on Computers in Education). Brazilian Computer Society (Sociedade Brasileira de Computação - SBC), 2019. http://dx.doi.org/10.5753/cbie.sbie.2019.509.

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Li, Ziying. "Ability Parameter Recovery in Virtual Learning Environment Item Response Data With the Sequential Two-Parameter Logistic Item Response Theory (2PL-IRT) Model." In 2021 AERA Annual Meeting. AERA, 2021. http://dx.doi.org/10.3102/1682992.

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Stephani Inggrit, S. D. "Analyzing Emotional Values’ Impact on Purchase Intention in Mobile Game Virtual Item Stores." In 2023 7th International Conference on Information Technology (InCIT). IEEE, 2023. http://dx.doi.org/10.1109/incit60207.2023.10413076.

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Linden, Kelly, Neil Van Der Ploeg, Ben Hicks, and Prue Gonzalez. "Peering into the crystal ball of the disengaged: What happens to students that do not submit an early assessment item?" In ASCILITE 2020: ASCILITE’s First Virtual Conference. University of New England, Armidale, 2020. http://dx.doi.org/10.14742/ascilite2020.0124.

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Established first year design principles highlight the need to provide early response systems for students who appear to be disengaging with targeted communication regarding available support services. One thousand, one hundred and s students were identified in session 1 that either: did not submit a pre-census early assessment item; or had limited learning management system activity. These students were then offered timely support, including on-the-spot advice and referral to other pre-existing support structures within the University. Students were identified from 77 subjects offered to commencing students, taught across 182 offerings. Of the students identified, 607 chose to defer or withdraw from their studies while 554 students remained. This raises the question, what became of those remaining students?
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Klyatis, Lev. "Negative Trends in the Development of Simulation of Real-World Conditions, Testing, and Prediction." In WCX SAE World Congress Experience. SAE International, 2023. http://dx.doi.org/10.4271/2023-01-0085.

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&lt;div class="section abstract"&gt;&lt;div class="htmlview paragraph"&gt;This paper reviews the basic negative trends in development of real-world simulation, accelerated testing, and efficiency prediction, including:&lt;ul class="list nostyle"&gt;&lt;li class="list-item"&gt;&lt;span class="li-label"&gt;-&lt;/span&gt;&lt;div class="htmlview paragraph"&gt;Testing in mobile engineering and negative factors leading to the slow improvement testing, especially reliability and durability testing&lt;/div&gt;&lt;/li&gt;&lt;li class="list-item"&gt;&lt;span class="li-label"&gt;-&lt;/span&gt;&lt;div class="htmlview paragraph"&gt;Trends in using physical &amp;amp; virtual technology of simulation attempting to field conditions&lt;/div&gt;&lt;/li&gt;&lt;li class="list-item"&gt;&lt;span class="li-label"&gt;-&lt;/span&gt;&lt;div class="htmlview paragraph"&gt;How this influence on inaccurate prediction of product quality, reliability durability, and other components of efficiency&lt;/div&gt;&lt;/li&gt;&lt;li class="list-item"&gt;&lt;span class="li-label"&gt;-&lt;/span&gt;&lt;div class="htmlview paragraph"&gt;How current vibration and corrosion simulation differ from real-world vibration &amp;amp; corrosion&lt;/div&gt;&lt;/li&gt;&lt;li class="list-item"&gt;&lt;span class="li-label"&gt;-&lt;/span&gt;&lt;div class="htmlview paragraph"&gt;Trends in increasing usage of virtual simulation and decreasing physical simulation&lt;/div&gt;&lt;/li&gt;&lt;li class="list-item"&gt;&lt;span class="li-label"&gt;-&lt;/span&gt;&lt;div class="htmlview paragraph"&gt;Negative aspects of trends in publications of testing autonomous vehicles without drivers.&lt;/div&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;/div&gt;
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Reports on the topic "Virtual item"

1

Garcia Urrea, Fabio Augusto. Fundamentos de la Educación Virtual en el ITM. Instituto Tecnológico Metropolitano, 2023. http://dx.doi.org/10.22430/reporte.6131.

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Markowski, Adria E. Live, Virtual, Constructive Integrating Architecture (LVC IA) Integrated Training Environment (ITE) Pre-Fielding User Assessment. Defense Technical Information Center, 2013. http://dx.doi.org/10.21236/ad1008554.

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Rise, Stephen C., Andrea J. Fassbender, Kenneth S. Johnson, et al. Building a Community of Biogeochemistry Float Data Users: an OCB and US CLIVAR Report. Woods Hole Oceanographic Institution, 2023. http://dx.doi.org/10.1575/1912/65885.

