نتایج جستجو برای: external worlds

تعداد نتایج: 204144  

2009

It is difficult to wander far in contemporary metaphysics without bumping into talk of possible worlds. And reference to possible worlds is not confined to metaphysics. It can be found in contemporary epistemology and ethics, and has even found its way into linguistics and decision theory. But what are those possible worlds, the entities to which theorists in these disciplines all appeal? Call ...

2008
Marc Fetscherin

Virtual Worlds enable new ways of communication, collaboration, and cooperation over the Internet by applying 3D environments and voice over IP technologies. This papers aims at assessing user acceptance of Virtual Worlds by applying the Technology Acceptance Model (TAM). Based on literature review, an extended TAM has been constructed. Based on empirical data from an online-survey with 249 par...

2004
Ji Soo Yoon

The use of 3D virtual worlds has spread rapidly in recent years. These worlds have various uses ranging from computer games to urban design simulation systems. However, the spread of 3D virtual worlds has been impeded due to the problem of users not being able to find their way in and around virtual worlds. Hence improving wayfinding has become a crucial area of research. As virtual worlds beco...

2000
Luis Anchordoqui Carlos Nuñez Kasper Olsen

In this paper we study the creation of brane–worlds in AdS bulk. We first consider the simplest case of onebranes in AdS3. In this case we are able to properly describe the creation of a spherically symmetric brane-world deriving a general expression for its wavefunction. Then, we sketch the AdSd+1 set–up within the context of the WKB approximation. Finally, we comment on these scenarios in lig...

2004
Sylvie Occelli

In order to develop a MAS approach to mobility phenomena a strong notion of agency is required. This implies to articulate both an analyticalepistemological and a conceptual-ontological dimension. While increasing attention is being given to the former, the latter dimension is to date still largely unexplored. The salient features which distinguish a MAS approach to mobility phenomena are empha...

2003
Kazuo Ghoroku Masanobu Yahiro

We examined 5d thick brane worlds constructed by a real scalar field. The solutions are obtained in terms of a simple form of smooth warp factor. For the case of dS brane, we found a disease of the solutions. For example, it is impossible to construct thick-brane worlds with our simple smoothing. This result is independent of supersymmetry or other symmetries. [email protected] yahiro@s...

2013
Bobby Schweizer

This paper examines the city of Steelport in Saints Row: The Third (Volition, 2011) as a real-and-imagined space that can be described using an urban framework of constitutional, representational, and experiential components. It relates mediated and physical cities through spatial arrangement, processes of representation, and the factors that contribute to a sense of place in both material and ...

2009
Jessica Rosenberg Kathrin Pusch Rainer Dietrich Christian Cajochen

Q1 No reference provided for Foster & Kreitzmann 2004; please resolve. Q2 No reference provided for Hastings 2003; please resolve. Q3 No reference provided for Akerstedt & Gillberg 1990; please resolve. Q4 No reference provided for Dinges & Kribbs 1991; please resolve. Q5 Reference lists the year for Akerstedt et al. as 2008; please resolve. Q6 If not cited, please cite or delete Curran-Everett...

2009
Chia Yao Lee

The influx of Fortune 500 companies like IBM, Toyota and Starwood Hotels into the virtual world of Second Life has generated much publicity in 2006 and 2007. The virtual world landscape has changed substantially since. Many early adopters have abandoned virtual worlds, and the number of security-related incidents in virtual worlds has risen substantially. This paper discusses key security threa...

Journal: :IJeC 2008
Ned Kock

Virtual worlds can be defined as technology-created virtual environments that incorporate representations of real world elements such as human beings, landscapes and other objects. Recent years have seen the growing use of virtual worlds such as Second Life and World of Warcraft for entertainment and business purposes, and a rising interest from researchers in the impact that virtual worlds can...

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