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Dissertations / Theses on the topic 'Virtual worlds'

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1

Khan, Hammad. "Monitoring distributed virtual worlds." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=114557.

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Recent years have seen a huge growth in the demand for online virtual worlds. The type of these online systems can range from virtual meeting setups, to a more video game like competitive environment. An equally large number of virtual worlds have been developed to meet this demand, and the competition between these system is very strong. Developers of such systems can benefit from any edge they can get in terms of technical quality of the system or the enjoy ability of the online experience.We propose that a monitoring system designed especially for virtual worlds will be able to provide that
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Erlank, Wian. "Property in virtual worlds." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/71649.

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Thesis (LLD)--Stellenbosch University, 2012.<br>Includes bibliography<br>ENGLISH ABSTRACT: This dissertation analyses and investigates how virtual property functions inside virtual worlds. It also determines if, within that context, virtual property is similar to, or should be treated like real world property. The questions that are addressed include the following. What is the (real world) legal status of property in virtual worlds? Is it worthwhile to recognise and protect virtual property in real world law? Is it possible to recognise and protect virtual property in real world law, given the
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Saba, Riad. "Language learning in virtual worlds." Thesis, University of Nottingham, 2013. http://eprints.nottingham.ac.uk/14011/.

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Language Learning has utilized technology for decades, and while world-wide social dynamics place more demands for language learning, there has not been a widespread use of a specific technology as the dominant medium for language learning. In the meanwhile, Virtual Worlds technology emerged during the last two decades as an immersive technology that offers an online representation of reality, allowing user interaction with the surrounding environment including objects and other users through Internet-enabled desktop personal computers. Since their introduction, Virtual Worlds have grown in po
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Green, Nicola. "Becoming virtual: Bodies, technologies, worlds." Thesis, University of Canterbury. Sociology, 1999. http://hdl.handle.net/10092/4592.

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This thesis addresses how virtual reality technologies are being developed to shape a cultural politics of embodiment and subjectivity across local and global contexts. The research considers a number of approaches to understanding the techno-cultural changes and political dilemmas presented by virtual systems. Undertaking a critical consideration of these approaches, the thesis argues that virtual systems are neither 'demonic' technologies, nor transcendent cultural forms, but rather complex and deeply embedded social and cultural networks. Employing multi-sited ethnographic methods, the the
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Johnston, Benjamin M. "Desktop sharing in virtual worlds." CardinalScholar 1.0, 2010. http://liblink.bsu.edu/uhtbin/catkey/1567414.

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This thesis details the integration of a common collaboration technique, desktop sharing, into a virtual world environment. Previous literature shows no intersection between these fields. This thesis will illustrate that existing collaboration technology can be integrated into virtual worlds with a minimal amount of effort. Outlined in this thesis are the developmental and procedural challenges encountered in demonstrating seamless desktop sharing in a virtual environment and a stress test of the integrated system revealing that the inclusion of desktop sharing resulted in minor performance lo
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Chang, Francis. "Towards Constructing Interactive Virtual Worlds." PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1650.

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Networked virtual reality environments including virtual worlds devoted to entertainment, online socializing and remote collaboration have grown in popularity with the rise of commercially available consumer graphics hardware and the growing ubiquity of the Internet. These virtual worlds are typified by a persistent simulated three-dimensional space that communicates over a computer network, where users interact with the environment and each other through digital avatars. Development of these virtual worlds challenges the limits of the networking infrastructure, 3D streaming graphics technique
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Jakobsson, Mikael. "Virtual worlds & social interaction design /." Umeå : Department of Informatics,Umeå University, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-750.

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Jakobsson, Mikael. "Virtual worlds and social interaction design." Doctoral thesis, Umeå University, Informatics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-750.

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<p>This dissertation is a study of social interaction in virtual worlds and virtual world design. A virtual world is a synchronous, multi-user system that offers a persistent spatial environment for iconically represented participants. Together, these form an example of social interaction design. I have applied an arena perspective on my object of study, meaning that I focus on these socio-technical systems as places.</p><p>I have investigated the persistent qualities of social interaction in virtual worlds. What I have found is that virtual worlds are as real as the physical world. They are f
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Keown, Lachlan. "Virtual 3D worlds for enhanced visualization." Thesis, University of Canterbury. Computer Science and Software Engineering, 2000. http://hdl.handle.net/10092/9615.

