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Mental health in the virtual world:Challenges and opportunities in the metaverse era 被引量:3
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作者 Yolanda López del Hoyo Matilde Elices Javier Garcia-Campayo 《World Journal of Clinical Cases》 SCIE 2024年第17期2939-2945,共7页
Current rates of mental illness are worrisome.Mental illness mainly affects females and younger age groups.The use of the internet to deliver mental health care has been growing since 2020 and includes the implementat... Current rates of mental illness are worrisome.Mental illness mainly affects females and younger age groups.The use of the internet to deliver mental health care has been growing since 2020 and includes the implementation of novel mental health treatments using virtual reality,augmented reality,and artificial intelligence.A new three dimensional digital environment,known as the metaverse,has emerged as the next version of the Internet.Artificial intelligence,augmented reality,and virtual reality will create fully immersive,experiential,and interactive online environments in the metaverse.People will use a unique avatar to do anything they do in their“real”lives,including seeking and receiving mental health care.In this opinion review,we reflect on how the metaverse could reshape how we deliver mental health treatment,its opportunities,and its challenges. 展开更多
关键词 Metaverse virtual world Artificial intelligence Mental health virtual reality Augmented reality TECHNOLOGY
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Revolutionizing Healthcare—The Integration of Virtual Worlds, AR, and Metaverse Technology
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作者 Fatma Kilic 《Open Journal of Applied Sciences》 2024年第1期27-37,共11页
This paper explores the transformative impact of virtual worlds, augmented reality (AR), and the metaverse in the healthcare sector. It delves into the ways these technologies are reshaping patient care, medical educa... This paper explores the transformative impact of virtual worlds, augmented reality (AR), and the metaverse in the healthcare sector. It delves into the ways these technologies are reshaping patient care, medical education, and research, while also addressing the challenges and opportunities they present. The paper highlights the potential benefits of these technologies and emphasizes the need for comprehensive regulatory frameworks and ethical guidelines to ensure responsible integration. Finally it outlines their transformative impact and discusses the challenges and opportunities they present for the future of healthcare provision. 展开更多
关键词 virtual worlds Augmented Reality Metaverse Healthcare Patient Care Medical Education Research Transformative Technologies Regulatory Frameworks Ethical Guidelines
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Precise conversion between virtual world and real world in stereoscopic imaging
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作者 姚晓永 吴平东 黄漫玲 《Journal of Beijing Institute of Technology》 EI CAS 2013年第2期191-196,共6页
A method for precise conversion between virtual world and real world is put forward in this paper. The method aims to precisely establish the connection between the virtual coordinates and the real coordinates with Op... A method for precise conversion between virtual world and real world is put forward in this paper. The method aims to precisely establish the connection between the virtual coordinates and the real coordinates with OpenGL. In the virtual world, two virtual cameras are set to capture the left and right perspective planar images, and coordinates of the planar images can be calculated by the perspective projection model. With coordinates of planar images, coordinates of the stereo- scopic image synthesized in the real world can be calculated by the binocular observation model. Therefore, the corresponding connection between the two systems is established. Experimental re- suits match data from this method well. Therefore, this method can precisely realize the conversion and the interactivity, laying a solid foundation for further study. 展开更多
关键词 virtual world spatial coordinates OpenGL model 2D-to-3D conversion
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The Confidentiality of Coding Video Games with Cheat Code and Bots for Cheating in a Virtual World
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作者 Samantha Gorton Olatunde Abiona 《International Journal of Communications, Network and System Sciences》 2023年第6期105-114,共10页
Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual gam... Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest. 展开更多
关键词 Video Games CONFIDENTIALITY virtual world Cheat Code Bots PROGRAMMING
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Impact of Remote Learning on Student Performance and Grade: A Virtual World of Education in the COVID-19 Era
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作者 Rafia Islam Olatunde Abiona 《International Journal of Communications, Network and System Sciences》 2023年第6期115-129,共15页
The COVID-19 pandemic has had a profound influence on education around the world, with schools and institutions shifting to remote learning to safeguard the safety of students and faculty. Concerns have been expressed... The COVID-19 pandemic has had a profound influence on education around the world, with schools and institutions shifting to remote learning to safeguard the safety of students and faculty. Concerns have been expressed about the impact of virtual learning on student performance and grades. The purpose of this study is to investigate the impact of remote learning on student performance and grades, as well as to investigate the obstacles and benefits of this new educational paradigm. The study will examine current literature on the subject, analyze data from surveys and interviews with students and educators, and investigate potential solutions to improve student performance and participation in virtual classrooms. The study’s findings will provide insights into the effectiveness of remote learning and inform ideas to improve student learning and achievement in an educational virtual world. The purpose of this article is to investigate the influence of remote learning on both students and educational institutions. The project will examine existing literature on the subject and collect data from students, instructors, and administrators through questionnaires and interviews. The paper will look at the challenges and opportunities that remote learning presents, such as the effect on student involvement, motivation, and academic achievement, as well as changes in teaching styles and technology. The outcomes of this study will provide insights into the effectiveness of remote learning and will affect future decisions about the usage of virtual learning environments in education. The research will also investigate potential solutions to improve the quality of remote education and handle any issues that occur. 展开更多
关键词 Remote Learning Student Performance virtual world Covid-19 GRADE Student Learning
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Virtual World:虚拟世界风暴
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作者 卜居 《中国数字电视》 2007年第10期64-68,共5页
不是网页,不是在线视频,不是网络游戏,不是网络社区,不是数字地图,不是网上商务,不是网上银行,不是虚拟货币,不是数字地球……而是这一切的总和,还要多!这就是虚拟世界(Virtual World),一个与现实世界并行不悖的赛博(Cyber)空间,复制、... 不是网页,不是在线视频,不是网络游戏,不是网络社区,不是数字地图,不是网上商务,不是网上银行,不是虚拟货币,不是数字地球……而是这一切的总和,还要多!这就是虚拟世界(Virtual World),一个与现实世界并行不悖的赛博(Cyber)空间,复制、映射、创新着现实世界中的一切角色、关系和财富,并不断试图与真实的世界融为一体。娱乐、媒体、互联网和IT企业的巨头们争先恐后涌进虚拟世界的地盘,他们认为这是可触摸的人类未来…… 展开更多
关键词 虚拟世界 微软 virtual world 第二人生 world
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Real Imagination for Virtual World Expo
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《中国会展》 2005年第15期59-59,共1页
关键词 world virtual Real Imagination for virtual world Expo
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A Survey of Virtual Worlds Exploring the Various Types and Theories behind Them
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作者 Christopher Bartolo Alexiei Dingli 《通讯和计算机(中英文版)》 2013年第11期1410-1421,共12页
关键词 虚拟世界 类型 发展中国家 计算机 模拟环境 三维环境 角色扮演 电子政务
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Analyzing Virtual World Region Fidelity on Scalability and Simulation Performance
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作者 Sean C. Mondesire Jonathan Stevens +1 位作者 Rebecca Leis Douglas B. Maxwell 《Open Journal of Modelling and Simulation》 2015年第3期126-135,共10页
