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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.
31

World of Warcraft : En virtuellt social värld

Hermansson, Johan, Svensson, Christian January 2007 (has links)
In today’s modern society with high-speed connections covering the globe people are more than ever finding themselves gazing into the cold lights of the computer screen. On the other side a strange and exciting world yet to be explored awaits. Many are those who spend hour after hour running over green hills swimming in vast blue oceans in the lands of Azeroth, the playfield in the MMORPG game World of Warcraft. In media we often read and hear alarming reports on players stuck in this virtual world, ceasing to play a part in the real world. This thesis will make an attempt as to hear what those who play the game has to say in the matter. Through interviews we’ll try to separate or combine media’s view of the game from that of those who play it.
32

V-business in the 3D Internet : The Future Outlook for Business Activities in Virtual Worlds

Günes, Pinar, Franzén, Jenny January 2008 (has links)
<p>Information technology is rapidly changing and companies are amending to the inevitable changes. Recently, the traditional Internet has started to evolve into a 3D Internet, thereby challenging companies into becoming more active in virtual worlds in order to keep up with the latest technology. In this thesis, the virtual world environment is highlighted from a v-business perspective to emphasize on potential opportunities and problems businesses face when entering virtual worlds. Moreover, the future outlook for v-business in virtual worlds is discussed, based on interviews with companies that are active in virtual worlds jointly with observed phenomenon identified in the literature study. Since Second Life is one of the largest and most recognized virtual worlds up to present, having a resemblance with the real world, this virtual world has been selected to pose as an example in this thesis. Taking this into consideration, the aim of this research is to answer the following research questions:</p><p>* What kind of value has v-business added to companies operating in virtual worlds and what kind of impact has it had?</p><p>* What kind of complexities and restrictions have companies experienced with v-business in virtual worlds, and why have these occurred?</p><p>* What does the future look like for v-business in virtual worlds considering opportunities and problems related to such a business approach?</p><p>Consequently, the purpose of this thesis is to examine the future outlook for v-business in virtual worlds, by investigating what opportunities and problems companies face in such a virtual setting, along with their predictions about its future development. Based on these findings an outline of the prospects of v-business will be developed.</p><p>Given that the area of this particular study is not yet broad in terms of research, the research has been conducted through an inductive approach using a qualitative method. Seven companies have been interviewed for this research and a majority of the company respondents have been interviewed through real-time communication using Skype.</p><p>The outcome of this research implies that there is great potential for v-business in virtual worlds, hence adding additional value to companies’ positioning on a yet unique environment. A number of possibilities have been identified where communication was identified as a major opportunity. In contrast, there are also current problems where technical restraints and comprehension problems were especially emphasized. However, in spite of some problems, companies report that they are in general very positive about the future outlook for v-business in virtual worlds, which is one of the reasons as to why we conclude that there is definitely a future awaiting for doing business in virtual worlds.</p>
33

