Results 1 to 10 of about 263,574 (173)
Virtual goods recommendations in virtual worlds. [PDF]
Virtual worlds (VWs) are computer‐simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue.
Chen KY, Liao HY, Chen JH, Liu DR.
europepmc +5 more sources
AbstractGames, role‐playing, and simulations as developmental tools have been used in education since the 1800s. An emerging form of collaborative game play is virtual worlds; however, the use of virtual worlds in leadership education has not been fully investigated.
Kathy L. Guthrie +2 more
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Recently virtual worlds have been intensely discussed both in public and in the scientific world. The mass media have reported in detail about the evolution and happenings in Second Life, a virtual world run by Linden Lab Inc. Interestingly, Second Life is not only used by private customers but also by well-known companies and even government ...
Danny Pannicke, Rüdiger Zarnekow
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While VR-based training has been proven to improve learning effectiveness over conventional methods, there is a lack of study on its learning effectiveness due to the implementation of training modes.
Yee Sye Lee +4 more
doaj +1 more source
Teaching through field trips has been very effective in the architecture, engineering and construction (AEC) disciplines as it allows students to bridge the gap between theory and practice.
Amna Salman
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We consider the problem of designing fast and strategyproof exchanges for dynamic resource allocation problems in distributed systems. The exchange is implemented as a sequence of auctions, with dynamically arriving requests from agents matched with each auction. Each auction is associated with some consignment of the resources from a single seller. We
Chaki Ng, David C. Parkes, Margo Seltzer
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Virtual worlds players – consumers or citizens?
This article questions the preconceived notions that participants in virtual worlds are essentially consumers. Building on the existing scholarship around virtual worlds and notwithstanding the current character of virtual worlds, this paper explores ...
Edina Harbinja
doaj +1 more source
In the context of therapeutic exposure to phobias, virtual reality (VR) offers innovative ways to motivate patients to confront their fears, an opportunity not feasible in traditional non-digital settings.
Silvino Martins, Mário Vairinhos
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Metaverse as Tech for Good: Current Progress and Emerging Opportunities
Metaverse is an upcoming transformative technology that will impact our future society with immersive experiences. The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can ...
Muhammad Zahid Iqbal +1 more
doaj +1 more source
Investigating affordances of virtual worlds for real world B2C e-commerce [PDF]
Virtual worlds are three-dimensional (3D) online persistent multi-user environments where users interact through avatars. The literature suggests that virtual worlds can facilitate real world business-to-consumer (B2C) e-commerce. However, few real world
Laing, A. +5 more
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