Virtual world simulation offers tremendous potential opportunities to improve, and optimize, individual and collective echelon training for the military. The US Army Research Laboratory (ARL) Military Open Simulator E... Virtual world simulation offers tremendous potential opportunities to improve, and optimize, individual and collective echelon training for the military. The US Army Research Laboratory (ARL) Military Open Simulator Enterprise Strategy (MOSES) project’s charter is to investigate simulation-based training technology for use in military specific training domains. Of particular interest are attributes of virtual worlds such as geographically distributed large-scale trainee support. We have initiated a series of experiments to determine appropriate benchmarks for simulator performance and to determine appropriate independent variables in order to create a robust predictive model that will enable virtual world training scenario designers to calculate, a priori, the number of trainees that may synchronously operate in a virtual world. The present paper’s purposes were to determine the effect that virtual world region fidelity had on server performance and determine whether this independent variable would be appropriate for inclusion into our predictive model. We found that region fidelity had a statistically significant effect on the simulator’s processor memory usage but had no significant effect on the simulator’s vertical scalability, CPU usage nor network performance. In this paper, we discourse on the purpose of this research, our experimental methodology and results, and discuss the significance of our findings. 展开更多
关键词 REGION FIDELITY Vertical SCALING virtual world SIMULATION PERFORMANCE Analysis Distributed SIMULATION
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Learning layout generation for virtual worlds
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作者 Weihao Cheng Ying Shan 《Computational Visual Media》 SCIE EI CSCD 2024年第3期577-592,共16页
The emergence of the metaverse has ledto the rapidly increasing demand for the generation ofextensive 3D worlds. We consider that an engagingworld is built upon a rational layout of multiple landuse areas (e.g., fores... The emergence of the metaverse has ledto the rapidly increasing demand for the generation ofextensive 3D worlds. We consider that an engagingworld is built upon a rational layout of multiple landuse areas (e.g., forest, meadow, and farmland). Tothis end, we propose a generative model of landuse distribution that learns from geographic data.The model is based on a transformer architecturethat generates a 2D map of the land-use layout,which can be conditioned on spatial and semanticcontrols, depending on whether either one or bothare provided. This model enables diverse layoutgeneration with user control and layout expansion byextending borders with partial inputs. To generatehigh-quality and satisfactory layouts, we devise ageometric objective function that supervises the modelto perceive layout shapes and regularize generationsusing geometric priors. Additionally, we devise aplanning objective function that supervises the modelto perceive progressive composition demands andsuppress generations deviating from controls. Toevaluate the spatial distribution of the generations, wetrain an autoencoder to embed land-use layouts intovectors to enable comparison between the real andgenerated data using the Wasserstein metric, which isinspired by the Fr´echet inception distance. 展开更多
关键词 layout generation virtual worlds TRANSFORMER land-use
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Virtual World,Real Fortune
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作者 LIU YUNYUN 《Beijing Review》 2007年第9期34-35,共2页
Online gaming is finding ways to make a profit, and China is cashing in To those few businessmen relatively unplugged from the era of the Internet, online gaming should still start to mean something. When
关键词 RE world virtual world Real Fortune
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Fighting Corruption in The Virtual World?
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《Beijing Review》 2007年第35期46-47,共2页
Anti-corruption and online gam-ing, seemingly unrelated , havebeen unconventionally linked through the joint efforts of game developers and the
关键词 CO virtual Fighting Corruption in The virtual world
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Gamers to Rule Their Own Virtual Worlds
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作者 Will Knight 滕晓燕 《当代外语研究》 2005年第7期4-5,共2页
网上联机游戏或许曾经使很多人废寝忘食、爱不释手。在虚拟世界中扮演自己向往和喜欢的角色自然是一件非常令人愉悦的事情。研究员称通过使用P2P对等网络可以让游戏玩家在自己的电脑上保存部分虚拟世界,而且使之更加稳定,更易扩张。如... 网上联机游戏或许曾经使很多人废寝忘食、爱不释手。在虚拟世界中扮演自己向往和喜欢的角色自然是一件非常令人愉悦的事情。研究员称通过使用P2P对等网络可以让游戏玩家在自己的电脑上保存部分虚拟世界,而且使之更加稳定,更易扩张。如果你热衷于此,何妨一试?! 展开更多
关键词 虚拟世界 virtual Gamers to Rule Their Own virtual worlds
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Virtual Worlds: Hypothetical Focalization in William Faulkner's Absalom, Absalom!
