Virtual worlds are quickly growing; both in interactivity and realism, users can experience through their avatars, and the number of actual users is continuously growing as well. Among the virtual worlds, Second Life (SL) is perhaps one of the most famous. This article presents a project whose aim is to use SL as a means to spread robotics culture as well as to investigate possible paradigms of social interaction in heterogeneous communities of robots and humans. As a first step, a point of presence has been established in SL through the development of a building to represent and host the activities of the IEEE Robotics and Automation Society (RAS). In addition, simplified models and behaviors of some robots have been reproduced and used fo...
This article describes preliminary work on a research environment called Virtual Synergy to represen...
Research on virtual worlds and environments has increased tremendously in the last decade, giving bi...
Little is known about how individuals come to relate to settings in virtual worlds (VWs), which are ...
Virtual worlds are quickly growing; both in interactivity and realism, users can experience through ...
The most recent advances of artificial life scientific research are opening up a new frontier: the c...
Practical examples as well as research highlight the potential of virtual worlds for new product dev...
This paper reports on a study into how a three-dimensional (3D) virtual world (Second Life) can faci...
Traditionally, social interaction research has concentrated on either fully virtually embodied agent...
The appearance of video games in modern society introduced a number of modifications in the recreati...
Abstract From times immemorial, man had always been fascinated by the concept of travelling to and l...
The paper gives an overview of some of the museum-like activities currently being undertaken in Seco...
As social robotic research advances, robots are improving their abilities in Human-Robot Interaction...
Abstract: Contemporary artistic approaches to Second Life provide a variety of models for meaningful...
With Internet bandwidth becoming better and more affordable, coupled with rapid advancement in web t...
Little is known about how individuals come to relate to settings in virtual worlds (VWs), which are ...
This article describes preliminary work on a research environment called Virtual Synergy to represen...
Research on virtual worlds and environments has increased tremendously in the last decade, giving bi...
Little is known about how individuals come to relate to settings in virtual worlds (VWs), which are ...
Virtual worlds are quickly growing; both in interactivity and realism, users can experience through ...
The most recent advances of artificial life scientific research are opening up a new frontier: the c...
Practical examples as well as research highlight the potential of virtual worlds for new product dev...
This paper reports on a study into how a three-dimensional (3D) virtual world (Second Life) can faci...
Traditionally, social interaction research has concentrated on either fully virtually embodied agent...
The appearance of video games in modern society introduced a number of modifications in the recreati...
Abstract From times immemorial, man had always been fascinated by the concept of travelling to and l...
The paper gives an overview of some of the museum-like activities currently being undertaken in Seco...
As social robotic research advances, robots are improving their abilities in Human-Robot Interaction...
Abstract: Contemporary artistic approaches to Second Life provide a variety of models for meaningful...
With Internet bandwidth becoming better and more affordable, coupled with rapid advancement in web t...
Little is known about how individuals come to relate to settings in virtual worlds (VWs), which are ...
This article describes preliminary work on a research environment called Virtual Synergy to represen...
Research on virtual worlds and environments has increased tremendously in the last decade, giving bi...
Little is known about how individuals come to relate to settings in virtual worlds (VWs), which are ...