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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Computer Mediated Communication: Interaction and Interactivity

Agle, Mark 03 August 2006 (has links)
This study examines three popular theories of computer-mediated communication (CMC) and how they relate to increased modes of interactivity. The research takes place in a highly interactive virtual world called "There." A total of 18 participants took part in the study. Using participant-observation and in-depth interviews, the study found that all three perspectives manifested themselves in both the reported and observed behavior. The three perspectives examined are the social information processing theory (SIPT), the social identity model of de-individuation effects (SIDE), and the hyperpersonal perspective. The study found that SIPT and the hyperpersonal perspective did the best job at explaining the observed behavior, although many factors of the SIDE model also helped.
12

Implementation of a human avatar for the MARG project in networked virtual environments /

Yildiz, Faruk. January 2004 (has links) (PDF)
Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, March 2004. / Thesis advisor(s): Xiaoping Yun. Includes bibliographical references (p. 61-62). Also available online.
13

Second Life : η ελληνική κοινότητα και η αξιολόγησή του / Second Life : Greek community and its valuation

Κόκλα, Αικατερίνη 21 May 2015 (has links)
Σκοπός της παρούσας διπλωματικής εργασίας είναι η παρουσίαση ενός σοβαρού εκπαιδευτικού ηλεκτρονικού παιχνιδιού και η αξιολόγηση από τη χρήση του από Έλληνες χρήστες και συγκεκριμένα από μια διαδικτυακή ελληνική κοινότητα του Second Life. Αυτή η εργασία ξεκινάει αναλύοντας θεωρίες για περιβάλλοντα μάθησης και μιας γενικότερης θεωρίας μάθησης στην έννοια των εν λόγω περιβάλλοντων μάθησης. Οι απαιτήσεις που παρουσιάζονται, συγκεντρώνονται σε μια ολοκληρωμένη λίστα για ένα εκπαιδευτικό περιβάλλον. Παρουσιάζονται εκπαιδευτικές θεωρίες, μοντέλα και μεθοδολογίες, μαζί με μερικούς πιθανούς τρόπους όπου το ηλεκτρονικό παιχνίδι θα μπορούσε να ενισχύσει την εφαρμογή τους. Αναφέρονται διαφορετικοί τρόποι μάθησης και οι απαιτήσεις από την έρευνα για τα μαθησιακά περιβάλλοντα. Στη συνέχεια αναλύεται η καταλληλότητα των ηλεκτρονικών παιχνιδιών ως εκπαιδευτικά εργαλεία με μεγαλύτερη αξιοπιστία σε συνδυασμό με τις απαιτήσεις για τα μαθησιακά περιβάλλοντα. Αναφέρονται οι κοινωνικές πτυχές των εν λόγω παιχνιδιών που λαμβάνουν περισσότερη προσοχή κατά την αξιολόγηση των εκπαιδευτικών τους προσόντων. Έπειτα, παρουσιάζεται το σοβαρό εκπαιδευτικό ηλεκτρονικό παιχνίδι Second Life, τα τεχνικά χαρακτηριστικά του, το περιβάλλον του, ο τρόπος λειτουργίας του καθώς και το μοντέλο μαθητή που εμφανίζεται μέσα στο παιχνίδι. Τέλος, παρουσιάζονται τα αποτελέσματα της έρευνας που έγιναν για Έλληνες χρήστες του Second Life, τα βασικά χαρακτηριστικά τους μέσα στον εικονικό κόσμο αλλά και πως ο εικονικός αυτός κόσμος αποτελεί ένα ιδιαίτερο χώρο ανάπτυξης κοινωνικών σχέσεων, ο οποίος εκφράζοντας μια δική του δυναμική, ως χώρος έκφρασης της ελεύθερης φαντασίας, στη συνέχεια επηρεάζει και έχει αποτελέσματα και στο φυσικό κόσμο και τις εκεί κοινωνικές σχέσεις και την εκπαίδευση. / The aim of this thesis is to present a serious educational computer game and the evaluation of its use by Greek users and specifically from a Greek online community of Second Life. This master thesis begins by analyzing theories about learning environments and a general learning theory in the sense of these learning environments. The requirements which are presented, they are collected together under a comprehensive list for an educational environment. There are presented educational theories, models and methodologies, with some possible ways in which computer gaming could strengthen their application. There are mentioned different ways of learning and the requirements from the research on learning environments. Then, the suitability of computer games is analyzed as educational tools with greater reliability combined with the requirements for the learning environments. Also, are mentioned the social aspects of these games where we give more attention in the evaluation of their educational qualifications. Also, it is presented the serious educational computer game Second Life, its technical characteristics of its environment, the way it works and the student model that appears in the game. Finally, there are presented the results from research of Greek users of Second Life, their basic features within the virtual world and how this virtual world is a particular area of development of social relations, which expressed its own dynamic, as a space that can be expressed the imagination and then influences and have effects on the natural world, in social relationships and in education.
14

