ArchHouseGenerator – A Framework for House Generation
Luís Magalhães, Joao Paulo Moura, Alan Chalmers, Filipe Santos, Leonel Morgado
págs. 11-21
Proposed Theoretical Framework for Virtual World Adoption
Shalini Chandra, Yin-Leng, Theng, May O. Lwin, Schubert Foo Shou-Boon
págs. 22-27
Who am I ‐ and if so, where? An Experiment on Personality in Online Virtual Realities.
Benjamin Gregor Aas, Katharina Meyerbröker, Paul M. G. Emmelkamp
págs. 28-39
Exploring Second Life® for online role‐playing training
págs. 40-43
3D3C Identity: A Key Force in Theory, Practice, and Infrastructure
Yesha Y. Sivan
págs. 44-52
Democratization of Creativity and Cultural Production in Virtual Worlds: A New Challenge for Regulation and Cultural Management
Marco Antonio Chávez Aguayo
págs. 53-59
Weathering In / Com Tempo: An intervention towards embodying multimodal self‐ organizing environments
Isabel Valverde, Todd Cochrane
págs. 60-65
Universidade do Brasil Virtual – The use of Second Life to share knowledge in Graphic Design, Game Design and Visual Arts classrooms
Marcos Pereira Archanjo
págs. 66-68
Metaverse – Building affective systems and its digital morphologies in virtual environments
Louro Donizetti, Tânia Fraga, Maurício Pontuschka
págs. 69-77
págs. 78-81
Digital Guqin Museum from a Virtual World to the Real World: Conception and design of an ongoing cultural sim
Shuen-git Chow
págs. 82-95
Exploring Customer perceptions of e‐service quality in Collaborative Virtual Environments (CVEs): the case of emotionally expressive avatars
págs. 96-96
A phenomenographic study about the future of the electronic commerce in the Second Life
Martine Bernardo, Carlos Rabadão, Leonel Morgado, Ramiro Manuel Ramos Moreira Gonçalves
págs. 97-101
Consumers in virtual worlds: is there a tangible relation with brands?
Sandra Oliveira, Nelson Zagalo
págs. 102-110
Building Knowledge in the Virtual World – Influence of Real Life Relationships
Ana Loureiro, Teresa Bettencourt
págs. 111-117
HK PolyU Library in Second Life
págs. 118-118
págs. 119-127
Second Life: Offering Marginalized Youth a Second Chance
Sneha Veeragoudar Harrell, Dor Abrahamson
págs. 128-133
GeLve: Requirement Collection for Student Software Engineering Projects in a Virtual World
Vincent T. Y. Ng, Zoe Tang
págs. 134-141
págs. 142-144
págs. 145-152
The Ontological Aspects of Puzzles into Metaverses
Cristiano Natal Toneis, Luis Carlos Petry
págs. 153-164
Virtual Learning for the management of successful SMEs in Europe
Clara Rodrigues, Dalila Coelho, Leonel Morgado, João Eduardo Varajão, Aura Haidimoschi, Gerhard Doppler, Hillevi Koivusalo, Paivi Jokinen, George Velegrakis, Chiara Sancin, Valentina Carmenini
págs. 165-170
Digital‐Virtual Living Space (ECODI) RICESU: A Net Experience with Second Life Metaverse Technology .
Eliane Schlemmer Grings, Daiana Trein, Helena Soares
págs. 171-177
ISLA DE LA SALUD PROJECT, a Second Life tool of the Spanish Society of Family and Community Medicine (SEMFYC)
José Antonio Prados Castillejo, Marta Sánchez-Celaya del Pozo
págs. 178-182
Multimedia Design Manipulation Using Second Life in Education
Newman Lau, Ben Wong
págs. 183-192
Channels of Communication and Divulgation for Science in Virtual Worlds, Open Science Group Project
Eva Bonastre
págs. 193-197
págs. 198-205
Deviance in virtual worlds: The ethical and legal dilemmas of living a Second Life
Dimitrios Akrivos
págs. 206-214
From urban places of the cities to virtual places in cyberspace: reproduction and / or appropriation of the practices of soccer sociability
Rebeca Recuero Rebs
págs. 215-224
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