Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 4 of 4

Full-Text Articles in Graphics and Human Computer Interfaces

3d Virtual Worlds And The Metaverse: Current Status And Future Possibilities, John David N. Dionisio, William G. Burns Iii, Richard Gilbert Aug 2015

3d Virtual Worlds And The Metaverse: Current Status And Future Possibilities, John David N. Dionisio, William G. Burns Iii, Richard Gilbert

John David N. Dionisio

Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered.


3d Virtual Worlds And The Metaverse: Current Status And Future Possibilities, John David N. Dionisio, William G. Burns Iii, Richard Gilbert Jun 2013

3d Virtual Worlds And The Metaverse: Current Status And Future Possibilities, John David N. Dionisio, William G. Burns Iii, Richard Gilbert

Computer Science Faculty Works

Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered.


Second Life Complements The Internet For Reference Librarians, Florence Tang Oct 2009

Second Life Complements The Internet For Reference Librarians, Florence Tang

Georgia Library Quarterly

The article describes the Second Life culture as an interactive virtual environment from the perspective of a reference librarian. The cited advantages of using Second Life are synchronous interaction with other people, clearer appearance of chat text messages, incorporation of social norms, and accessibility. Among the noted obstacles to using Second Life are its price, intentional distress of other avatars, empty virtual public places, less hierarchy among participants, chatting via rapid typing, and quick change of landscapes and avatars.


Subjective Quality Of Experience With The Internet: Accounting For Temporal Changes In User Acceptance Of Information Technology, Jason M. Turner Dec 1997

Subjective Quality Of Experience With The Internet: Accounting For Temporal Changes In User Acceptance Of Information Technology, Jason M. Turner

Theses and Dissertations

Contemporary information technology (IT) related research has focused on use as a key dependent measure for valuing IT. By understanding the determinants of IT use, we gain descriptive information about successful IT, and prescriptive information for better deploying IT resources. Although there are several competing theories regarding IT use, research findings often cite their inability to account for temporal changes in usage behaviors. This thesis introduces quality of experience as a potential moderator between the determinants of use and actual usage behaviors. A pilot survey concerning Internet usage generated potentially relevant items which were later refined into a questionnaire assessing …