Χρήση εικονικών χαρακτήρων (avatars) σε εκπαιδευτικό περιβάλλον εικονικής πραγματικότητας

Κοτσιφάκος, Ευάγγελος 29 August 2008 (has links)
Τα περιβάλλοντα εικονικής παραγματικότητας είναι ένα κατάλληλο μέσο προκειμένου κάποιος να μπορέσει να εκπαιδευτεί και να εξασκηθεί εκ του ασφαλούς σε καταστάσεις που στον πραγματικό κόσμο θα ήταν δύσκολο και ίσως επικίνδυνο για αυτόν που εκπαιδεύεται αλλά και για όσους άλλους εμπλέκονται στην εκπαιδευτική διαδικασία. Μία τέτοια κατάσταση είναι και η εκδήλωση σεισμικής δραστηριότητας σε μία σχολική τάξη. Στόχος της συγκεκριμένης διπλωματικής εργασίας είναι η δημιουργία ενός εκπαιδευτικού εικονικού περιβάλλοντος για την προσομοίωση του φαινομένου του σεισμού και η χρήση εικονικών χαρακτήρων (avatars) για την δημιουργία ενός ρεαλιστικού σεναρίου που θα λάβει χώρα μέσα στο εικονικό περιβάλλον. Στα πλαίσια της συγκεκριμένης διπλωματικής εργασίας ορίζεται η έννοια της εικονικής πραγματικότητας, περιγράφονται τα συστήματα εικονικής πραγματικότητας καθώς και ο εξοπλισμός hardware ο οποίος είναι απαραίτητος για τη δημιουργία και χρήση εφαρμογών εικονικής πραγματικότητας. Επίσης περιγράφονται οι εφαρμογές της σε όλες της φάσεις και τους τομείς της ζωής μας καθώς και η υπάρχουσα κατάσταση στον Ελλαδικό χώρο. Για το εικονικό περιβάλλον που έχει δημιουργηθεί με τη χρήστη του 3D Studio Max, που είναι μια εικονική τάξη, περιγράφονται τα αντικείμενα που υπάρχουν σε αυτή καθώς και ο τρόπος εξαγωγής αυτής και των αντικειμένων της σε κατάλληλο λογισμικό εικονικής πραγματικότητας Virtools προκειμένου να καθοριστεί η περαιτέρω συμπεριφορά τους. Επιπλέον δίνεται έμφαση στην εισαγωγή εικονικών χαρακτήρων (avatars), στο εικονικό περιβάλλον που έχει δημιουργηθεί. Περιγράφεται αναλυτικά η εισαγωγή του εικονικού χαρακτήρα στο περιβάλλον της εικονικής τάξης καθώς και τρόποι και τεχνικές όσον αφορά τη συμπεριφορά των εικονικών χαρακτήρων με τη βοήθεια των animations. Δίνεται η δυνατότητα στο χρήστη να ελέγξει ο ίδιος και να καθορίσει της κινήσεις του εικονικού χαρακτήρα μέσα στο εικονικό περιβάλλον και να τον κινεί μέσα στον εικονικό χώρο όπως θα συνέβαινε στην πραγματικότητα. Ακόμα, έχει δημιουργηθεί ένα συμβάν σεισμού όπου συγκεκριμένος εικονικός χαρακτήρας αντιδρά λάθος κατά τη διάρκεια του φυσικού φαινομένου με στόχο η συγκεκριμένη αντίδραση να είναι παράδειγμα προς αποφυγή σε αυτούς που το παρακολουθούν (μαθητές) και να εξοικιωθούν με το ενδεχόμενο εκδήλωσης σεισμού στην τάξη. Γίνεται προσπάθεια απομυθοποίησης του φαινομένου του σεισμού με ευχάριστο και ασφαλή τρόπο. / Environments of virtual reality are a suitable means in order that somebody it can be educated and practiced from sure in situations that in the real world would be difficult and perhaps dangerous for the one that is educated but also for those who other they are involved in the educational process. A such situation is also the event of seismic activity in a school order. Objective of particular diplomatic work is the creation of educational virtual environment for the simulation of this phenomenon of earthquake and the use of virtual characters (avatars) for the creation of realistic script that will take place in the virtual environment. In the frames of particular diplomatic work is fixed the significance of s virtual reality, is described the systems of virtual reality as well as the equipment hardware which is essential for the creation and use of applications of virtual reality. Also are described her applications in all phases and the sectors of our life as well as the existing situation in the Hellenic space. For the virtual environment that has been created with the user of the 3 D Studio Max, that is a virtual order, are described the objects that exist in this as well as the way of export of this and her objects in suitable software of virtual reality Virtools so that is determined their further behavior. Moreover is given accent in the import of virtual characters (avatars), in the virtual environment that has been created. Are analytically described the import of virtual character in the environment of virtual order as well as ways and techniques with regard to the behavior of virtual characters with the help animations. Is given the possibility in the user checks himself and of determining her movements of virtual character in the virtual environment and him of moving in the virtual space as it would happen actually. Still, has been created a incident of earthquake where concrete virtual character reacts error at the duration of natural phenomenon in order the particular reaction is example to reject in those where watching (students) and familiarize with the possibility of event of earthquake in the order. Becomes effort of demystification of phenomenon of earthquake with pleasant and sure way.
15

