Journal For Virtual Worlds Research (Texas Digital Library - TDL E-Journals)
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Two Navy Virtual World Collaboration Applications: Rapid Prototyping and Concept of Operations Experimentation
Traditionally, US Navy has had a number of Undersea Warfare applications which require rapid prototyping capabilities as well as the need to perform cost effective concept of operations exercises. Recent investigations into the use of virtual world technologies at the Naval Undersea Warfare Center (NUWC) have focused on confined physical spaces that are easily replicated in a virtual environment. For example, a command & control center is a physical environment in which people interact with each other and the space they are in (i.e., attack consoles, displays, etc.) to manage information flow and decision making. Being able to optimally configure and reconfigure such a space is a critical step in the design process to ensure the end meets the necessary mission requirements. Previously the Navy has deployed small scale physical models to visualize spatial relationships (though not allowing human interaction) or large full scale models at more substantial costs. Leveraging cutting-edge virtual world technologies, toda
Standards in Virtual Worlds Virtual Travel Use Case Metaverse1 Project
Nowadays, tourism has become a very important industry in the international economy. Information and communication technologies are in constant development; they progress worldwide and across sectors. Their applications in tourism and tourist resources is rapidly increasing, reaching new, innovative and sometimes amazing results in terms of effectiveness, productivity, quality, and customer satisfaction. Exploring the interaction between technologies and tourism is difficult and challenging. Specifically, using virtual world technologies as a new means of information for potential tourists is a big challenge where the actual methods, goals and needs still need to be exactly identified.This paper aims at analyzing why and how virtual worlds can become an important platform for tourism-oriented areas to promote a destination in general, and their local heritage and tourist added-value services in particular. The document will also introduce the design of the first prototypes and the validation results of the four specific technologies tested at the Virtual Travel Use Case (Soundscape generation, Multilinguality, Video streaming and Path and Camera Planning). Finally, the contribution to the MPEG-V standard will also be detailed in the paper
Characteristics of the Virtual Economy (after
The discussion takes place under what Dibbell would see as
Currencies and Capitalisms on the Internet
The internet is a particularly vibrant arena of economical development and transformation, because it brings together producers, distributors and consumers in a highly efficient manner. By doing so, it enables the exploration of innovative concepts without having to build costly new facilities. Thus the internet has become a living lab, which is used by people all over the world for creating and developing new economical forms. Anthropology offers a rich tradition for studying processes of production, distribution and consumption. In addition, anthropological studies on money offer interesting insights for thinking about uses of currencies on the internet. New forms of economical interaction create new kinds of currencies and money is multiplying on the internet. The aim of this paper is to outline some questions that can be raised by anthropological studies on economical forms and uses of currency. In order to understand virtual economies we need to think of wha
The Ontological Aspects of Puzzles into Metaverses
The present text talks about the substantiation and usage of logic-mathematical puzzles inside the metaverses and its incidences as cognitive objects. Starting from the evolving path of hypermedia to the metaverses, it is introduced some formal criteria to reflect on the interactive context of the metaverses exemplified in the presentation and solution of logic-mathematical puzzles, taking as a paradigm example the metaverse experience of Myst online. It is concluded by the importance of the collaboration between the digital narrative and interactive problematical formulation for the research, production, knowledge and teaching-learning processes
What are users thinking in a virtual world lesson? Using stimulated recall interviews to report student cognition, and its triggers
Stimulated recall is an empirically rigorous introspection data collection tool that allows the interviewer to elicit, identify and explore participant
Digital Guqin Museum from a Virtual World to the Real World : Conception and design of an ongoing cultural sim
This paper provides an overview of the Digital Guqin Museum built in Second Life that provides the user an opportunity to experience and interact with different facets of Chinese culture. The user will find examples of Guquin culture, considered by some to be a place holder for Chinese culture , such as the guqin, a rarely seen musical instrument sometimes confused with the guzheng, a more common popular instrument. Users can see the making of a guqin instrument and listen to guqin music being played, which represents both Chinese music, and more specifically, the guqin music genre - an elegant and quiet musi
My Second Life as a Cyber Border Crosser
This article explores Chicana (Mexican-American woman) experiences of being a cyber border crosse
A Framework for Children
In recent years, participation of children in virtual worlds has grown and children are also the largest number of users of virtual worlds (KZero, 2009a). This growth in participation in virtual worlds has brought out discussion about their effects on childre
Who am I - and if so, where? A Study on Personality in Virtual Realities
Virtual realities form a new technical platform, raising scientific questions about the human mind, communication and identity. There is hardly any scientific research on the influence of a virtual reality on the identity perception and the personality of a user of these virtual realities. The present study attempts to contribute to filling this gap by assessing the potential difference between real-life personality and th