Search results for "METAVERSE"
showing 10 items of 30 documents
Manipulating Self-Avatar Body Dimensions in Virtual Worlds to Complement an Internet-Delivered Intervention to Increase Physical Activity in Overweig…
2020
Virtual reality has been found to be a useful tool for positively influencing relevant psychological variables in order to increase physical activity (PA), especially in the overweight population. This study investigates the use of avatars and their physical variations to extend the effectiveness of existing interventions to promote PA. The main objective is to analyze the influence of the avatars&rsquo
NUOVI SISTEMI DI GESTIONE E STRATEGIE DI SVILUPPO PER IL PAESAGGIO CULTURALE DELL'AREA MEDITERRANEA
2022
Performance improvements of real-time crowd simulations
2010
The current challenge for crowd simulations is the design and development of a scalable system that is capable of simulating the individual behavior of millions of complex agents populating large scale virtual worlds with a good frame rate. In order to overcome this challenge, this thesis proposes different improvements for crowd simulations. Concretely, we propose a distributed software architecture that can take advantage of the existing distributed and multi-core architectures. In turn, the use of these distributed architectures requires partitioning strategies and workload balancing techniques for distributed crowd simulations. Also, these architectures allow the use of GPUs not only fo…
Students of Religion Studying Social Conflict Through Simulation and Modelling: An Exploration
2020
Researchers at our university use modelling and simulation (M&S) to study religious conflicts, and we wanted to introduce undergraduate students of religion to this research approach. Hence, we started a three-year educational design research project to empirically study ways to introduce these students to M&S as a viable research method in their discipline. The research project will entail several iterations, which aim to have a feasible and effective design of lessons and a better understanding of the learning processes. The first iteration was exploratory and is reported here. For this exploration, we organised a seminar, which was videotaped for post hoc analysis. The seminar started wi…
Real-Time 3D Face Acquisition Using Reconfigurable Hybrid Architecture
2007
Acquiring 3D data of human face is a general problem which can be applied in face recognition, virtual reality, and many other applications. It can be solved using stereovision. This technique consists in acquiring data in three dimensions from two cameras. The aim is to implement an algorithmic chain which makes it possible to obtain a three-dimensional space from two two-dimensional spaces: two images coming from the two cameras. Several implementations have already been considered. We propose a new simple real-time implementation based on a hybrid architecture (FPGA-DSP), allowing to consider an embedded and reconfigurable processing. Then we show our method which provides depth map of …
El Metavers: Telepresència en 3D d’avatars dissenyats per a mons digitals-virtuals
2009
This paper provides a reflection about presence and telepresence concepts in the use of emergent Digital-Virtual Technologies (DVTs), particularly concerning 3D Digital-Virtual Worlds - 3D-DVWs. It reports telepresence experience driven by avatars designed to be used in processes of 3D-DVWs interaction.
From technology engineering to social engineering
2007
Virtual worlds have a long history, and it also includes various technologies. Yet research interest towards them has diverged over the years. It seems that nowadays they are on focus again with the evolution of socially oriented and community-supporting virtual worlds. Instead of technical factors, human factors and the motivation behind the use are highlighted. In this paper, we will briefly review the research efforts made in the 90's, and derive a set of themes that were of interest back then. Next, we will expand the set by arguing for newer themes, identified in the latest information systems literature. These two sets of themes form a basis of a research agenda for studying virtual w…
Engaging learners through virtual worlds
2010
Abstract The aim of this paper is to explore how virtual worlds could support the engagement for learning. This paper reviews the results of studies that utilized virtual worlds to engage learners. The results are examined in two levels, namely learning gains and design principles. It has been found out that deeper learner engagement results in higher learning gains. In some studies better content retention is also noted. Many studies also suggest design principles for using virtual worlds for facilitating engaged learning. This paper builds a framework for the design and use of virtual worlds in education for better learner engagement.
Virtual Worlds as Philosophical Tools : How to Philosophize with a Digital Hammer by Stefano Gualeni
2017
A book review of Stefano Gualeni. Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer, Palgrave Macmillan, 2015, 194 pp., USD 64.65, ISBN 1137521775 nonPeerReviewed
Experiences and motivations of the young for participation in virtual worlds
2010
Abstract The aim of this paper is to analyze the motivations and experiences of children to utilize virtual worlds. The paper identifies the activities that children perform in virtual worlds, features they use as well as the reasons for abandoning these virtual worlds. The paper presents results of a qualitative field study. The results indicate that features that are liked in the virtual worlds are similar to games. The main reasons to abandon virtual worlds were increased needs for social networking and better gaming experiences. Students showed interest in using games and virtual worlds at schools, but were generally rather skeptic about this possibility.