Sathya Sai Baba as avatar : "his story" and the history af an idea : a thesis submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Religious Studies at the University of Canterbury /

Spurr, Michael James. January 2007 (has links)
Thesis (Ph. D.)--University of Canterbury, 2007. / Typescript (photocopy). Includes bibliographical references (p. 406-429) and index. Also available via the World Wide Web.
16

Performances de gênero nas relações entre jogadores e avatares : dinâmicas com o game Rust

Caetano, Mayara Araujo January 2017 (has links)
Essa dissertação traz como problema de pesquisa o modo como jogadores de jogos eletrônicos constroem sentidos sobre gênero e sexualidade através dos avatares. Para atender esse questionamento, partimos para uma abordagem teórico-empírica. Os eixos teóricos se concentram nas discussões sobre as diferenças entre os termos mais utilizados para denominar as imagens controladas pelos jogadores, ou seja, entre avatares e personagens, de acordo com os estudos de jogos. E os empréstimos teóricos dos estudos de gênero e sexualidade desenvolvidos em outras áreas, que são aplicados aos jogos eletrônicos. Para o desenvolvimento empírico do trabalho temos experimentos que combinam as técnicas de sessões de gameplay, dinâmica de imagens e entrevistas semiestruturadas. Além da autoobservação da pesquisadora. Para esses experimentos foi escolhido como objeto empírico o jogo massivo online de sobrevivência Rust (Facepunch Studios) disponível para PCs pela Steam. Os experimentos foram realizados com 9 participantes distribuídos em dois grupos: avatarjogador com gênero correspondente e avatar-jogador com gênero não correspondente. O gênero era a variável de controle da pesquisa em Rust e os participantes foram distribuídos aleatoriamente nos grupos. Foram criadas duas contas no jogo, sendo uma com gênero feminino e outra com masculino. Os resultados dessa pesquisa indicam a predominância da heteronormatividade na construção e na percepção de gênero e sexualidade dos participantes nos jogos eletrônicos. Os participantes que se identificam com o gênero masculino são mais restritos a identificar-se com imagens de gênero correspondente, enquanto as participantes mulheres são mais disponíveis para controlar imagens de gênero distinto. Ambos os grupos demonstraram incômodo com a nudez do corpo dos avatares que controlaram em Rust. A possibilidade de seus avatares serem vistos nus por outros jogadores foi um dos motivos de desconforto mencionados, principalmente quando os avatares eram masculinos. Embora já o tivessem feito, os participantes não estavam conscientes de ter praticado gender swap (ou cross gender play) em jogos eletrônicos. A representação da sexualidade presente nos jogos eletrônicos foi considerada pouco inclusiva e algumas estratégias para melhor representá-la foram sugeridas pelos participantes. / This dissertation questions the construction of gender and sexuality by players through their avatars in electronic games. The research was based on a theoretical-empirical framework. The first theoretical axe focused on the differences between the terms most commonly used to describe the images controlled by the players, especially avatars and characters, as presented in the games studies’ literature. A second theoretical line approached gender studies and sexuality in game studies as well as in other disciplines. The empirical research was composed by experiments combining self-observation, observation of gameplay sessions, dynamics of images and semistructured interviews. These experiments were based on the massive online survival game Rust (Facepunch Studios). Nine volunteers were distributed in two groups: avatar-player with corresponding gender (femalefemale or male-male) and avatar-player with non-corresponding gender (female-male and male-female). Thus, gender was the control variable and the participants were randomly assigned to the first or second group. The results suggest that heteronormativity is predominant in the construction and perception of gender and sexuality of videogame players. Participants who identified as male were more restricted to images that correspond to this identification, while female participants were more less resistant to control images with a different gender. Both groups showed discomfort with their avatar’s naked body in Rust. The possibility of being seen naked by other players was one of the reasons for discomfort, especially when the avatars were male. Participants had practiced gender swap (or cross gender play) in electronic games, but were not aware of having done it. The representation of the sexuality in electronic games was not considered inclusive and some strategies to better represent it were suggested by the participants.
