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The dissemination of innovative pedagogies in French secondary education, under the effect of both educational policies and the spontaneous action of teachers, raises the question of the socio-cognitive and material conditions of the design ...
Martine Gadille +2 more
doaj +1 more source
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
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
The Impacts of Online Experience on Health and Well-Being: The Overlooked Aesthetic Dimension
It is well-recognized that online experience can carry profound impacts on health and well-being, particularly for young people. Research has already documented influences from cyberbullying, heightened feelings of inadequacy, and the relative decline of
Tim Gorichanaz +3 more
doaj +1 more source
Developing a Second Life virtual field trip for university students: an action research approach [PDF]
Background: Integrating 3D virtual world technologies into educational subjects continues to draw the attention of educators and researchers alike. The focus of this study is the use of a virtual world, Second Life, in higher education teaching.
Andrews, Lynda +2 more
core +2 more sources
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
doaj +1 more source
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
core +3 more sources
Copy-Right for Software and Computer Games: Strategies and Challenges [PDF]
Copy-right has been initially used in cultural and art industries. From that time there have been two different approaches to the matter: the commercial-economic approach which is concerned with the rights of suppliers and investors; and the other ...
Hojatollah Ayoubi
doaj +1 more source
The Legal and Tax Dimension of Metaverse
Human life changes as technology advances. The virtual universe, also known as the metaverse, is the final transition point. Unlike previous work on the Metaverse based on Second Life, the current Metaverse is based on the social values of Generation Z ...
Ceyda Kükrer
doaj +1 more source
‘Adult’ youth in the contemporary social space of Russia
The study of the contemporary youth problems is impossible without generational analysis which provides methodological grounds for understanding the youth’s place in the social space, their functions and identification practices in the context of ...
L. A. Belyaeva
doaj +1 more source

