Global ETD Search

Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.

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Showing 1 to 20 of 115 for “"virtual worlds"”.

  1. Learners’ Experience of Presence in Virtual Worlds

    … 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 …

    the-open-u Repository record for Learners’ Experience of Presence in Virtual Worlds (opens in a new tab)

  2. Performances of Marginalized Identities in Virtual Worlds

    … explores performances of identities in virtual worlds such as World of Warcraft and Second Life. While virtual worlds are popularly imagined as spaces where any performances of identity are possible and welcomed, constraints of both design and culture create a dominant or preferred …

    ohiolink Repository record for Performances of Marginalized Identities in Virtual Worlds (opens in a new tab)

  3. The Law of One Price and Virtual Worlds

    … years have seen a substantial rise in the use of virtual worlds. Virtual worlds are interactive digital environments where individuals with an internet connection can come together to communicate, cooperate and trade. Virtual worlds create smaller copies of the real world. These copies lack many …

    unm Repository record for The Law of One Price and Virtual Worlds (opens in a new tab)

  4. A Bandwidth-Conserving Architecture for Crawling Virtual Worlds

    <p>A virtual world is a computer-based simulated environment intended for its users to inhabit via avatars. Content in virtual worlds such as Second Life or OpenSimulator is increasingly presented using three-dimensional (3D) dynamic presentation technologies that challenge traditional search …

    arkansas Repository record for A Bandwidth-Conserving Architecture for Crawling Virtual Worlds (opens in a new tab)

  5. Spontaneous communities of learning: Cooperative learning ecosystems surrounding virtual worlds

    … gamers and the cultures they engage with, both virtually in the many massively multiplayer games and virtual worlds online, and in the physical spaces they inhabit in various play spaces around the world. The primary research questions concerned social learning in such spaces, i.e. how do …

    waikato-masters Repository record for Spontaneous communities of learning: Cooperative learning ecosystems surrounding virtual worlds (opens in a new tab)

  6. Pixelating Policy: Visualizing Issue Transformation In Real and Virtual Worlds

    … textually, and visually in an exploratory, "virtual reality-based" Policy World. This study examines the questions: "In what ways are the core issues underlying public policies transformed over time, and what is the relationship between issue transformation and policy change?" Using the …

    vt Repository record for Pixelating Policy: Visualizing Issue Transformation In Real and Virtual Worlds (opens in a new tab)

  7. The tort of virtual negligence : a proposition to regulate virtual worlds

    … of negligence law to hold inhabitants of virtual worlds—avatars and their users—liable for their negligent virtual actions. To address this issue, this essay proposes recognizing the tort of virtual negligence. It is defined using a transsystemic and functional approach that combines …

    sherbrooke Repository record for The tort of virtual negligence : a proposition to regulate virtual worlds (opens in a new tab)

  8. Creating meaningful bodily expression in virtual worlds : Inquiring methods for designers.

    This research develops a co-design framework, co-design methods and generative tools for new creation of expressive behaviour by avatars. Influenced by Argyle's (1990) encoding-decoding paradigm of nonverbal communication, a decoding-encoding-decoding paradigm for co-design was proposed. This …

    sheffield-hallam Repository record for Creating meaningful bodily expression in virtual worlds : Inquiring methods for designers. (opens in a new tab)

  9. E-AI an emotion architecture for agents in games & virtual worlds

    Characters in games and virtual worlds continue to gain improvements in both their visual appearance and more human-like behaviours with each successive generation of hardware. One area that seemingly would need to be addressed if this evolution in human-like characters is to continue is in the …

    wlv Repository record for E-AI an emotion architecture for agents in games & virtual worlds (opens in a new tab)

  10. Design of virtual worlds for accessing information : discovery of user preferences.

    … 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 …

    rgu Repository record for Design of virtual worlds for accessing information : discovery of user preferences. (opens in a new tab)

  11. Designing a visual component of communication within 3D avatar virtual worlds

    Over the last few years 3D avatar virtual worlds (AVW) have emerged on the Internet. These are computer generated, multi-user, graphical spaces within which people meet, form social groups and interact with each other in real time, typically through the exchange of text or audio messages. Each user …

    plymouth Repository record for Designing a visual component of communication within 3D avatar virtual worlds (opens in a new tab)

  12. Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts)

    Many models exist that predict channel morphology. Channel morphology is defined as the change in geometric parameters of a river. Channel morphology is affected by many factors. Some of these factors are caused either by man or by nature. To combat the adverse effects that man and nature may cause …

    mississippi Repository record for Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts) (opens in a new tab)

  13. New consumption identities in virtual worlds. The case of Second Life.

    … thesis focuses on the three-dimensional virtual world of Second Life, which is a ¿Real Life¿ simulation and where the residents represent themselves through ¿avatars¿, creating a kind of virtual materiality. This raises interesting questions for consumer researchers, not just about how …

    bradford Repository record for New consumption identities in virtual worlds. The case of Second Life. (opens in a new tab)

  14. Real economics in virtual worlds: a massively multiplayer online game case study: Runescape

    This thesis explores economic aspects of virtual worlds by focusing on a specific massively multiplayer online role-playing game, RuneScape. In particular, it examines the similarities and differences between the virtual economics and real world economics, the economic understanding of RuneScape …

    gatech Repository record for Real economics in virtual worlds: a massively multiplayer online game case study: Runescape (opens in a new tab)

  15. Believable conversational agents for teaching ancient history and culture in 3D virtual worlds

    … tool for teaching ancient history and culture in virtual worlds. Traditional approaches are lacking engagement, interactivity and socialisation, features that are of tremendous importance to modern students (digital natives). At the same time, modern 3D visualisations primarily focus on the design …

    uts Repository record for Believable conversational agents for teaching ancient history and culture in 3D virtual worlds (opens in a new tab)

  16. Playing Ethnography: A study of emergent behaviour in online games and virtual worlds

    … in massively multiplayer online games and virtual worlds. This thesis argues for a legitimisation of the study of ‘communities of play’, alongside communities perceived as more ‘serious’, such as communities of interest or practice. It also identifies six factors that contribute to emergent …

    arts-london Repository record for Playing Ethnography: A study of emergent behaviour in online games and virtual worlds (opens in a new tab)

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