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3D visualizations of software can be used to highlight relationships between system components, and also allow focussing on the internals of software, particularly when applied to object oriented software. Such visualizations allow software engineers to comprehend larger software systems, due to more information being available through the use of a third dimension. An architecture has been designed to carry out such visualizations. Major features of this architecture are a meta language to describe object oriented systems, a description language to generate generic visualizations, and an autom
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Young, Robert John. "Playing politics : warfare in virtual worlds." Thesis, University of Leeds, 2018. http://etheses.whiterose.ac.uk/22035/.

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Recent academic scholarship has resulted in the production of a broad body of interdisciplinary research that explores the representation of different political and spatial phenomena within popular culture, often focussed upon the analysis of film and television. Whilst video games now rival the popularity of these more established media forms, the different spaces that are represented within this medium have remained comparatively under-explored. This thesis addresses this lacuna and will show that military-themed video games are constitutive of particular spatial and political imaginaries, a
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Long, Harry. "Procedurally generated realistic virtual rural worlds." Master's thesis, University of Cape Town, 2016. http://hdl.handle.net/11427/20874.

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Manually creating virtual rural worlds is often a difficult and lengthy task for artists, as plant species selection, plant distributions and water networks must be deduced such that they realistically reflect the environment being modelled. As virtual worlds grow in size and complexity, climates vary on the terrain itself and a single ecosystem is no longer sufficient to realistically model all vegetation. Consequentially, the task is only becoming more difficult for these artists. Procedural methods are extensively used in computer graphics to partially or fully automate some tasks and take
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JOVANOVA, Blagica. "Virtual human representation, adaptation, delivery and interoperability for virtual worlds." Phd thesis, Institut National des Télécommunications, 2011. http://tel.archives-ouvertes.fr/tel-00712173.

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In the last few years 3D Virtual Worlds (3DVWs) became a reality. Initially considered as a new mean for social communication, triggered by the development of software and hardware technology, 3DVWs are exposing now different functionalities, experiences and acquaintances. Therefore, they achieved their popularity very fast, indicated by the number and the progression of active users. Being the representation of the user, the avatar is one of the most significant and most complex assets of a Virtual World. A short analysis of a VW content allows one to observe that from the point of view of th
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Jovanova, Blagica. "Virtual human representation, adaptation, delivery and interoperability for virtual worlds." Thesis, Evry, Institut national des télécommunications, 2011. http://www.theses.fr/2011TELE0012/document.

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Au cours des dernières années les Mondes Virtuels 3D (MV3D) sont devenus une réalité. Initialement considérés comme un nouveau moyen de communication sociale, initiés par le développement logiciel et matériel, les MV3Ds révèlent diverses fonctionnalités, des expériences et des connaissances. Étant la représentation de l'utilisateur, l'avatar est l’une des ressources les plus significatives et les plus complexes d'un monde virtuel. Une courte analyse d'un contenu de MV nous informe que le stockage/transmission est la partie la plus significative des ressources du MV. Dans l’ensemble des ressour
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Ghanbarzadeh, Reza. "Investigating Antecedents and Consequences of User Acceptance of Three-Dimensional Virtual Worlds." Thesis, Griffith University, 2017. http://hdl.handle.net/10072/367803.

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Three-Dimensional Virtual World (3DVW) is one of the promising innovations in the field of information and communication technologies. A 3DVW is a 3D, computer-generated, internet-based, multimedia, simulated and graphical environment, usually running on the Web and intended for users to inhabit and interact via their own animated, graphical and digital self-representations which are called avatars. Through a computer device, users of virtual worlds are able to interact with the virtual environment or with other users in the virtual environment. 3DVWs have immersion and social media functional
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Hoag, Kenneth J. "Facilitating rich acoustical environments in virtual worlds." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1998. http://handle.dtic.mil/100.2/ADA354946.

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Thesis (M.S. in Computer Science) Naval Postgraduate School, September 1998.<br>Thesis advisor(s):, Rudolph P. Darken. "September 1998." Includes bibliographical references (p. 77-79). Also available online.
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Molenaar, Johan. "State of the Arts in Virtual Worlds." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-14648.

