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View all- Corradini AMehta M(2016)On Repairing Generated Behaviors for Graphical CharactersHCI International 2016 – Posters' Extended Abstracts10.1007/978-3-319-40548-3_17(104-109)Online publication date: 22-Jun-2016
Virtual worlds are immersive computer-simulated environments in which users create digital artifacts and interact with other users. These worlds are becoming mainstream technology platforms for collaboration, role-playing, learning, problem-solving, ...
Currently, we use many definitions with diffuse boundaries: Web 2.0 (Social Networks), Web 3.0 (Semantic Web), Web 3D (Metaverses, Virtual Worlds, Mirror Worlds), Recommendation Systems, Augmented Reality, Geo-location... In this paper we explore the ...
Abstract— Online gambling produces a substantial turnover. Unfortunately for potential virtual world gamblers and gambling organizations alike, US law had forced the closure of gambling in the Second Life virtual world. However, an Open Grid Protocol ...
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