This is the Author's Accepted Manuscript of the following article: Surangika Ranathunga, Stephen Cranefield & Martin Purvis, Identifying Events Taking Place in Second Life Virtual Environments, Applied Artificial Intelligence, 26(1-2):137-181, 2012. © 2012 Taylor & Francis Group, LLC. Available online at http://www.tandfonline.com/doi/abs/10.1080/08839514.2012.629559.Second Life is one of the most popular multi-purpose online virtual worlds, which supports applications in diversified areas relating to real-life activities. Moreover, it is possible to use Second Life in testing Artificial Intelligence theories by creating intelligent virtual agents. For the successful implementation of many of these applications, it is important to accura...
Virtual environments offer an exciting platform for social science research. The persistent nature o...
The virtual reality program Second Life poses new challenges to its more than 3 million users that i...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Second Life is one of the most popular multi-purpose online virtual worlds, which supports applicati...
Second Life is a multi-purpose online virtual world that is increasingly being used for applications...
Online virtual worlds such as Second Life provide a rich medium for unstructured human interaction i...
Abstract—In this paper we present results of a study that aims to analyze publicly announced event d...
Online virtual worlds such as Second Life provide a rich medium for unstructured human interaction i...
Second Life is a multi-purpose online virtual world that provides a rich platform for remote human i...
This paper focuses on the identification of human activity pat-terns in SecondLife (SL), a user-cons...
Intelligent Virtual Agents (IVAs) are interactive characters controlled by software agents that exhi...
Virtual worlds like Second Life are becoming important tools for, among other activities, socializat...
International audienceThis chapter presents a project developed in a study about the narrative dimen...
The paper investigates human agent interactions in virtual environments like Second Life. As interac...
Abstract- Virtual reality is simulated reality. Computers introduced us to the virtual world. In the...
Virtual environments offer an exciting platform for social science research. The persistent nature o...
The virtual reality program Second Life poses new challenges to its more than 3 million users that i...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Second Life is one of the most popular multi-purpose online virtual worlds, which supports applicati...
Second Life is a multi-purpose online virtual world that is increasingly being used for applications...
Online virtual worlds such as Second Life provide a rich medium for unstructured human interaction i...
Abstract—In this paper we present results of a study that aims to analyze publicly announced event d...
Online virtual worlds such as Second Life provide a rich medium for unstructured human interaction i...
Second Life is a multi-purpose online virtual world that provides a rich platform for remote human i...
This paper focuses on the identification of human activity pat-terns in SecondLife (SL), a user-cons...
Intelligent Virtual Agents (IVAs) are interactive characters controlled by software agents that exhi...
Virtual worlds like Second Life are becoming important tools for, among other activities, socializat...
International audienceThis chapter presents a project developed in a study about the narrative dimen...
The paper investigates human agent interactions in virtual environments like Second Life. As interac...
Abstract- Virtual reality is simulated reality. Computers introduced us to the virtual world. In the...
Virtual environments offer an exciting platform for social science research. The persistent nature o...
The virtual reality program Second Life poses new challenges to its more than 3 million users that i...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...