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Virtuella världar kan vara så mycket mer än bara spel vilket jag går igenom. Frågan är då vad mer är det och till vad kan de användas? Genom studier och genomgångar av vetenskapliga visar vart det virtuella användandet står idag och till vad virtuella världar kan användas. Jag försöker också ge svar på om det bör vidareutvecklas och användas mer. Det jag går in på är bland annat virtuella obduktioner. Hur de kan användes för att snabba på polisens arbete och hitta dödsorsaker som annars skulle missats och hur personer med vissa religioner som tidigare motsagt sig obduktion kan obduceras snabb
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Rydell, Andreas. "Multi-agent swarm control in virtual worlds." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-104977.

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Flocking birds in a virtual world through adaption of Craig Reynolds, Boids algorithm. In this paper I will demonstrate how I adapted the Boids algorithm to an already existing code to create a flocking behaviour and discuss options to the solutions. I have been given a virtual world with existing birds that is moving around based on random elements that in a way mimics flying.
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Downey, Laura. "Well-being Technologies: Meditation Using Virtual Worlds." NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/65.

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In a technologically overloaded world, is it possible to use technology to support well-being activities and enhance human flourishing? Proponents of positive technology and positive computing are striving to answer yes to that question. However, the impact of technology on well-being remains unresolved. Positive technology combines technology and positive psychology. Positive psychology focuses on well-being and the science of human flourishing. Positive computing includes an emphasis on designing with well-being in mind as a way to support human potential. User experience (UX) is critical to
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Yu, Qinxin. "Synthetic motion capture for interactive virtual worlds." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ34043.pdf.

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Calka, Michelle. "Beyond newbie : immersion in virtual game worlds." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.

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The purpose of this thesis is to explore the following research question: How does immersion occur in a virtual game environment? Specifically, this study will focus on the Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft. Approaching the question using a grounded theory methodology, the study finds that immersion takes place in two primary areas: Environmental and Social. Environmental immersion concerns technical aspects of the game including aesthetic detail, sensory stimulation, and narratives. Social immersion evolves as a paradigmatic opposition of cooperation an
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Shah, Fahad. "Modeling human group behavior in virtual worlds." Doctoral diss., University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4704.

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Virtual worlds and massively-multiplayer online games are rich sources of information about large-scale teams and groups, offering the tantalizing possibility of harvesting data about group formation, social networks, and network evolution. They provide new outlets for human social interaction that differ from both face-to-face interactions and non-physically-embodied social networking tools such as Facebook and Twitter. We aim to study group dynamics in these virtual worlds by collecting and analyzing public conversational patterns of users grouped in close physical proximity. To do this, we
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Herbert, Barry John Patrick. "The gamification of learning in virtual worlds." Thesis, Ulster University, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.676528.

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Calka, Michelle. "Performances of Marginalized Identities in Virtual Worlds." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1344522664.

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Zhao, Chen. "EVALUATION OF VRML FOR MODELING VIRTUAL WORLDS." Miami University / OhioLINK, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=miami975621886.

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Jergon, Roman. "Potential of virtual worlds in commercial utilization." Master's thesis, Vysoká škola ekonomická v Praze, 2008. http://www.nusl.cz/ntk/nusl-165182.

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Thesis is concerned by virtual worlds and possibilities of their utilization other than are their original purposes. The objectives of this paper are to confront virtual worlds with mass media and their utilization. The author wants to show that virtual worlds are in many aspects similar to mass media. The author also shows possible utilization of virtual worlds for commercial companies, non-profit organizations, research and individuals. Work shows possible options for usage of virtual worlds together with option to cooperate with providers of the virtual world. This cooperation may take two
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Granber, Aron. "Planning bipedal character locomotion in virtual worlds." Thesis, KTH, Skolan för teknikvetenskap (SCI), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210855.

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This paper presents a locomotion system suitable for interactive usethat can plan realistic paths for small numbers of bipedal charactersin virtual worlds. Earlier approaches are extended by allowing animationsto be arbitrarily blended to increase the range of motions thatthe character can produce and our system also achieves greater performancecompared to the earlier approaches. The system uses a graphof valid footprints in the world in which is searched for a path thatthe character should traverse. The resulting sequence of footprints aresmoothed and refined to make them more similar to the
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Childs, Mark. "Learners' experience of presence in virtual worlds." Thesis, University of Warwick, 2010. http://wrap.warwick.ac.uk/4516/.

