• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 51
  • 23
  • 6
  • 5
  • 4
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 125
  • 125
  • 32
  • 32
  • 27
  • 26
  • 22
  • 20
  • 18
  • 17
  • 15
  • 13
  • 13
  • 13
  • 13
  • 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.
101

<i>iVirtualWorld</i>: A Domain-Oriented End-User Development Environment for Building 3D Virtual Chemistry Experiments

Zhong, Ying 10 June 2013 (has links)
No description available.
102

Avatar Creation: The Social Construction of "Beauty" in Second Life

Mills, Hailey L. 13 December 2012 (has links)
No description available.
103

Dungeons without Dragons : Using Tabletop Roleplaying Games for Public Archaeology / “Dungeons without Dragons” : Spel som hjälpmedel för förmedlinginom publik arkeologi

Thompson Spence, Jess January 2024 (has links)
Among the many shifts within public archaeology and heritage during recent years is an endeavour to find new methods of engagement which has been broadly undertaken within the field. This thesis suggests one such method could be found in the use of Tabletop Roleplaying Games (TTRPGs). It does so by examining the current issues in public archaeology and how an intersection between archaeology and game studies could be applied. This includes the importance of empathy and roleplaying in understanding of the past and how this could be applied to the field of public archaeology. / Under de senaste åren har det funnits en strävan av att hitta nya metoder för att presentera och engagera människor för arkeologi och kulturarv. I den här uppsatsen har en sådan metod i form av brädspel som inkluderar rollspel (TTRPGs) presenterats och analyserats. I uppsatsen tas aktuella frågor inom publik arkeologi upp och hur interaktionen mellan arkeologi och spelstudier skulle kunna tillämpas och bidra till att engagera människor i arkeologi och kulturarv.  Studien inkluderar betydelsen av empati och rollspel och hur detta skulle kunna appliceras inom området publik arkeologi.
104

A Hermeneutical Ontology of Cyberspace

Pralea, Cristian 13 April 2010 (has links)
No description available.
105

The Mutual Interaction of Online and Offline Identities in Massively Multiplayer Online Communities: A Study of EVE Online Players

Ponsford, Matthew J. 30 November 2016 (has links)
No description available.
106

When Messages Matter More: The moderating effect of avatar presence on message cue processing in cross-cutting political discussion

Kiefer, Elizabeth Feldman 27 October 2010 (has links)
No description available.
107

Cypris Village: Language Learning in Virtual Worlds

DuQuette, Jean-Paul Lafayette January 2017 (has links)
ABSTRACT Online virtual worlds provide a unique environment for language instruction and learning, yet there are few longitudinal studies that chronicle the workings of existing communities on avatar-based graphical platforms. This study focuses on Cypris Chat, a nonprofit English learning and teaching group within Linden Lab’s Second Life. In this study, I discuss the structure of this community, the factors behind this group’s development from five members in 2008 to 882 in 2016, and the reasons for its appeal as a virtual world language learning group. I also examine the ways in which teaching and learning take place there. Although the study is primarily descriptive and ethnographic, it also makes use of three theoretical frameworks to analyze different aspects of the group. The digital habitats framework of Wenger, White, and Smith (2009) was used to judge Cypris’ efficacy as a working online community. Lim’s (2009) Six Learnings framework was utilized to explore how adequately the group made use of affordances specific to learning opportunities in virtual worlds. Finally, Holzman’s (2010) interpretation of sociocultural learning theory was used to analyze recorded discourse of formal and informal language learning activities. Data were collected through interviews of 21 Cypris staff and members; a majority of participants were adults of Japanese nationality, but members from Europe and the Middle East also participated. Participant observation and my personal experiences with Cypris’ history were also utilized, both to inform the development of interview questions and to determine the long-lasting appeal of the group; observations drew on my eight years experience as resident researcher and volunteer tutor at Cypris. Finally, disparate learning activities, both formal lessons and informal impromptu interactions during extracurricular conversations and games, were recorded, and select incidents were analyzed through discourse analysis. Results suggest that members’ perception of the importance of both formal activities and informal socializing outside of class was crucial to the continued existence of the group. Additionally, they also suggest that the group’s long-lasting appeal is related to the adventurous spirit of key members identified as Internet early adopters. As for teaching and learning within the community, observations indicated that tutors and learners alike took advantage of both traditional instructional methods and the unique affordances of the Second Life environment, both within and outside formal instruction at Cypris. Conclusions suggest that both Wenger et al.’s (2009) digital habitats and Lim’s (2009) Six Learnings frameworks are robust measures of online learning communities, and Holzman’s (2010) interpretation of sociocultural learning theory was shown to be applicable to both exploration of learning through play and informal interactions as well as more structured lessons in online virtual world learning groups like Cypris. This study contributes to the body of research on models of online language education, multimodal learning in virtual worlds, and the potentially revolutionary possibilities and challenges inherent in language learning communities such as Cypris. / Applied Linguistics
108