17

Performances de gênero nas relações entre jogadores e avatares : dinâmicas com o game Rust

Caetano, Mayara Araujo January 2017 (has links)
Essa dissertação traz como problema de pesquisa o modo como jogadores de jogos eletrônicos constroem sentidos sobre gênero e sexualidade através dos avatares. Para atender esse questionamento, partimos para uma abordagem teórico-empírica. Os eixos teóricos se concentram nas discussões sobre as diferenças entre os termos mais utilizados para denominar as imagens controladas pelos jogadores, ou seja, entre avatares e personagens, de acordo com os estudos de jogos. E os empréstimos teóricos dos estudos de gênero e sexualidade desenvolvidos em outras áreas, que são aplicados aos jogos eletrônicos. Para o desenvolvimento empírico do trabalho temos experimentos que combinam as técnicas de sessões de gameplay, dinâmica de imagens e entrevistas semiestruturadas. Além da autoobservação da pesquisadora. Para esses experimentos foi escolhido como objeto empírico o jogo massivo online de sobrevivência Rust (Facepunch Studios) disponível para PCs pela Steam. Os experimentos foram realizados com 9 participantes distribuídos em dois grupos: avatarjogador com gênero correspondente e avatar-jogador com gênero não correspondente. O gênero era a variável de controle da pesquisa em Rust e os participantes foram distribuídos aleatoriamente nos grupos. Foram criadas duas contas no jogo, sendo uma com gênero feminino e outra com masculino. Os resultados dessa pesquisa indicam a predominância da heteronormatividade na construção e na percepção de gênero e sexualidade dos participantes nos jogos eletrônicos. Os participantes que se identificam com o gênero masculino são mais restritos a identificar-se com imagens de gênero correspondente, enquanto as participantes mulheres são mais disponíveis para controlar imagens de gênero distinto. Ambos os grupos demonstraram incômodo com a nudez do corpo dos avatares que controlaram em Rust. A possibilidade de seus avatares serem vistos nus por outros jogadores foi um dos motivos de desconforto mencionados, principalmente quando os avatares eram masculinos. Embora já o tivessem feito, os participantes não estavam conscientes de ter praticado gender swap (ou cross gender play) em jogos eletrônicos. A representação da sexualidade presente nos jogos eletrônicos foi considerada pouco inclusiva e algumas estratégias para melhor representá-la foram sugeridas pelos participantes. / This dissertation questions the construction of gender and sexuality by players through their avatars in electronic games. The research was based on a theoretical-empirical framework. The first theoretical axe focused on the differences between the terms most commonly used to describe the images controlled by the players, especially avatars and characters, as presented in the games studies’ literature. A second theoretical line approached gender studies and sexuality in game studies as well as in other disciplines. The empirical research was composed by experiments combining self-observation, observation of gameplay sessions, dynamics of images and semistructured interviews. These experiments were based on the massive online survival game Rust (Facepunch Studios). Nine volunteers were distributed in two groups: avatar-player with corresponding gender (femalefemale or male-male) and avatar-player with non-corresponding gender (female-male and male-female). Thus, gender was the control variable and the participants were randomly assigned to the first or second group. The results suggest that heteronormativity is predominant in the construction and perception of gender and sexuality of videogame players. Participants who identified as male were more restricted to images that correspond to this identification, while female participants were more less resistant to control images with a different gender. Both groups showed discomfort with their avatar’s naked body in Rust. The possibility of being seen naked by other players was one of the reasons for discomfort, especially when the avatars were male. Participants had practiced gender swap (or cross gender play) in electronic games, but were not aware of having done it. The representation of the sexuality in electronic games was not considered inclusive and some strategies to better represent it were suggested by the participants.
18

