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301
Ecocritical Interpretation of Natural and Virtual Elements in the Residential Environment. Nature in Dwelling Spaces and its Simulacra
Published 2023-12-01“…Dwellings have become multidimensional platforms for everyday activities, combining elements of simultaneous natural and virtual worlds.…”
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302
Marketing Communication with Online Characters:
Published 2022-06-01“…As more consumers shop online, avatars are being used to support consumer purchase behavior in many online shopping sites and virtual worlds. Previous studies have suggested that avatars have positive effects on consumers’ online shopping experience and are important for the successful operation of a website. …”
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303
Boundaries and Connections. Producing, organizing and sharing knowledge on medieval Iberian art
Published 2023-06-01“… To what extent and how are today's increasingly interconnected and porous real and virtual worlds conditioning and even determining research in Art History? …”
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304
Ubiquitous Metadata: Design and Fabrication of Embedded Markers for Real-World Object Identification and Interaction
Published 2024“…In conclusion, this thesis presents a comprehensive exploration of embedded machine-readable markers as a means to connect real-world objects to virtual worlds to achieve ubiquitous metadata. The thesis forges ahead with a future where objects come alive, environments become interactive, and virtual worlds seamlessly merge with our everyday lives.…”
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305
Applying augmented reality for experiential learning: a case study of E-Commerce Learning
Published 2015-09-01“… The great impacts of advancing technology, such as 3D virtual worlds, create new learning opportunities for learners. …”
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306
Online Learning with Virtual Puppetry
Published 2011-09-01“…The first part of this paper introduces learning environments built on virtual worlds with the idea that avatars match the characters from theatrical productions. …”
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307
“Wrapping” X3DOM around Web Audio API
Published 2015-12-01“…The implemented examples established the achievability of new registered nodes in X3DOM, for spatial sound characteristics in Web3D virtual worlds.…”
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308
The Relation between Virtual Presence and Learning Outcomes in Serious Games – The Mediating Effect of Motivation
Published 2014-02-01“…These findings suggest that the relation between all variables should be considered an important factor in the design of virtual worlds for learning.…”
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309
From physical reality to the Metaverse: a Multilayer Network Valuation
Published 2022-06-01“…The metaverse is a network of 3D virtual worlds focused on social connection. There is so an evident Ariadne’s thread between these ecosystems, interpreted with multilayer network theory that examines the connectivity and interdependency between nodes positioned in the physical world, the web, or the metaverse.This pioneering study illustrates a new research avenue, analyzing the application of some of the most evident properties of network theory to the case, showing for instance how replica nodes can link through an avatar the physical world with the metaverse. …”
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310
Using Web 2.0 Technology to Enhance, Scaffold and Assess Problem-Based Learning
Published 2013-08-01“…Web 2.0 technologies, such as social networks, wikis, blogs, and virtual worlds provide a platform for collaborative working, facilitating sharing of resources and joint document production. …”
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311
Meta-Literacy in Gameworlds
Published 2016-12-01“…We’ll conclude that accounting for meta-literacy is indeed relevant for understanding the pleasures of inhabiting not only gameworlds but also virtual worlds of all kinds.…”
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312
A Comprehensive Survey of Digital Twins in Healthcare in the Era of Metaverse
Published 2023-07-01“…The metaverse is a virtual world where individuals interact with digital replicas of themselves and the environment. …”
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313
Surviving at any cost: guilt expression following extreme ethical conflicts in a virtual setting.
Published 2014-01-01“…However, researching this issue was hindered by the lack of readily available models. Immersive virtual worlds could represent a solution, by providing ways to test human behavior in controlled life-threatening situations. …”
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314
Guest Editors' Introduction: Cross reality environments
Published 2010“…In this article, we define cross-reality as the union between ubiquitous sensor/actuator networks and shared online virtual worlds-a place where collective human perception meets the machines' view of pervasive computing. …”
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315
Designing an augmented reality multimodal interface for 6dof manipulation techniques
Published 2018“…Augmented Reality (AR) supports natural interaction in physical and virtual worlds, so it has recently given rise to a number of novel interaction modalities. …”
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316
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What can and cannot be felt: the paradox of affectivity in post-internet art
Published 2018-01-01“…In this scenario, marked by the current Post-Internet discourse, real and virtual worlds overlap, and hybrid artistic forms emerge. …”
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318
A perspective from Turkey on construction of the new digital world: analysis of emotions and future expectations regarding Metaverse on Twitter
Published 2023-08-01“…Abstract Metaverse is a new digital world where the real and virtual worlds merge on a technological ground. After Mark Zuckerberg, CEO of Facebook hyped the metaverse, attention was drawn to it all over the world. …”
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319
The Digital Spatial Fix
Published 2015-06-01“…We build on David Harvey’s theory of the spatial fix to describe three digital spatial fixes, fixed capital projects that use the specific properties of digital spaces to increase the rate of profit, before themselves becoming obstacles to the addictive cycle of accumulation: the primitive accumulation of time in the social Web, the annihilation of time by space in high-frequency trading, and affect rent in virtual worlds. We conclude by reflecting on how these digital spatial fixes also fix the tempo of accumulation and adjust the time-scale of Marxian crisis theory.…”
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320
Code-Bothy: Mixed reality and craft sustainability
Published 2022-08-01“…In the context of mixed-reality fabrication, the real and virtual worlds come together to create a hybrid environment where physical and digital objects are visualised simultaneously and interact with one another in real time. …”
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