Showing 361 - 380 results of 1,132 for search '"virtual worlds"', query time: 0.11s Refine Results
  1. 361

    An Aerial Mixed-Reality Environment for First-Person-View Drone Flying by Dong-Hyun Kim, Yong-Guk Go, Soo-Mi Choi

    Published 2020-08-01
    “…The proposed system is effective in perceiving the depth of obstacles, and enables bidirectional interaction between real and virtual worlds using a drone equipped with a stereo camera based on human binocular vision. …”
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    Article
  2. 362

    Unveiling gender differences: a mixed reality multitasking exploration by Safanah Abbas, Heejin Jeong

    Published 2024-01-01
    “…While gender differences have been studied in both real and virtual worlds separately, few studies have focused on multitasking in hybrid environments. …”
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    Article
  3. 363

    CityGML goes mobile: application of large 3D CityGML models on smartphones by Christoph Blut, Timothy Blut, Jörg Blankenbach

    Published 2019-01-01
    “…Due to the constrained hardware resources of smartphones, it is a particular challenge to handle complex 3D objects and large virtual worlds as provided by CityGML, not only in terms of memory and storage space, but also with respect to mobile processing units and display sizes.…”
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    Article
  4. 364

    Modeling an intelligent agent augmented gaming environment by Kumar, Rohit Ashwini.

    Published 2011
    “…Agents, or computer-generated characters, are an integral part of every software, enhancing the experience of virtual worlds and assisting the users with learning or entertainment. …”
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    Final Year Project (FYP)
  5. 365

    Understanding Human-Machine Networks: A cross-disciplinary survey by Tsvetkova, M, Yasseri, T, Meyer, E, Pickering, J, Engen, V, Walland, P, Lüders, M, Følstad, A, Bravos, G

    Published 2017
    “…We identify eight types of HMNs: public-resource computing, crowdsourcing, web search engines, crowdsensing, online markets, social media, multiplayer online games and virtual worlds, and mass collaboration. We systematically select literature on each of these types and review it with a focus on implications for designing HMNs. …”
    Journal article
  6. 366

    Messy talk in virtual teams: achieving knowledge synthesis through shared visualizations by Sturts Dossick, C, Anderson, A, Azari, R, Iorio, J, Neff, G, Taylor, J

    Published 2014
    “…We analyzed the interactions of four distributed student teams collaborating on a complex design and planning project using building information models (BIM) and the CyberGRID, a virtual world specifically developed for collaborative work. …”
    Journal article
  7. 367

    Understanding human-machine networks: a cross-disciplinary survey by Tsvetkova, M, Yasseri, T, Meyer, E, Pickering, J, Engen, V, Walland, P, Lüders, M, Følstad, A, Bravos, G

    Published 2015
    “…We identify eight types of HMNs: public-resource computing, crowdsourcing, web search engines, crowdsensing, online markets, social media, multiplayer online games and virtual worlds, and mass collaboration. We systematically select literature on each of these types and review it with a focus on implications for designing HMNs. …”
    Journal article
  8. 368

    The impact of social media usage and addiction among student / Siti Maheran Mohd Faudzi by Mohd Faudzi, Siti Maheran

    Published 2019
    “…The social network, which is one of the key indicators of the technology era, attracts all levels while virtual worlds over real life through the applications it offers. …”
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    Article
  9. 369

    Implementing a virtual 3d campus of USM using second life: case for CCIL based distance learning package. by Jamaludin, Rozinah

    “…Web 2.0 educational based methods is one of the novel areas of pedagogical research. The 3D virtual worlds represents one of the latest and highest potential Web 2.0 tools, in particular in the context of distance learning. …”
    Monograph
  10. 370

    Issues towards efficient time synchronization in wireless sensor networks by Abdullah, Abdul Hanan, Khan, Abdul Waheed, Bangash, Javed Iqbal

    Published 2014
    “…Wireless sensor network (WSN) is considered as the enabling technology to increase coordination between the physical and virtual worlds. A typical WSN is composed of a large number of computing devices known as nodes which are responsible for sensing and reporting some phenomenon to a sink or base-station where some useful conclusions are drawn from the reported data. …”
    Article
  11. 371