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作者 Paul Jaussen 《Journal of Foreign Languages and Cultures》 2018年第1期114-127,共14页
关键词 focalization hypothetical focalization virtual worldS WILLIAM FAULKNER Absalom Absalom! NARRATOLOGY
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The World Ophthalmology Congress 2020 is going virtual
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作者 Peter Wiedemann Ivo Kocur 《International Journal of Ophthalmology(English edition)》 SCIE CAS 2020年第6期F0004-F0004,共1页
Dear Colleagues,The International Council of Ophthalmology (ICO) is deeply committed to the health and safety of our communities during the COVID-19 pandemic.Unfortunately,due to escalating risks,a physical meeting of... Dear Colleagues,The International Council of Ophthalmology (ICO) is deeply committed to the health and safety of our communities during the COVID-19 pandemic.Unfortunately,due to escalating risks,a physical meeting of our international colleagues and partners at the World Ophthalmology Congress (WOC2020) in Cape Town 26-29 June,is no longer possible.While we are all disappointed that our face-to-face meeting is cancelled,the ICO remains devoted to bringing together the world’s ophthalmologists to learn the latest from one another,and to advance eye care during these extraordinarily challenging times. 展开更多
关键词 ICO The world Ophthalmology Congress 2020 is going virtual
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关于Active Worlds在教育领域中的应用
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作者 原娟娟 马红亮 《中国医学教育技术》 2012年第3期306-310,共5页
虚拟世界能够充分挖掘计算机和通讯技术的技术潜能,将用户获取信息的空间由二维拓展到三维,能够提供高沉浸性、高交互性的虚拟学习环境。文章对国外发展成熟的虚拟世界Active Worlds的特点、功能及技术等方面进行了介绍,并分析了国外运... 虚拟世界能够充分挖掘计算机和通讯技术的技术潜能,将用户获取信息的空间由二维拓展到三维,能够提供高沉浸性、高交互性的虚拟学习环境。文章对国外发展成熟的虚拟世界Active Worlds的特点、功能及技术等方面进行了介绍,并分析了国外运用Active Worlds进行教学的案例,总结出利用Active Worlds开展教学的四种形式:游戏型、建模型、场景型、混合型,得出ActiveWorlds应用于教学的启示,以期为我国在教育中使用虚拟世界提供可操作化的教学步骤。 展开更多
关键词 虚拟世界 教育 ACTIVE worldS
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Collaborative Virtual Learning in Education in STEM Education
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作者 Yolanda Mpu E.O.Adu 《Management Studies》 2020年第4期315-324,共10页
There has been a recent explosion of interest from academics across a wide range of disciplines in the use of Multi-User Virtual Environments for education,driven by the success of platforms such as Internet Communica... There has been a recent explosion of interest from academics across a wide range of disciplines in the use of Multi-User Virtual Environments for education,driven by the success of platforms such as Internet Communication Technology learning skills in higher education.While digital virtual worlds are used in the 21st century learning,advances in the capabilities and the spread of technology have fed a recent boom in interest in massively multi-user 3D virtual worlds for entertainment,and this in