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401
Similarities and Differences between Immersive Virtual Reality, Real World, and Computer Screens: A Systematic Scoping Review in Human Behavior Studies
Published 2023-05-01“…Overall, the data show that virtual worlds presented in an HMD are more similar to real-world situations than to computer screens. …”
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402
Authoring Tools for Procedural Modeling of Virtual Reality-Based Rehabilitation Exercises
Published 2022-01-01“…The system provides easy-to-use editors for the experts to prepare rehabilitation exercises that will take place in an expanding and varied open virtual world created using procedural generation strategies. …”
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403
A Review of Data-Driven Decision-Making Methods for Industry 4.0 Maintenance Applications
Published 2021-03-01“…The main research directions include the coupling of decision-making with augmented reality for seamless interfacing that combines the real and virtual worlds of manufacturing operators; methods and techniques for addressing uncertainty of data, in lieu of emerging Internet of Things (IoT) devices; integration of maintenance decision-making with other operations such as scheduling and planning; utilization of the cloud continuum for optimal deployment of decision-making services; capability of decision-making methods to cope with big data; incorporation of advanced security mechanisms; and coupling decision-making with simulation software, autonomous robots, and other additive manufacturing initiatives.…”
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404
Influence of Avatar Facial Appearance on Users’ Perceived Embodiment and Presence in Immersive Virtual Reality
Published 2023-01-01“…Immersive virtual reality (VR) based on head-mounted displays has been identified as one of the key interaction technologies of the future metaverse, which comprises diverse interconnected virtual worlds and users who traverse between those worlds and interact with each other. …”
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405
Reviewing the potentials of MMOGs as research environments: A case study from the strategy game Travian
Published 2023-01-01“…However, there is an ongoing debate on whether these virtual worlds are able to represent real world scenarios. …”
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406
Detection of Removed Objects in 3D Meshes Using Up-to-Date Images for Mixed-Reality Applications
Published 2021-02-01“…Precise knowledge of the real environment is a prerequisite for the integration of the real and virtual worlds in mixed-reality applications. However, real-time updating of a real environment model is a costly and difficult process; therefore, hybrid approaches have been developed: An updated world model can be inferred from an offline acquisition of the 3D world, which is then updated online using live image sequences under the condition of developing fast and robust change detection algorithms. …”
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407
Toward immersive communications in 6G
Published 2023-01-01“…The sixth generation (6G) networks are expected to enable immersive communications and bridge the physical and the virtual worlds. Integrating extended reality, holography, and haptics, immersive communications will revolutionize how people work, entertain, and communicate by enabling lifelike interactions. …”
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408
Digital Twin for Math Education: A Study on the Utilization of Games and Gamification for University Mathematics Education
Published 2023-07-01“…Leveraging digital twin technology for game and gamification, we created an immersive learning environment that allows students to visualize mathematical concepts through games, pair gamification factors on physical and virtual worlds, and engage in interactive problem-solving activities. …”
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409
(Not) Playing Games: Player-Produced Walkthroughs as Archival Documents of Digital Gameplay
Published 2011-08-01“…The subject of digital game preservation is one that has moved up the research agenda in recent years with a number of international projects, such as KEEP and Preserving Virtual Worlds, highlighting and seeking to address the impact of media decay, hardware and software obsolescence through different strategies including code emulation, for instance. …”
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410
(Not) Playing Games: Player-Produced Walkthroughs as Archival Documents of Digital Gameplay
Published 2011-08-01“…The subject of digital game preservation is one that has moved up the research agenda in recent years with a number of international projects, such as KEEP and Preserving Virtual Worlds, highlighting and seeking to address the impact of media decay, hardware and software obsolescence through different strategies including code emulation, for instance. …”
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411
Creating novel Mixed Reality experiences using existing sensors and peripherals
Published 2018Get full text
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412
Space, place, and database : layers of digital cartography
Published 2009Get full text
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Thesis -
413
The reality of virtual romance : investigating romantic relationships in video games
Published 2021“…Analysis of 47 in-depth interviews showed that video games facilitate the navigation of romantic relationships between the real and virtual worlds, but the transition is often not fully seamless, and differs for each romantic couple.…”
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414
Innovation through practice: The messy work of making technology useful for architecture, engineering and construction teams
Published 2019“…<strong>Purpose</strong> Through the study of visualizations, virtual worlds and information exchange, the purpose of this paper is to reveal the complex connections between technology and the work of design and construction. …”
Journal article -
415
Collecting conversations: three approaches to obtaining user‐to‐user communications data from virtual environments
Published 2011Journal article -
416
Everything is alive: towards the future wisdom Web of things
Published 2013“…The second case study is to show how the software simulator and hardware implementation are abstracted from the underlying algorithm, and thus, it serves as an example of how virtual worlds can be used as a test bed for W2T, especially with regards to the development of the remaining steps of the W2T cycle.…”
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417
Metaverse for Healthcare: Technologies, Challenges, and Vision
Published 2023-12-01“…By fostering collaboration and evolution between intelligent agents in the virtual world, knowledge of this interdependence can be reconstructed in the digital realm. …”
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418
Demonstrator of a Digital Twin for Education and Training Purposes as a Web Application
Published 2022-11-01“…One of its key technological solutions – the digital twin – serves as a bridge between the real and virtual worlds. Designs for both products and tools to make these products are generated in the virtual world. …”
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419
Reusing Components from Cultural Heritage Games – the RAGE Project Approach
Published 2016-09-01“…Video games proved to be an attractive media for presenting cultural heritage issues. They can use virtual worlds to present cultural and historic information in amazing and highly appealing way. …”
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420
Representation of Historical Events and Realities in the Space of Virtualized Global Strategy Game Universes
Published 2023-09-01“…The goals are: 1) to analyze key aspects of virtualized game simulation in the form of global strategy; 2) to systematize characteristic features of the combination of scientific and subjective factors in game simulation; 3) to identify the influence of the cultural factor on creating virtual worlds in games; 4) to conduct case-studies considering games through the prism of the theoretical framework of game simulation. …”
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