Second Life : New opportunity for higher educational institutions

Andersen, Axel, Hristov, Emil, Karimi, Hamid January 2008 (has links)
<p>Bachelor thesis within Business Administration</p><p>Title: Second Life – New opportunity for higher educational institutions</p><p>Authors: Axel Andersen, Emil Hristov & Hamid Karimi</p><p>Tutor: Olga Sasinovskaya</p><p>Date: May, 2008</p><p>Subject terms: Second Life, virtual worlds, distance learning, marketing, universities, stu-dents, interactions</p><p>Executive summary</p><p>Background: Virtual worlds such as Second Life have been used in the corporate world for a few years now. However, it is only recently that higher educational institutions have seen the marketing and educational potential inside this world. Several hundred universities around the world are currently involved in Second Life and a majority of them give fully accredited academic courses inside SL. As traditional distance learning can sometimes be interpreted as low on interactions, SL represents a new means for interactive distance learn-ing.</p><p>Purpose: The purpose of this study is to explore if, why and to what extent Second Life can be used as a marketing and pedagogical tool within higher educational institutions.</p><p>Method: A mixed qualitative and quantitative method was utilized in this study. For the qualitative side: in-depth interviews with SL teachers from five universities around the world were held and these were complemented by observations at educational institutions inside SL. For the quantitative side: a questionnaire was designed and sent out to 50 SL-students. This primary data have been combined with appropriate secondary data concern-ing distance learning and education within SL.</p><p>Theoretical framework: The theoretical framework can be divided into two main sec-tions: a marketing section with primarily service management theories and a pedagogical section where cognitive apprenticeship theory is applied.</p><p>Conclusion: Higher educational institutions can use SL to promote their schools to pro-spective students and to other stakeholders such as new teacher recruits. All of the univer-sities that were under our scrutiny felt SL had strengthened their university’s brand. Fur-thermore, SL represents an opportunity for universities that are looking to increase col-laborations with other international universities and who are interested in enhancing the public image of themselves as pioneering and global universities. Therefore, it is highly ad-visable that a university such as JIBS enters SL, if not on pedagogical reasons then on stra-tegic and marketing reasons. In general, a majority of the students interviewed were satis-fied or very satisfied with the quality of the SL-courses they had taken and an overwhelm-ing majority would recommend SL-courses to other students. The empirical findings showed that the most frequent courses taken within SL are design courses, although no limits were perceived to exist of which courses that can be held within SL. A majority of the students also felt SL aided their learning experience. However, due to some of the cur-rent flaws of SL – such as the slow graphics and the high demands of computer hardware – SL should be viewed mainly as a learning tool that complements, rather than substitutes other current educational forms.</p>
34

World of Warcraft : En virtuellt social värld

Hermansson, Johan, Svensson, Christian January 2007 (has links)
<p>In today’s modern society with high-speed connections covering the globe people are more than ever finding themselves gazing into the cold lights of the computer screen. On the other side a strange and exciting world yet to be explored awaits. Many are those who spend hour after hour running over green hills swimming in vast blue oceans in the lands of Azeroth, the playfield in the MMORPG game World of Warcraft. In media we often read and hear alarming reports on players stuck in this virtual world, ceasing to play a part in the real world. This thesis will make an attempt as to hear what those who play the game has to say in the matter. Through interviews we’ll try to separate or combine media’s view of the game from that of those who play it.</p>
35

Interior Design and Navigation in Virtual Reality / Inredning och Navigation i Virtuell Verklighet

Tingvall, Jesper January 2015 (has links)
This thesis examined how virtual reality could be used in interior design. The thesis was limited to virtual reality experienced using a head mounted display. The Method was to integrate virtual reality into an existing interior design software called CET Designer. After investigating the available commercial virtual reality hardware and software Oculus SDK and OpenVR was chosen. Unity 3D was used as a prototyping tool for experimenting with different interaction and navigation methods. An user study with 14 participants was performed. It compared four different navigation methods. First person shooter style controls using a gamepad was proven to be the best one. It can also be concluded that having a bad navigation style could decreased the user experience in virtual reality and cause motion sickness.
36

Creating a framework for eliciting consumer satisfaction in Second Life

Shukla, Mitul January 2012 (has links)
Using consumer satisfaction as an example of complex communication and a virtual world as a mediating platform, a novel framework for eliciting consumer satisfaction has been developed. Consumer satisfaction is a key element for business success, while the elicitation of satisfaction perceptions from consumers can help vendors to assess and to improve their business performance. The objectives here are: how consumer satisfaction is defined, understood and measured; how virtual worlds function, both as a platform and a product; how users typically perceive their experiences in virtual worlds; and how consumer satisfaction metrics can be translated into a virtual environment. Second Life is used as an enabling technology for gathering requirements as well as for the construction, refinement and validation of the framework. Second Life is a virtual world, a multi-user, 3D, immersive environment, which has its own internal economy. The choice of using this social virtual world was due to Second Life being a resilient and widely used platform. The main contribution of this thesis is a framework that can be used to identify and categorise the complex and inter-related factors that affect the use of Second Life in terms of consumer satisfaction perceptions. Another contribution here is a novel approach to Search Engine trend analysis, which focuses on the number or search results returned as opposed to the number of queries for a given search phrase. Based on the research conducted by the author and knowledge gained from the literature, a framework has been developed which identifies interrelated components that provide a wider context to perceive the user experience of Second Life. The approach taken by the framework enables it to be used as a means to comprehend Second Life both as a product and as a platform. A Straussian Grounded Theory approach was taken to data gathering, analysis and interpretation in the context of the framework; further refinements are made to the framework as a consequence of emergent themes revealed through the process of analysing the gathered data. Guidance is given in brief as to how the framework can be adapted to reveal consumer satisfaction perceptions from other internet based services.
37