Mellan magi och myt i The Witcher 3: Wild Hunt : En analys av spelvärldens materialitet

Lindberg, Emma January 2024 (has links)
Denna uppsats undersöker hur den materiella spelvärlden i The Witcher 3: Wild Hunt konstrueras och presenteras, med fokus på medialiserade figurationer, rumslighet och transmediala berättelseelement. Med utgångspunkt i posthumanistisk teori och materiell semiotik kartlägger studien hur den virtuella miljön i spelet också fungerar som en aktiv deltagare i spelupplevelsen, snarare än en passiv bakgrund till huvudberättelsen. Genom att tillämpa Espen Aarseths variabla modell analyserar studien hur spelets design och interaktiva objekt fungerar som semiotiska agenter. Resultaten visar att spelvärldens rumsliga element, såsom väder, topologi och arkitektur, spelar en avgörande roll i att forma spelvärldens rumsliga upplevelse och narrativ. Vidare visar analysen att interaktiva objekt och sidokaraktärer, trots olika begränsningar avinteraktionsmöjligheter, erbjuder visuella och audiella ledtrådar som bidrar till spelvärldens tillblivande. Studien visar att spelvärlden i The Witcher 3: Wild Hunt är ömsesidigt konstituerad med spelarens handlingar, där varje interaktion formar och omformas av den dynamiska och performativa spelvärlden. / This thesis explores how the material game world in The Witcher 3: Wild Hunt is constructed and presented, focusing on mediatized figurations, spatiality, and transmedia narrative elements. Grounded in posthumanist theory and material semiotics, the study maps how the virtual environment also functions as an active participant in the gameplay experience, rather than just a passive backdrop to the game story. Utilizing Espen Aarseth’s variable model the analysis investigates how the game’s design and interactive objects act as semiotic agents. The findings reveal that the spatial elements of the game world, such as weather, topology, and architecture, play a crucial role in shaping the spatial experience and narrative of the game world. Furthermore, the analysis shows that interactive objects and side characters, despite varying levels of interaction possibilities, provide visual and auditory cues that contribute to the coming into being of the game world. The study demonstrates that the game world in The Witcher 3: Wild Hunt is mutually constituted with the player’s actions, where each interaction shapes and is shaped by the dynamic and performative game environment.
109

An investigation of Internet usage among a group of professionals in South Africa : a uses and gratifications approach

Gilbert, Juliet Francis 07 1900 (has links)
New mass media impact on the nature of public communication and the use and gratification of existing mass media because each new medium is used and experienced differently. As a new mass medium, the Internet offers different forms of communication, such as Internet Relay Chat, Multi-User Dungeons and chatrooms. It has also combined traditional mass media, namely print, radio and television, into a single powerful medium. Due to the fact that the Internet is still an emerging medium, its long-term effects on the nature of public communication and traditional mass media warrants ongoing investigation. The first part (Part A) of this dissertation situates the Internet chronologically within the development of traditional mass media and their impact on public communication. Part B investigates Internet use among a group of professionals in South Africa. The objective is to identify how they use the Internet and the gratification they derive from it. / Communication Science / M.A. (Communication)
110

Enabling exploratory learning through virtual fieldwork

Getchell, Kristoffer M. January 2010 (has links)
This dissertation presents a framework which supports a group-based exploratory approach to learning and integrates 3D gaming methods and technologies with an institutional learning environment. This provides learners with anytime-anywhere access to interactive learning materials, thereby supporting a self paced and personalised approach to learning. A simulation environment based on real world data has been developed, with a computer games methodology adopted as the means by which users are able to progress through the system. Within a virtual setting users, or groups of users, are faced with a series of dynamic challenges with which they engage until such time as they have shown a certain level of competence. Once a series of domain specific objectives have been met, users are able to progress forward to the next level of the simulation. Through the use of Internet and 3D visualisation technologies, an excavation simulator has been developed which provides the opportunity for students to engage in a virtual excavation project, applying their knowledge and reflecting on the outcomes of their decisions. The excavation simulator enhances the student learning experience by providing opportunities for students to engage with the archaeological excavation process in a customisable, virtual environment. Not only does this provide students with an opportunity to put some of the theories they are familiar with into practice, but it also allows for archaeology courses to place a greater emphasis on the practical application of knowledge that occurs during the excavation process. Laconia Acropolis Virtual Archaeology (LAVA) is a co-operative exploratory learning environment that addresses the need for students to engage with archaeological excavation scenarios. By leveraging the immersive nature of gaming technologies and 3D multi-user virtual environments (MUVEs), LAVA facilitates the adoption of exploratory learning practices in environments which have previously been inaccessible due to barriers of space, time or cost.

Page generated in 0.0389 seconds