Results 61 to 70 of about 265,369 (216)
Technologies such as XR (Extended Reality), in the form of VR (Virtual Reality), AR (Augmented Reality) and MR (Mixed-Reality), are being researched for their potential to support higher education.
Miguel A. Garcia-Ruiz +4 more
doaj +1 more source
Design guidelines for B2C e-commerce in virtual worlds [PDF]
Virtual worlds are three-dimensional (3D) persistent multi-user online environments in which users interact through avatars. Virtual worlds support many kinds of activities, including education, socialising, gaming and e-commerce. Our research focuses on
Minocha, Shailey, Tran, Minh
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An Exploratory Study into the Accessibility of a Multi-User Virtual World for Young People with Aphasia [PDF]
This paper describes an exploratory study into the accessibility of the virtual world Second Life for two young people with aphasia. Aphasia is a communicative disorder most commonly caused by a stroke.
Galliers, J. R., Wilson, S.
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Stroke is a leading cause of long-term disability worldwide, and new technologies such as Fully Immersive Virtual Reality (FIVR) are being explored to promote functional recovery as well as optimize rehabilitation outcomes.
Dimosthenis Lygouras +3 more
doaj +1 more source
In this text I wish to discuss, as well as illustrate through pictorial examples, how the Live Visuals of three dimensional online virtual worlds may be leading us into participatory and collaborative Play states during which we appear to become the ...
Ayiter, Elif
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Immersive virtual reality is increasingly used for safety training, yet many initiatives remain technology-led pilots that enhance scenario realism and engagement without explaining how training becomes embedded in everyday work (e.g., alignment with ...
Jesse Katende +4 more
doaj +1 more source
This paper presents a modular evaluation questionnaire designed to assess Knowledge and Technology Transfer (KT) events in Higher Education Institutions (HEIs).
Sina Hinzmann +5 more
doaj +1 more source
Virtual worlds are authentic sites for learning [PDF]
This chapter considers how ‘meaningful learning’ can be understood in the context of knowledge-age skills. Through a study conducted in Second Life™, it investigates whether terms such as ‘authentic’, ‘active’ and ‘collaborative’ can be applied to ...
Clough, Gill, Ferguson, Rebecca
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Virtual Worlds as Petri Dishes for the Social and Behavioral Sciences [PDF]
The next tool for social science experimentation should allow for macro level, generalizable, scientific research. In the past devices such as rat mazes, Petri dishes and supercolliders have been developed when scientists needed new tools to do research.
Edward Castronova, Matthew Falk
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APIs in the Metaverse—A Systematic Evaluation
One of the most critical challenges for the success of the Metaverse is interoperability amongst its virtual platforms and worlds. In this context, application programming interfaces (APIs) are essential.
Marius Traub, Markus Weinberger
doaj +1 more source