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The Global Ocean Biogeochemistry (GO-BGC) array is a 5-year effort funded by the US National Science Foundation to produce and deploy 500 profiling floats equipped with biogeochemical sensors in the world ocean. Deployments began in the first quarter of 2021. To inform and engage a broad oceanographic user community, the Ocean Carbon &amp; Biogeochemistry (OCB) and the US Climate Variability and Predictability (CLIVAR) Programs worked with GO-BGC leadership to host a virtual GO-BGC Scientific Workshop from June 28-30, 2021. The objectives of the workshop were to: • Introduce the GO-BGC plan to the global scientific community • Discuss and innovate on scientific applications of GO-BGC data • Provide background information on the flow of data and archiving • Deliver hands-on tutorials and computer code for accessing GO-BGC data Presentations and discussions were scheduled for 3-4 hours on each day using the Zoom platform. Some pre-recorded presentations were available online prior to each day’s events, so that participants could consider discussion items before the meeting. A Slack channel was also created prior to the meeting so that participants could communicate with organizers, presenters, and other attendees during the event.
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Дирда, Ірина Анатоліївна, Марина Вікторівна Малоіван, and Анна Олександрівна Томіліна. Innovative online teaching tools for students who major in english philology: challenges and opportinutuies. Видавнича група «Наукові перспективи», 2023. http://dx.doi.org/10.31812/123456789/7078.

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The paper in question outlines the possibilities of using modern teaching methods and tools in the process of teaching English to students who major in English Philology. The rapid changes which this process is undergoing are predetermined by the constant development and new demands which it has to meet. In view of Ukrainian education this process is shaped not only by the factors mentioned but as well by the fact that our country is still facing post-pandemic consequences and now those of war conflict when students are deprived of the possibility of gaining offline education in physical classrooms and many other essential educational items. The paper examines the effectiveness of various approaches and tools in promoting language acquisition and proficiency, as well as their impact on students’ engagement, motivation, and learning outcomes during the challenges posed by war and pandemic. The paper is an overview of the latest tools available for the implementation in the process of teaching English including online resources and activities, as well as the use of different platforms, applications, virtual reality, gamification and artificial intelligence. It is aimed at highlighting the advantages and drawbacks of these approaches which may be faced both by educators and students and providing examples of the successful implementations of these approaches in different educational environments. It may be summed up that while the implementation of the teaching methods and tools in question can boost and enhance the quality and accessibility of language education but it is next to impossible to reach successful learning outcomes without careful planning, training, and evaluation which ensure its effectiveness and sustainability.
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MORELLI, D. Long-distance transport of live animals: WOAH’s standards and best practices including societal perception and communication aspects. O.I.E (World Organisation for Animal Health), 2022. http://dx.doi.org/10.20506/tt.3334.

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During the 88th General Session held virtually in May 2021, the World Organisation for Animal Health (WOAH: founded as OIE) Regional Commission for Europe agreed “Long-distance transport of live animals: WOAH’s standards and best practices including societal perception and communication aspects” as the Technical Item I to be presented during the 30th Conference of the Regional Commission in Catania (Italy), from 3 to 7 October 2022. An online questionnaire was designed and distributed to WOAH Members of the Regional Commission for Europe from 21 June to 8 July 2022 (with minor finalisations by 2 August 2022). The persons responsible for completing the questionnaire (of 47 Members in total) were mainly WOAH Delegates, National Focal Points for animal welfare or National Contact Points for long-distance transportation. The qualitative analysis of the information provided was carried out by grouping similar answers and, when proper, the United Nations geoscheme was applied to highlight any spatial clustering of the results. The wide majority of the Members (46 out of 47) declared to have in place specific legislation on animal welfare during transport, and most of them stated to be “generally aligned” with WOAH standards, there are still many countries in the Region where certain crucial requirements are not mandatory. Journey and contingency plans are commonly part of the specific legislation on animal welfare during transport, as well as monitoring and evaluation of the implementation of the legal requirements concerning animal transport by the Competent Authority or other certification bodies. The presence of major gaps in budget and/or available resources and trained personnel was declared by almost half of the responding Members (21 out of 47). Concerning the awareness of the civil society regarding animal welfare issues during transport, 11 Members reported a “low” level of awareness, and they were mostly included in the areas of Southern Europe, Western and Central Asia. The greatest part of Members responding “high awareness” clustered in the Northern and Western Europe geographical areas. Members were also asked to indicate possible WOAH initiatives that could improve the implementation of the standards, and most of them suggested to develop training activities and provide additional guidance through revised and/or new standards in the Terrestrial Animal Health Code and/or through other WOAH documents.
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