    On the Multimodal Resolution of a Search Sequence in Virtual Reality by Nils Klowait

    Published 2023-01-01
    “…In virtual reality (VR), participants may not always have hands, bodies, eyes, or even voices—using VR helmets and two controllers, participants control an avatar through virtual worlds that do not necessarily obey familiar laws of physics; moreover, the avatar’s bodily characteristics may not neatly match our bodies in the physical world. …”
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    Article
  12. 372

    Exploring relevant technologies for simulating user interaction in Metaverse virtual spaces by Ion Alexandru MARINESCU, Dragoș-Daniel IORDACHE

    Published 2023-09-01
    “…This convergence allows the creation of complex virtual worlds, enhances user interactions, enables dynamic environments, facilitates seamless integration across platforms, and ensures scalability and persistence, alongside several privacy, security, ethical and legal challenges to be considered. …”
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    Article
  13. 373

    A Security Generic Service Interface of Internet of Things (IoT) Platforms by Mi Kim, Nam Yong Lee, Jin Ho Park

    Published 2017-08-01
    “…Internet of Things (IoT) platforms are the key for the development of scalable IoT applications and services that connect real and virtual worlds between objects, systems, and people. However, as the IoT platform market represents a truly new market segment that was almost non-existent a few years ago, the platforms are complex and changing quickly. …”
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    Article
  14. 374

    Research Trends on Smart Connected Products in The Industry 4.0: A Systematic Literatur Review by Fahma Fakhrina, Sutopo Wahyudi, Pujiyanto Eko, Nizam Muhammad

    Published 2023-01-01
    “…Through applying CPS (Cyber-Physical Systems) technology, Industry 4.0 combines the physical and virtual worlds to increase company productivity and efficiency. …”
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    Article
  15. 375

    Warm and Cold Start Quantum Annealing for Metaverse Resource Optimization by Mahzabeen Emu, Salimur Choudhury, Kai Salomaa

    Published 2024-01-01
    “…Metaverse refers to the intersection of parallel virtual worlds with their physical counterparts by allowing users to interact with virtual people, objects, and environments. …”
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    Article
  16. 376

    Video Gaming Faith: Playing Out Theologies of Religions by Gregory D. Jones

    Published 2022-10-01
    “…How can plurality be framed for people whose sense of relationality is shaped by their participation in virtual worlds? One answer emerges in this autoethnographic consideration of how video gaming “plays out” fresh understandings of the interreligious encounter and relationality. …”
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    Article
  17. 377

    VNetOS: Virtualised Distributed and Parallel Sensor Network Operating Environment for the IoT and SHM by Stefan Bosse

    Published 2022-11-01
    “…The framework provides augmented virtuality, i.e., a coupling of physical and virtual worlds.…”
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    Article
  18. 378

    Digital Twin and Internet of Things—Current Standards Landscape by Michael Jacoby, Thomas Usländer

    Published 2020-09-01
    “…Industry 4.0 is revolutionizing industrial production by bridging the physical and the virtual worlds and further improving digitalization. Two essential building blocks in industry 4.0 are digital twins (DT) and the internet of things (IoT). …”
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    Article
  19. 379

    Malevolent Creativity & the Metaverse by Aman Bajwa

    Published 2022-11-01
    “…It is likely that as the metaverse develops, gaming will offer a unique social experience through its features such as virtual worlds. Based on this, it is important for policymakers to look at extremist subcultures that will operate in the metaverse through these virtual features. …”
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    Article
  20. 380

    Fostering academic citizenship through ubiquitous technologies in an online academic conference: A framework and its implications by Scott Grant, Grace Yue Qi, Yu-Ju Lan, Pei-Yu Cheng

    Published 2024-01-01
    “…Our findings highlighted the effectiveness of the design in fostering academic citizenship, supported by multiuser virtual worlds like Second Life that enabled social engagement and knowledge building. …”
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    Article