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An IoT Virtual eLearning Space
2020This paper presents the Virtual eLearning Space implemented as an Internet of Things ecosystem. The components of the space inhabit three layers – a sensing layer, an operative and analytical layer, and a cognitive layer, which are described in more detail. One of the advantages of the space is that integrating the virtual world with the physical world
Emil Doychev +4 more
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Navigating large virtual spaces
International Journal of Human-Computer Interaction, 1996As important as navigation is to human performance in virtual worlds, it is an often overlooked problem in the design process. This article reports an experiment intended to show that real‐world wayfinding and environmental design principles are effective in designing virtual worlds that support skilled wayfinding behavior.
Rudolph P. Darken, John L. Sibert
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Virtual reality and public spaces
Proceedings of the ACM symposium on Virtual reality software and technology, 2001Virtual reality researchers and artists will discuss the use of virtual reality as a creative and presentation medium. Museums, galleries, libraries, theatres, research entres, theme parks make varied use of VR. VR is no longer gee whiz, strong content, effective management of technology and good presentation contexts are needed.
Douglas MacLeod, Pierre Boulanger
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Social regulation in virtual spaces
CHI '03 extended abstracts on Human factors in computer systems - CHI '03, 2003The described dissertation focuses on social regulation of user behavior within virtual social spaces. A multi-year field study of two fantasy-based game MUDs (multi-user dungeons) was conducted to gain a detailed understanding of the work involved in regulating behavior in these virtual environments.
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Contradictory spaces: negotiating virtual spaces of consumption
Journal of Service Management, 2009PurposeThe internet driven information revolution is frequently cited as one of the key drivers (re‐)shaping contemporary consumption. In particular, the internet has been seen as disrupting established conventions in professional services. Popularly, it has been viewed as a liberating medium, a mechanism by which consumers and citizens have been able ...
Laing, A., Newholm, T., Hogg, G.
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Cinematic Space in Virtual Production
2020In this article, I aim to examine the ways virtual technologies have affected on the arrangement of the cinema space. Virtual technologies are eventually referenced here as virtual production (VP), which makes it possible for filmmakers to mix live footage and computer graphics interactively while filming on set.
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ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96 on - SIGGRAPH '96, 1996
Trish Russo, Victor Bonilla
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Trish Russo, Victor Bonilla
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Virtual Space and Place: Theory and Test.
MIS Q., 2011Little is known about how individuals come to relate to settings in virtual worlds (VWs), which are defined as digital environments in which individuals, groups, and even organizations interact in virtual (that is to say, nonphysical) spaces. This research develops a theory of virtual space and place (VSP), specifically relating this to the setting of ...
Saunders, Carol +4 more
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Sprego virtual collaboration space
2017 8th IEEE International Conference on Cognitive Infocommunications (CogInfoCom), 2017The Sprego (Spreadsheet Lego) programming method facilitates the use of different educational tools and environments to provide better understanding of spreadsheet programming while developing computational thinking and algorithmic skills. With virtual reality technologies gaining attention and popularity, our goal was to investigate and create a ...
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Virtual Fashion Experiences in Virtual Reality Fashion Show Spaces
Frontiers in Psychology, 2023Se Jin Kim
exaly