The intelligent behavior of 3D graphical avatars based on machine learning methods

He, Yuesheng 01 January 2012 (has links)
No description available.
19

Measuring Trust In Virtual Worlds: Avatar-mediated Self-disclosure

Surprenant, Amanda M 01 January 2012 (has links)
This study investigated the development of trust between strangers interacting via avatars in virtual worlds. The first part of the study analyzed perceived trustworthiness based on the visual appearance of avatars; the second part makes observations of two strangers self-disclosing information via avatars in a virtual world; the third part analyzed an experimental situation of two individuals interacting via avatars, where avatar appearance was changed and participants were recruited based on their experience with interacting with others via avatars. Findings showed that perceived trustworthiness does vary based on the visual appearance of the avatar. A positive relationship was found for self-disclosure and experience, in that those who have previously chosen to participate in a virtual world were more likely to share more detailed information about themselves. Non-significant differences in self-disclosure were found for avatar appearance; however, experience in using virtual worlds was significantly different for the willingness to share information before engaging in a task: experienced participants shared more information than inexperienced participants. This suggests that self-disclosure might be influenced by appearance at the point of formation in that the experienced are willing to overlook the avatar, and less so when there are other sources of information to base trust-behavior on (Altman & Taylor, 1973; Nowak & Rauh, 2006). Recommendations were made for modifications for similar experiments trying to validate an objective measure of trust, and for continued research in the development of trust between strangers interacting via avatars.
20

Machinima And Video-based Soft Skills Training

Conkey, Curtis 01 January 2010 (has links)
Multimedia training methods have traditionally relied heavily on video based technologies and significant research has shown these to be very effective training tools. However production of video is time and resource intensive. Machinima (pronounced 'muh-sheen-eh-mah') technologies are based on video gaming technology. Machinima technology allows video game technology to be manipulated into unique scenarios based on entertainment or training and practice applications. Machinima is the converting of these unique scenarios into video vignettes that tell a story. These vignettes can be interconnected with branching points in much the same way that education videos are interconnected as vignettes between decision points. This study addressed the effectiveness of machinima based soft-skills education using avatar actors versus the traditional video teaching application using human actors. This research also investigated the difference between presence reactions when using avatar actor produced video vignettes as compared to human actor produced video vignettes. Results indicated that the difference in training and/or practice effectiveness is statistically insignificant for presence, interactivity, quality and the skill of assertiveness. The skill of active listening presented a mixed result indicating the need for careful attention to detail in situations where body language and facial expressions are critical to communication. This study demonstrates that a significant opportunity exists for the exploitation of avatar actors in video based instruction.

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