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This thesis explores participants' experiences of presence in virtual worlds as a specific case of mediated environments, and the factors that support that experience of presence, with the aim of developing practice when using these technologies in learning and teaching. The thesis begins with a framework that was created to bring together concepts from a range of disciplines that describe presence and factors that contribute to presence. Organising categories within the framework were drawn from a blend of Activity Theory and Communities of Practice. Five case studies in Second Life (preceded
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DuQuette, Jean-Paul Lafayette. "Cypris Village: Language Learning in Virtual Worlds." Diss., Temple University Libraries, 2017. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/428760.

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Applied Linguistics<br>Ed.D.<br>ABSTRACT Online virtual worlds provide a unique environment for language instruction and learning, yet there are few longitudinal studies that chronicle the workings of existing communities on avatar-based graphical platforms. This study focuses on Cypris Chat, a nonprofit English learning and teaching group within Linden Lab’s Second Life. In this study, I discuss the structure of this community, the factors behind this group’s development from five members in 2008 to 882 in 2016, and the reasons for its appeal as a virtual world language learning group. I also
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deNoyelles, Aimee M. "Learning between worlds: Experiences of women college students in a virtual world." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1307323208.

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Trescak, Tomás. "Intelligent Generation and Control of Interactive Virtual Worlds." Doctoral thesis, Universitat Autònoma de Barcelona, 2012. http://hdl.handle.net/10803/117675.

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Esta tesis aboga por el uso de los mundos virtuales como una tecnología de futuro en el dominio de los mundos virtuales serios, en particular en aplicaciones e-­‐* (e-­‐learning, e-­‐commerce, e-­‐ government) y en simulaciones sociales. En estas aplicaciones, el entorno virtual 3D está poblado por un gran número de habitantes que pueden ser humanos o avatares controlados por agentes virtuales inteligentes que se involucran en interacciones complejas con su entorno y con los demás participantes. Un problema importante que impide la adopción generalizada de la tecnología de mundos virtual
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Al-Khazzar, Ahmed M. A. "Biometric identification using user interaction with virtual worlds." Thesis, University of Portsmouth, 2012. https://researchportal.port.ac.uk/portal/en/theses/biometric-identification-using-user-interaction-with-virtual-worlds(25523f66-88b0-47f2-8e16-40cacba2b76f).html.

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A virtual world is an interactive 3D virtual environment that visually resembles complex physical spaces, and provides an online community through which the users can connect, shop, work, learn, establish emotional relations, and explore different virtual environments. The use of virtual worlds is becoming popular in many fields such as education, economy, space, and games. With the widespread use of virtual worlds, establishing the security of these systems becomes more important. To this date, there is no mechanism to identify users of virtual worlds based on their interactions with the virt
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Wang, Yi Fei. "Designing immersive language learning environments in virtual worlds." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/43724.

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During the past decade, there has been increasing attention to second/foreign language teaching and learning in virtual worlds. The purpose of this study was to explore affordances of a 3D virtual world platform designed as an immersive language teaching and learning environment. Focusing on designing virtual worlds as a catalyst for change, three design phases (development of artifact, low fidelity prototyping, and high fidelity prototyping) were detailed and documented in this study. Nineteen students from a pre-service teacher cohort, two technicians and eight language learners from high
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Paul, Richard J. S. "Story authoring and management for dynamic virtual worlds." Thesis, University of Ulster, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.588496.

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Storytelling plays an important role in providing an engaging player experience in modem computer games. Typically in single-player games, stories are highly linear and carefully scripted by the story authors, with events occurring in exact pre-specified sequences. This method of storytelling can result in a highly crafted experience that helps to enhance player immersion in the game world. Storytelling in multiplayer online game worlds, as in their single-player counterparts, also tends to be based on a set of highly scripted stories. However, the technical problems caused by the presence of
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Schott, Thomas R. "Adopting Workgroup Collaboration Tools in 3D Virtual Worlds." Thesis, Robert Morris University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3629005.

