Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some liter...
An increasing number of our interactions are mediated through e-technologies. In order to enhance th...
Virtual World as an electronic artificial environment, enables users to have an identity while inter...
Virtual reality (VR) is typically defined in terms of technological hardware. This paper attempts to...
Synthetic environments (SE) feature computer-mediated interaction with an environment physically sep...
In this paper we present the results of an experiment investigating a participant’s sense of presenc...
Recent research on online learning suggests that virtual worlds are becoming an important environmen...
This paper presents a study on the effects of using virtual worlds as medium for interaction with te...
This paper presents a study on the effects of using virtual worlds as medium for interaction with te...
\u3cp\u3eThis paper presents a study on the effects of using virtual worlds as medium for interactio...
This paper presents a study on the effects of using virtual worlds as medium for interaction with te...
An increasing number of our interactions are mediated through e-technologies. In order to enhance th...
The influence of presence on users attitudes and behavior is widely reported in the literature. Howe...
Videoconferencing is one of the most common telepresence methods today and educational videos is ris...
Videoconferencing is one of the most common telepresence methods today and educational videos is ris...
An increasing number of our interactions are mediated through e-technologies. In order to enhance th...
An increasing number of our interactions are mediated through e-technologies. In order to enhance th...
Virtual World as an electronic artificial environment, enables users to have an identity while inter...
Virtual reality (VR) is typically defined in terms of technological hardware. This paper attempts to...
Synthetic environments (SE) feature computer-mediated interaction with an environment physically sep...
In this paper we present the results of an experiment investigating a participant’s sense of presenc...
Recent research on online learning suggests that virtual worlds are becoming an important environmen...
This paper presents a study on the effects of using virtual worlds as medium for interaction with te...
This paper presents a study on the effects of using virtual worlds as medium for interaction with te...
\u3cp\u3eThis paper presents a study on the effects of using virtual worlds as medium for interactio...
This paper presents a study on the effects of using virtual worlds as medium for interaction with te...
An increasing number of our interactions are mediated through e-technologies. In order to enhance th...
The influence of presence on users attitudes and behavior is widely reported in the literature. Howe...
Videoconferencing is one of the most common telepresence methods today and educational videos is ris...
Videoconferencing is one of the most common telepresence methods today and educational videos is ris...
An increasing number of our interactions are mediated through e-technologies. In order to enhance th...
An increasing number of our interactions are mediated through e-technologies. In order to enhance th...
Virtual World as an electronic artificial environment, enables users to have an identity while inter...
Virtual reality (VR) is typically defined in terms of technological hardware. This paper attempts to...