turn has led to a surge of interest in their educational applications.As these platforms are used more often as environments for teaching and learning,there is increased need to integrate them with other institutional systems,Web-based Virtual Learning Environments(VLE)in particular.In this paper,we briefly review the use of virtual worlds for education,from informal learning to formal instruction,and consider what is required to turn a virtual world from a Multi-User Virtual Environment into a fully fledged 3D Virtual Learning Environment(VLE).In this we focus on the development of Moodle—a system which integrates the popular 3D virtual world of Second Life with the open-source Virtual Learning Environment. 展开更多
关键词 Multi-User virtual Environments 3D virtual Learning Environments MOODLE second life digital virtual worlds internet communication technology
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元宇宙赋能下的高校图书馆沉浸式服务创新策略
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作者 李梅 吕佳 金沛豫 《新世纪图书馆》 CSSCI 2024年第12期53-59,共7页
元宇宙是整合多种新技术而产生的虚实融合的数字形态,研究元宇宙赋能下的高校图书馆沉浸式服务可以为提升高校图书馆服务、沉浸式学习体验和融合发展提供新的思路。论文以元宇宙赋能为背景,将元宇宙作为高校图书馆支持沉浸式学习的双重... 元宇宙是整合多种新技术而产生的虚实融合的数字形态,研究元宇宙赋能下的高校图书馆沉浸式服务可以为提升高校图书馆服务、沉浸式学习体验和融合发展提供新的思路。论文以元宇宙赋能为背景,将元宇宙作为高校图书馆支持沉浸式学习的双重工作空间,探索元宇宙赋能高校图书馆沉浸式服务的功能及四种应用场景,包括创新体验服务、资源保障服务、教学支持服务、阅读推广服务等。在此基础上构建出元宇宙赋能下的高校图书馆沉浸式服务创新模式,并提出高校图书馆沉浸式服务的创新策略。 展开更多
关键词 元宇宙 虚拟世界 沉浸式学习 服务场景 高校图书馆
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DTN中基于虚拟货币交易的高效率路由算法
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作者 崔建群 刘珊 +2 位作者 常亚楠 刘强强 吴清铖 《计算机科学》 CSCD 北大核心 2024年第3期300-308,共9页
由于容迟网络的间歇性连接等特点,以及节点自身缓存、能量等资源受限,DTN中的节点往往会表现出一定的自私性。自私节点的存在可能会提高网络的开销,降低消息的成功投递率。为了促进自私节点参与合作,提出了一种基于虚拟货币交易的高效... 由于容迟网络的间歇性连接等特点,以及节点自身缓存、能量等资源受限,DTN中的节点往往会表现出一定的自私性。自私节点的存在可能会提高网络的开销,降低消息的成功投递率。为了促进自私节点参与合作,提出了一种基于虚拟货币交易的高效率路由算法PVCT(Efficient Routing Algorithm Based on Virtual Currency Transaction in DTN),并结合容迟网络的小世界特性,提高了路由算法的效率。该算法利用虚拟货币交易的方式,并根据节点的基本属性、位置属性、社会属性等进行定价,节点根据设计的价格函数给出对应的报价,并利用价格函数合理地分配消息副本数。在PVCT策略中,节点根据判断情况分为正常节点和自私节点,当消息的跳数小于或等于两跳时,按照概率路由的策略进行转发;反之,当消息的跳数大于两跳时,若遇到的为自私节点,则执行虚拟货币交易的路由算法。携带消息节点的出价若高于转发节点的价格,则进行交易,更新各自的收益状态;否则,进入二次价格调整阶段以协调节点双方之前的虚拟报价。仿真实验表明,PVCT路由算法在DTN中能更好地促进消息的转发,从而提升网络的整体性能。 展开更多
关键词 DTN 虚拟货币 小世界 价格函数 自私节点
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电子游戏中图书馆虚拟形象分析 被引量:1
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作者 张蕴兮 李晓辉 《大学图书情报学刊》 2024年第1期90-96,共7页
近半个世纪以来,电子游戏已经成为社会文化环境的重要组成部分,研究电子游戏中图书馆的虚拟形象,有助于全面了解公众对图书馆的整体印象,对图书馆的生存发展态势做出合理预测。同时,游戏被认为是最接近元宇宙的领域,通过探析游戏中图书... 近半个世纪以来,电子游戏已经成为社会文化环境的重要组成部分,研究电子游戏中图书馆的虚拟形象,有助于全面了解公众对图书馆的整体印象,对图书馆的生存发展态势做出合理预测。同时,游戏被认为是最接近元宇宙的领域,通过探析游戏中图书馆的形态与功能,有助于了解图书馆在元宇宙中可能扮演的角色。文章重点分析了游戏中图书馆的虚拟建筑形象、虚拟资源形象、虚拟服务形象和虚拟馆员形象,发现图书馆是游戏中常见的社会机构,已成为虚拟世界里的一种文化象征。信息资源存储与传承、场景化的虚拟服务是游戏中图书馆的主要功能,同时,在游戏中,图书馆开启了实体空间虚拟化的序幕,部分已呈现出元宇宙图书馆的初始形态。 展开更多
关键词 电子游戏 图书馆形象 虚拟形象 元宇宙 虚拟图书馆 虚拟世界 游戏世界
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