نتایج جستجو برای: virtual life
تعداد نتایج: 892389 فیلتر نتایج به سال:
Abstract This article examines the semiotic implications of social media interactive processes established when Facebook profiles are memorialized following user’s death. It also observes communication that occur through deceased’s contacts interactions with virtual memorial page. points to Facebook’s symbolic and systemic organization structure role in creating a specific comprehension online ...
Virtual worlds seek to provide an online setting where users can interact in a shared environment. Popular virtual worlds such as Second Life and World of Warcraft, however, rely on share-nothing data and strict partitioning as much as possible. They translate a large world into many tiny worlds. This partitioning conflicts with the intended goal of a virtual world by greatly limiting interacti...
Virtual Reality systems have drawn much attention by researchers and companies in the last few years. Virtual Reality is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. Interactivity and its captivating power, contribute to the feeling of being the part of the action on the virtual safe envir...
The use of virtual characters becomes invariably common in computer games and other applications. So-called “bots” (computer-controlled virtual characters), may explain virtual settings in a natural way. We describe an example scenario in the online world Second Life [1] in order to explain to content creators how to create bots and script their behavior using the well established authoring lan...
Aim: Growing number social network users for communicating between groups has made them a major segment of peoplechr('39')s social life. So, the purpose of this study is to identify the factors affecting the use of social networks and information-seeking behavior in daily life of the Kurds in virtual networks and effect of ethnic identity on the behavior of information-seeking in their da...
In this paper, we try to see how virtual networks can af- fect the behavior of the young. Since there are so many indices to be affected by social networks, we evaluate these effects only on 10 more comprehensive behaviors as follows: identity, getting information and the rumors, rationalism,life style, spare time, religions rituals and cer- emonies, interaction with family, employment and eco-...
Online virtual worlds, including Second Life, are rapidly becoming recognized as an important new channel for marketing and brand-building. However, the nature of the channel and its consumers or users is likely to be quite different to other channels, including the Web. Consequently, this may have knock-on effects for traditional multi-channel brand management strategies. In an effort to under...
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