Journal For Virtual Worlds Research (Texas Digital Library - TDL E-Journals)
Not a member yet
366 research outputs found
Sort by
Applied Virtual Environments: Applications of Virtual Environments to Government, Military and Business Organizations
Virtual environments (VEs) such as Second Life or World of Warcraft can be more than entertainment; they also offer new ways to test concepts and prototypes, train employees, and anticipate actions of an opponent
The Metaverse1 Case: Historical Review of Making One Virtual Worlds Standard (MPEG-V)
This paper takes an historical perspective on the Metaverse1 project. A group of about 30 EU-based organizations totalling about 100 people worked together from 2008 to 2011 to develop a global standard that will connect virtual worlds and real worlds. The project, which was under the Eureka/ITEA2 framework, was one of the key contributors to the MPEG-V \u27Media context and control\u27 standard published by ISO/IEC in January 2011. The review includes the need for virtual worlds stadnards, the formation of the research team and plan, internal research results, main outcome (MPEG-V standard). We will conclude with some reflective notes. The ITEA2 Metaverse1 project has developed a standardized global framework enabling interoperability between virtual worlds such as Second Life, IMVU, OpenSim, Active Worlds, Google Earth and with the real world in terms of sensors and actuators, vision and rendering systems, and applications in areas like social and welfare systems, banking, insurance, tourism and real estate. Results of the project drove the MPEG-V \u27Media context and control\u27 standard published by ISO/IEC in January 2011
Improving Reusability of Assets for Virtual Worlds while Preserving 3D Formats Features
We propose a generic architecture that allows mixing several 3D formats in a single viewer whatever the rendering engine used by the virtual world. Our goal is to solve the issue raised by the multiplicity of 3D formats and rendering engines through an interoperability solution inspired by the web model.Our architecture relies on the Scene Graph Adapter, a component which aims at interfacing communication between virtual world inputs (e.g. 3D files) and outputs (e.g. the interactive visualization window). For this purpose, the Scene Graph Adapter is made up of two APIs that leverages similarities between 3D formats and 3D rendering engines, the Format Adapter API and the Renderer Adapter API
Associating Automatic Natural Language Processing to Serious Games and Virtual Worlds
We present our current research activities associating automatic natural language processing to serious games and virtual worlds. Several interesting scenarios have been developed: language learning, natural language generation, multilingual information, emotion detection, real-time translations, and non-intrusive access to linguistic information such as definitions or synonyms
Puzzles as a Creative Form of Play in Metaverse
The present study invites us for an ontological reflection about the close relationship between the logical-mathematical reasoning developed through the existence and experience in the puzzles into metaverse and creativity or creative thinking. For that reason, we seek to focus on the epistemological character of the puzzles in the metaverse and intrinsic creativity of metaverse as a natural process to be developed and not a privilege of few persons. Encourage creative processes through the digital universe - metaverse - and the use of heuristic construction for problem solving and openness to lateral thinking. Encourage creativity, creative and original thinking, which lead us to a new way of playing, the way of puzzles
Actual Self vs. Avatar Self: The Effect of Online Social Situation on Self-Expression
This paper investigates whether online social contexts can prime individuals to create avatars that emphasize particular characteristics and personality traits that are different from their actual selves. The results show that while the participant
Journalism in Virtual Worlds
This article is based on the idea that immersive journalism in virtual worlds, specifically in Second Life, has similarities with online journalism. To sustain this premise, the literature reviewed will follow the debate about journalism on the Internet, writing and reporting across new media, and speculate on the idea that a new concept of journalism in virtual worlds is growing, as an example of a new trend in journalistic practice. Questions such as the legitimacy of new forms of journalism, and especially of the pertinence of new environments, where they may be put to practice, will be addressed. Consequently, the focus on this paper is journalism in 3D environments. The discussion will provide ideas of new trends on an old business
MuniGov 2.0, A New Residency Requirement: Local Government Professionals in Second Life
The virtual world Second Life allows social interactions among avatars - online representations of real-life peopl
Issue Editors\u27 Corner: The Current and Future Angles of Standards
In this issue, we report on the first phase of MPEG-V, a work that started in 2007. MPEG-V was conceived as a unified effort to develop standards within virtual worlds, and between virtual worlds and real worlds. This work culminated in the publication of the ISO/IEC MPEG-V \u27Media context and control\u27 standards in January 2011.The papers in this issue of the Journal of Virtual World Research expose both the many current standards for virtual worlds, as well as the many missing standards. As such, the issue hints at many more places where standards are needed. To fulfill the potential of virtual worlds much more standardization (MPEG-V, and other standards) is needed
Managing Editor
With this issue JVWR celebrates its fourth year. During these years, we have matured to be the prime source of research in our emerging domain. Earlier this month (Dec. 2011), we celebrated, for the first time, by hosting a JVWR workshop at the International Conference on Information Systems (ICIS 2011 Shanghai, China