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  1. Learning layout generation for virtual worlds

    The emergence of the metaverse has led to the rapidly increasing demand for the generation of extensive 3D worlds. We consider that an engaging world...

    Weihao Cheng, Ying Shan in Computational Visual Media
    Article Open access 02 May 2024
  2. Exploring employees’ beliefs regarding the potential benefits of virtual worlds for group cohesion: gather town

    As a consequence of advances in Information and Communication Technologies, teleworking is becoming more and more common in organizations. These new...

    Pedro R. Palos-Sanchez, Pedro Baena-Luna, Daniel Silva-O’Connor in Multimedia Tools and Applications
    Article Open access 23 December 2022
  3. The conceptual exportation question: conceptual engineering and the normativity of virtual worlds

    Debate over the normativity of virtual phenomena is now widespread in the philosophical literature, taking place in roughly two distinct but related...

    Thomas Montefiore, Paul-Mikhail Catapang Podosky in Ethics and Information Technology
    Article Open access 12 January 2024
  4. Virtual Worlds

    Virtual worlds, the contents of VR environments, consist of 3D objects with dynamic behavior that react in real time to user input. After a brief...
    Bernhard Jung, Arnd Vitzthum in Virtual and Augmented Reality (VR/AR)
    Chapter 2022
  5. Creativity and Virtual Worlds

    The relationship between the real world and the internet is explored. The real and the virtual are separate but intersecting and overlap** worlds...
    Chapter Open access 2023
  6. The impact of design on improved learning in virtual worlds: an experimental study

    Virtual worlds are the most advanced form of virtual environments, which offer one of the best platforms for serving various domains. They are,...

    Umar Farooq, Ihsan Rabbi, ... Waheed Ur Rehman in Multimedia Tools and Applications
    Article 08 March 2022
  7. Reducing the impact of players’ transfer in managing scalable virtual worlds

    Virtual worlds are both computation and communication intensive as they provide rich content and frequent updates to players for an improved...

    Umar Farooq, Muneeba Shereen, ... Ihsan Rabbi in Multimedia Tools and Applications
    Article 04 April 2022
  8. Interaction in Virtual Worlds

    In Chap. 1 , VR and AR have already been introduced as innovative forms of human–computer interaction. This...
    Ralf Doerner, Christian Geiger, ... Steffi Beckhaus in Virtual and Augmented Reality (VR/AR)
    Chapter 2022
  9. The Added Value of Simulations in 3D Virtual Worlds for Professional Training of First Aid Medical Teams

    Virtual worlds are based on a virtual reality technology, which allows three-dimensional realistic situations within a digital environment. The study...
    Tamar Shamir-Inbal, Talia Or-Griff, Ina Blau in Responsive and Sustainable Educational Futures
    Conference paper 2023
  10. Visionary Virtual Worlds

    The narrative and worldbuilding of digital games are often constructed through their architectural design. This paper analyzes how virtual...
    Gabriele Aroni in Interactive Storytelling
    Conference paper 2022
  11. The Arts and Computational Culture: Real and Virtual Worlds

    A Paradigm Shift and Defining Moment in the 21st Century: Fuelled by the convergence of computational culture, artificial intelligence, and machine...

    Tula Giannini, Jonathan P. Bowen in Springer Series on Cultural Computing
    Book 2024
  12. A new renaissance for creativity in technology and the arts in the context of virtual worlds

    Where do new ideas come from and how are they generated? Which of these ideas will be potentially useful immediately, and which will be more ‘blue...

    R. A. Earnshaw in The Visual Computer
    Article Open access 10 June 2021
  13. The user experience of distal arm-level vibrotactile feedback for interactions with virtual versus physical displays

    Haptic feedback, a natural component of our everyday interactions in the physical world, requires careful design in virtual environments. However,...

    Mihail Terenti, Cristian Pamparău, Radu-Daniel Vatavu in Virtual Reality
    Article Open access 22 March 2024
  14. Virtual Characters

    Most virtual worlds are inhabited by virtual characters; this chapter explains how to populate virtual worlds with virtual characters, especially...
    Mario A. Gutiérrez A., Frédéric Vexo, Daniel Thalmann in Step** into Virtual Reality
    Chapter 2023
  15. Prop-oriented world rotation: enabling passive haptic feedback by aligning real and virtual objects in virtual reality

    Passive haptics have long been used to enhance the user’s experience in virtual reality (VR). However, creating props to be used in a virtual...

    Steven G. Wheeler, Simon Hoermann, ... Alexandra Covaci in Multimedia Tools and Applications
    Article Open access 20 January 2024
  16. A framework to prepare the application of virtual worlds in distance education in develo** countries

    This paper presents a framework to help preparing the implementation of virtual worlds, emphasizing on the requirements that distance education...

    Aliane Loureiro Krassmann, Felipe Becker Nunes, ... Magda Bercht in Universal Access in the Information Society
    Article 24 October 2020
  17. Design principles for social exchange in social virtual reality-enabled virtual teams

    Social virtual reality (SVR) is a novel technology that can simulate and potentially enhance our face-to-face interactions. However, our...

    Osku Torro, Henri Pirkkalainen in Virtual Reality
    Article Open access 18 August 2023
  18. A systematic review of virtual 3D reconstructions of Cultural Heritage in immersive Virtual Reality

    Immersive Virtual Reality (iVR) devices are increasingly affordable and accessible to consumers. The widespread adoption of this technology for...

    Bruno Rodriguez-Garcia, Henar Guillen-Sanz, ... Andres Bustillo in Multimedia Tools and Applications
    Article Open access 02 April 2024
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