Results 31 to 40 of about 6,843,658 (362)
Detection of Deception in a Virtual World [PDF]
This work explores the role of multimodal cues in detection of deception in a virtual world, an online community of World of Warcraft players. Case studies from a five-year ethnography are presented in three categories: small-scale deception in text ...
Collister, Lauren B +1 more
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The notion of “good” and “bad” deaths can be found in many cultures around the world as death has always had a significant role in the societies. Many beliefs and customs are connected with the time of death and the way someone died in order to grant the
Simona Klaus
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As the COVID‐19 pandemic has largely increased the utilization of telehealth, mobile mental health technologies – such as smartphone apps, virtual reality, chatbots, and social media – have also gained attention.
J. Torous +9 more
semanticscholar +1 more source
2021 International Conference on Virtual Rehabilitation Proceedings
Temple University. College of Public HealthInternational Conference on Virtual Rehabilitation 2021 is the 13th edition of the conference series, which is now the official conference of the International Society for Virtual Rehabilitation.
Kukshinov| +6 more
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TOWARDS A ‘HETEROTOPOLOGY’ OF GAMING: FROM AZEROTH TO SANCTUARY
Objectives. In this article, Michel Foucault’s (1967) theoretical insights regarding heterotopias are reconsidered, in order to determine whether his ‘heterotopology’ can be mirrored in several virtual worlds that are constantly redefined and reimagined ...
Mihai BURLACU
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Computer Vision in the Metaverse
Metaverse is a rapidly developing new technology today. The purpose of this article is to examine this technology from a computer vision and general perspective. In this study, a comprehensive review of Metaverse concepts in computer vision has been made.
Şevval Uyanık, Kemal Gökhan Nalbant
doaj
TRANSLATION OF VIRTUAL FICTION WORLDS IN THE ASPECT OF RECEPTIVE COMPETENCE DEVELOPMENT
This article offers an analysis of the main dilemmas that the translator has to face while working with texts that explicate the virtual fiction world based on the socio-cultural specifiers of the original language culture.
S. N. Bredikhin, T. R. Kotieva
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To Be or Not Be Human-Like in Virtual World
The main objective is a double one. First and foremost, it is a question of showing that foot-in-the-door as a proven behavioral influence technique in offline interactions maintains its efficiency in online interactions.
Laura Barbier, Valerie Fointiat
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Building Korean DMZ Metaverse Using a Web-Based Metaverse Platform
Metaverse is a compound word of “Meta” and “Universe”, meaning a world that transcends reality, a new virtual world. Due to the COVID-19 pandemic, non-face-to-face further accelerated the activation of the Metaverse.
Sangsu Choi +6 more
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Consumers’ Adoption and Use of E-Currencies in Virtual Markets in the Context of an Online Game
Virtual worlds have created unique economies whose outcome is e-currencies, which link the electronic universe and reality. This article aims to examine how perceived usefulness, perceived ease of use, perceived risks, and perceived trust significantly ...
Magdalena Gawron, Artur Strzelecki
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