Explaining orthographic variation in a virtual community : linguistic, social, and contextual factors

Iorio, Joshua Boyd 24 January 2011 (has links)
The purpose of this project is to investigate factors that can be used to explain orthographic variation in City of Heroes (CoH), a virtual community based in an online role-playing game. While a number of models of variation exist for speech, to date, no statistical models of orthographic variation in virtual communities exist. By combining traditional variationist methods with computational text processing, this project documents socially meaningful alternations in the linguistic code regarding two types of sociolinguistic variables, namely spelling and use of abbreviations. For each of the two variable types, two dependent variables are posited, i.e. the alternation between: 1) –ing and –in in durative verbal aspect marking in forms such as coming and comin, 2) –s and –z markers of plurality in words such as cats and catz, 3) abbreviated and full forms for referential abbreviation in terms such as Atlas Park and AP, and 4) abbreviated and full forms for conative abbreviations in terms such as looking for team and lft. The study investigates the role that the following factors play in explaining orthographic variation in CoH: 1) message length, 2) standardness of the immediate linguistic environment, 3) cognitive load, 4) relative proximity in the virtual space, 5) degree of message publicness, 6) experience in the community, 7) avatar gender, and 8) social group affiliation. Through mixed-effects, multivariate models, the study demonstrates that each of the predictors has some role in explaining the orthographic variability observed in the textual record of the community. Moreover, interactions between some of the predictors prove to be significant contributors to the models, which highlight the importance of addressing interaction terms in models of language variation. The findings from the study suggest that the socio-contextual meaning of particular structures in the CoH community lead authors to make linguistic choices, which are realized as alternations in the linguistic code. Finally, implications for the study of language variation in general are discussed. / text
38

Being polite in your second life : a discourse analysis of students’ interchanges in an online collaborative learning environment

Chiang, Yueh-Hui 02 February 2011 (has links)
With the improvement of computer technology and the prevalence of the Internet, learning activities taking place in cyberspace by means of computer-mediated communication have become more common and accessible than even a decade ago. Being interested in how politeness phenomena as universal principles in human interaction played a role in the process of online collaborative learning in a graduate-level course, I conducted a naturalistic inquiry to explore students’ interaction through the lens of Brown and Levinson’s politeness theory (1987). I analyzed the exchanges of 18 students divided into four teams with a consideration for such contextual factors as concerns about netiquette, time, modes of online communication, discourse functions, and sense of community. Influenced by the tradition of interpretivist/constructivist research paradigm, I adopted diverse data collection methods and discourse analytical techniques. Data are reported as a case study of a purposefully selected focal team of five students with supporting evidence interweaving multiple data sources (online discussion, self-reflective blog entries, self-report portfolios, peer/self assessments, field notes, videotapes of voice chat sessions, audiotapes of interviews, and online survey responses). Given the context of students being required to work collaboratively as a team throughout the semester, the findings of this study suggested that the focal team used a variety of politeness strategies to establish cohesion among members and to moderate the force imposed by presupposing too much underlying solidarity. Five contextual factors also emerged as influencing the focal team’s use of politeness strategies: norms/convention, online communication medium, topics and content of discussion, social distance, and personal differences. Instructional technology is subject to innovation and is meant to facilitate learning. Incorporating new technology (e.g., Second Life) into instructional settings can create new opportunities for learning on which learners’ use of politeness strategies depends. Thus, this study about politeness in an online collaborative learning context not only contributes to enriching views of politeness theory, but also in being able to help prepare learners to collaborate effectively in new immersive learning environments with comfort in the ways of fostering awareness of face-saving concerns to avoid or redress face threat situations that may damage team collaboration and lead to a negative learning experience. / text
39