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<p> Collaboration is vital in today's information age, and tools are increasingly used to bring together teams that are geographically dispersed. Second Life, a 3D virtual world, can incorporate most of the visual, hearing and spatial elements of the real world, and can create a feeling of presence or the sense of actually "being there" for users. Common 2D groupware collaboration tools, such as web conferencing and conference calls used for virtual team collaboration in professional contexts, are key enablers for virtual teams. However, businesses and organizations have not adopted virtual wo
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Cuccurullo, Stefania. "Virtual worlds for education: methodology, interaction and evaluation." Doctoral thesis, Universita degli studi di Salerno, 2014. http://hdl.handle.net/10556/1433.

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2011 - 2012<br>When students arrive in the classroom they expect to be involved in immersive, fun and challenging learning experiences. There is a high risk that they become quickly bored by the traditional instructional methods. The technological evolution offers a great variety of sophisticated interactive devices and applications that can be combined with innovative learning approaches to enhance study efficiency during the learning process. 3D immersive multi-user Virtual Worlds (VWs) are increasingly becoming popular and accessible to wide public due to the advances in computational powe
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Franceschi-Diaz, Katherina G. "Group Presence In Virtual Worlds: Supporting Collaborative e-Learning." FIU Digital Commons, 2008. http://digitalcommons.fiu.edu/etd/3504.

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Surprenant, Amanda M. "Measuring Trust in Virtual Worlds: Avatar-Mediated Self-Disclosure." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5522.

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This study investigated the development of trust between strangers interacting via avatars in virtual worlds. The first part of the study analyzed perceived trustworthiness based on the visual appearance of avatars; the second part makes observations of two strangers self-disclosing information via avatars in a virtual world; the third part analyzed an experimental situation of two individuals interacting via avatars, where avatar appearance was changed and participants were recruited based on their experience with interacting with others via avatars. Findings showed that perceived trustw
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Kämäräinen, A. (Ali). "Scalability solutions for 3-D multi-user virtual worlds." Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201411192004.

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Virtual worlds can be potentially anything, ranging from an astronomical simulation to a massively multiplayer online role-playing game. Such a wide variety of potential use cases require a generic and extensible solution when considering the data and communication models for a general-purpose platform for arbitrary virtual worlds with potentially thousands of concurrent users. As computational scalability issues, such as graphics rendering and physics simulation in 3-D environments are already well addressed with existing solutions, this thesis considers the performance problems of multi-user
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Franceschi-Diaz, Katherine G. "Group presence in virtual worlds : supporting collaborative e-learning." FIU Digital Commons, 2008. http://digitalcommons.fiu.edu/etd/3523.

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Even though e-learning endeavors have significantly proliferated in recent years, current e-learning technologies provide poor support for group-oriented learning. The now popular virtual world’s technologies offer a possible solution. Virtual worlds provide the users with a 3D - computer generated shared space in which they can meet and interact through their virtual representations. Virtual worlds are very successful in developing high levels of engagement, presence and group presence in the users. These elements are also desired in educational settings since they are expected to enhance per
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Kuchi, Chandra K. "Implementing Space and Time Non-linearity in Virtual Worlds." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1305029899.

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Gu, Ning. "Dynamic Designs of Virtual Worlds Using Generative Design Agents." Thesis, The University of Sydney, 2006. http://hdl.handle.net/2123/984.

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This research aims at developing a different kind of virtual world that is dynamically designed and implemented as needed. Currently, most virtual world designs are considered static. Similar to the physical world, these worlds are pre-defined prior to their use. The resultant environments serve certain purposes but do not take into consideration possible changes to the purposes during their use, changes which often occur when the occupants interact with the environments and with each other. Virtual worlds as networked environments can be flexibly configured and programmed. This flexibility ma
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Gu, Ning. "Dynamic Designs of Virtual Worlds Using Generative Design Agents." Architecture, 2006. http://hdl.handle.net/2123/984.

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Doctor of Philosophy (PhD)<br>This research aims at developing a different kind of virtual world that is dynamically designed and implemented as needed. Currently, most virtual world designs are considered static. Similar to the physical world, these worlds are pre-defined prior to their use. The resultant environments serve certain purposes but do not take into consideration possible changes to the purposes during their use, changes which often occur when the occupants interact with the environments and with each other. Virtual worlds as networked environments can be flexibly configured and p
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Oliveira, Simão Pedro Resende de. "Using 3D virtual worlds in new educational contexts: IT College in OpenSim." Master's thesis, Universidade de Aveiro, 2009. http://hdl.handle.net/10773/1220.

