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An IoT Virtual eLearning Space

2020
This 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
openaire   +2 more sources

Navigating large virtual spaces

International Journal of Human-Computer Interaction, 1996
As 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
openaire   +2 more sources

Virtual reality and public spaces

Proceedings of the ACM symposium on Virtual reality software and technology, 2001
Virtual 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
openaire   +2 more sources

Social regulation in virtual spaces

CHI '03 extended abstracts on Human factors in computer systems - CHI '03, 2003
The 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.
openaire   +1 more source

Contradictory spaces: negotiating virtual spaces of consumption

Journal of Service Management, 2009
PurposeThe 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.
openaire   +2 more sources

Cinematic Space in Virtual Production

2020
In 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.
openaire   +2 more sources

The virtual space fortress

ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96 on - SIGGRAPH '96, 1996
Trish Russo, Victor Bonilla
openaire   +1 more source

Virtual Space and Place: Theory and Test.

MIS Q., 2011
Little 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
openaire   +3 more sources

Sprego virtual collaboration space

2017 8th IEEE International Conference on Cognitive Infocommunications (CogInfoCom), 2017
The 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 ...
openaire   +2 more sources

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