Second Life : New opportunity for higher educational institutions

Andersen, Axel, Hristov, Emil, Karimi, Hamid January 2008 (has links)
Bachelor thesis within Business Administration Title: Second Life – New opportunity for higher educational institutions Authors: Axel Andersen, Emil Hristov &amp; Hamid Karimi Tutor: Olga Sasinovskaya Date: May, 2008 Subject terms: Second Life, virtual worlds, distance learning, marketing, universities, stu-dents, interactions Executive summary Background: Virtual worlds such as Second Life have been used in the corporate world for a few years now. However, it is only recently that higher educational institutions have seen the marketing and educational potential inside this world. Several hundred universities around the world are currently involved in Second Life and a majority of them give fully accredited academic courses inside SL. As traditional distance learning can sometimes be interpreted as low on interactions, SL represents a new means for interactive distance learn-ing. Purpose: The purpose of this study is to explore if, why and to what extent Second Life can be used as a marketing and pedagogical tool within higher educational institutions. Method: A mixed qualitative and quantitative method was utilized in this study. For the qualitative side: in-depth interviews with SL teachers from five universities around the world were held and these were complemented by observations at educational institutions inside SL. For the quantitative side: a questionnaire was designed and sent out to 50 SL-students. This primary data have been combined with appropriate secondary data concern-ing distance learning and education within SL. Theoretical framework: The theoretical framework can be divided into two main sec-tions: a marketing section with primarily service management theories and a pedagogical section where cognitive apprenticeship theory is applied. Conclusion: Higher educational institutions can use SL to promote their schools to pro-spective students and to other stakeholders such as new teacher recruits. All of the univer-sities that were under our scrutiny felt SL had strengthened their university’s brand. Fur-thermore, SL represents an opportunity for universities that are looking to increase col-laborations with other international universities and who are interested in enhancing the public image of themselves as pioneering and global universities. Therefore, it is highly ad-visable that a university such as JIBS enters SL, if not on pedagogical reasons then on stra-tegic and marketing reasons. In general, a majority of the students interviewed were satis-fied or very satisfied with the quality of the SL-courses they had taken and an overwhelm-ing majority would recommend SL-courses to other students. The empirical findings showed that the most frequent courses taken within SL are design courses, although no limits were perceived to exist of which courses that can be held within SL. A majority of the students also felt SL aided their learning experience. However, due to some of the cur-rent flaws of SL – such as the slow graphics and the high demands of computer hardware – SL should be viewed mainly as a learning tool that complements, rather than substitutes other current educational forms.
40

An Exploratory Study of the Jungian Personality Types of Second Life Residents

Tavares-Jones, Nancy 13 August 2013 (has links)
In virtual worlds such as Second Life, participants can engage in a variety of activities with other online residents. The personality type of the resident inherently guides the activities in which he or she chooses to participate. Choices, such as communication method (i.e., group communication versus one-to-one) and in-world community participation (i.e., exploring new worlds versus building their own), can be directly linked to the personality preferences of the virtual world user. Carl Jung’s work entitled “Personality Types” (1921) is regarded as one of the foundational works in understanding the personality preferences of oneself and others. Jung’s work is the foundation for extrapolated personality theories and the basis for personality assessments on personality type. Understanding the personality types of virtual world users may help educators when designing online experiential learning activities. This understanding may also help educators understand why some students thrive with online experiential learning activities while others struggle. Utilizing a demographic survey and the Majors Personality Type Inventory, a quantitative analysis of Second Life users was conducted. An examination of a resident sample size (n=91) in relation to population norms will be outlined. Statistically significant differences between the Second LifeTM population and population norms will be discussed. The implications of this study for educators who choose to employ Second LifeTM as an experiential learning tool will also be examined. / 2013-08

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