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Mestrado em Comunicação Multimédia<br>As instituições europeias de Ensino Superior, bem como cada agente envolvido nos processos formais de aprendizagem do Ensino Superior, estão actualmente a experimentar profundas mudanças sob as directivas do Processo de Bolonha. Ao mesmo tempo, as instituições recebem uma nova geração de estudantes, com fortes competências tecnológicas, sendo necessário a estas a compreensão de quais as ferramentas a integrar no currículo educacional, de forma a corresponder às necessidades e expectativas dos seus estudantes. Esta reforma educativa toma lugar enquanto a Wo
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MacLennan, Alan. "Design of virtual worlds for accessing information : discovery of user preferences." Thesis, Robert Gordon University, 2007. http://hdl.handle.net/10059/320.

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This thesis describes a study carried out with the aim of discovering user preferences as to the design of 3-dimensional virtual worlds for accessing information. No literature was found which dealt with this topic, and it was therefore thought that, rather than ask users to make a selection from arbitrarily-chosen designs, it would be informative to consult the users from the beginning of the design process. To this end, a Grounded Theory methodology was adopted, and users were selected from postgraduate students and staff from Information Management courses at the Robert Gordon University, A
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Vázquez, Bermúdez David. "Domain Adaptation of Virtual and Real Worlds for Pedestrian Detection." Doctoral thesis, Universitat Autònoma de Barcelona, 2013. http://hdl.handle.net/10803/125977.

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La detección de peatones es clave para muchas aplicaciones como asistencia al conductor, video vigilancia o multimedia. Los mejores detectores se basan en clasificadores basados en modelos de apariencia entrenados con ejemplos anotados. Sin embargo, el proceso de anotación es una tarea intensiva y subjetiva cuando es llevada a cabo por personas. Por ello, vale la pena minimizar la intervención humana en dicha tarea mediante el uso de herramientas computacionales como los mundos virtuales porque con ellos podemos obtener anotaciones variadas y precisas de forma rápida. Sin embargo, el uso de es
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Wathen, Michael S. "Dynamic Scalable Network Area of interest management for Virtual Worlds." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2001. http://handle.dtic.mil/100.2/ADA397603.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, September 2001.<br>Thesis advisor(s): Capps, Michael V. "September 2001". Includes bibliographical references (p. 53-54). Also available online.
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Taylor, Michael James. "How virtual worlds can support collaboration and engagement in healthcare." Thesis, Imperial College London, 2013. http://hdl.handle.net/10044/1/39359.

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Computer-generated, web-based environments, known as 'virtual worlds', allow for novel and innovative methods of high-quality remote interaction. Virtual worlds have been used in various organisational contexts, including healthcare, though there remains potential for new ways that they may be used to facilitate non-clinical healthcare-related interacitons. This Thesis investigated use of virtual worlds to improve collaboration and engagement in healthcare. Results of research detailed here contribute to new understanding of how interpersonal interactions are altered in a virtual world context
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Cicognani, Anna. "A Linguistic Characterisation of Design in Text-Based Virtual Worlds." University of Sydney. Design Science, 1998. http://hdl.handle.net/2123/371.

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In this research, it is suggested that design in text-based virtual worlds can be identified as a series of interactions between users and the virtual environment, and that these interactions for design can be approached using a linguistic perspective. The main assumption of this research is that a parallel can be drawn between the performance of design commands, and the one of speech acts in the physical world. Design in text-based virtual environments can then be articulated using a restricted set of speech acts, as design commands. Virtual worlds, represented as spaces, can be const
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Parkes, Dale R. "A home for virtual worlds, a data centre for Halifax." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/MQ63550.pdf.

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50

Polydorou, Doros. "Immersion and interaction : creating virtual 3D worlds for stage performances." Thesis, Brunel University, 2011. http://bura.brunel.ac.uk/handle/2438/6408.

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This thesis formulates an approach towards the creation of a gesture activated and body movement controlled real time virtual 3d world in a dance performance context. It investigates immersion and navigation techniques derived from modern video games and methodologies and proposes how they can be used to further involve a performer into a virtual space as well as simultaneously offer a stimulating visual spectacle for an audience. The argument presented develops through practice-based methodology and artistic production strategies in interdisciplinary and collaborative contexts. Two choreograp
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