Experiments of Entertainment Applications of a Virtual World System for Mobile Phones

Author(s):  
Hiroyuki Tarumi ◽  
Kasumi Nishihara ◽  
Kazuya Matsubara ◽  
Yuuki Mizukubo ◽  
Shouji Nishimoto ◽  
...  
Author(s):  
Rakhimova I.I. ◽  
◽  
Mukhiddinova U.A. ◽  
Bеrdiqulоvа G.N. ◽  
Suleymanova D.I. ◽  
...  

In today's age of the Internet, computers and mobile phones for people of all ages are available in almost every home. In addition, in today’s world-wide pandemic, the use of the Internet for education and all aspects of cultural, socio-economic life as well as games such as games is growing rapidly. This, in turn, has a psychological effect on the individual, both positively and negatively on our society and national values. In this article, I have tried to highlight the positive and negative aspects of the internet world that affect the individual. In the article we will focus on the role of the virtual world in human life, the need not to depend on it, to use it for useful purposes.


2020 ◽  
Vol 12 (7) ◽  
pp. 112
Author(s):  
Bingqing Shen ◽  
Weiming Tan ◽  
Jingzhi Guo ◽  
Hongming Cai ◽  
Bin Wang ◽  
...  

Virtual worlds have become global platforms connecting millions of people and containing various technologies. For example, No Man’s Sky (nomanssky.com), a cross-platform virtual world, can dynamically and automatically generate content with the progress of user adventure. AltspaceVR (altvr.com) is a social virtual reality platform supporting motion capture through Microsoft’s Kinect, eye tracking, and mixed reality extension. The changes in industrial investment, market revenue, user population, and consumption drive the evolution of virtual-world-related technologies (e.g., computing infrastructure and interaction devices), which turns into new design requirements and thus results in the requirement satisfaction problem in virtual world system architecture design. In this paper, we first study the new or evolving features of virtual worlds and emerging requirements of system development through market/industry trend analysis, including infrastructure mobility, content diversity, function interconnectivity, immersive environment, and intelligent agents. Based on the trend analysis, we propose a new design requirement space. We, then, discuss the requirement satisfaction of existing system architectures and highlight their limitations through a literature review. The feature-based requirement satisfaction comparison of existing system architectures sheds some light on the future virtual world system development to match the changing trends of the user market. At the end of this study, a new architecture from an ongoing research, called Virtual Net, is discussed, which can provide higher resource sufficiency, computing reliability, content persistency, and service credibility.


Author(s):  
Chen Yan ◽  
Stéphane Natkin

One of the goals of ubiquitous computing technologies is to provide an adaptable and personal content at any time and in any context. As a consequence a user-centered design is required. The goal of this research is to develop new gameplays and new narration principles for Multiplayer Ubiquitous Game. We aim to formalize a narrative mechanism to generate events which can stimulate the user’s physical actions with the real world, and social communications with other players. Based on the analysis of the relationship between the real world and the virtual world, a narration adaptive to the user’s profile is proposed. A prototype using these principles has been developed using off the shell services available on location-based mobile phones.


Author(s):  
Stéphane Natkin ◽  
Chen Yan

The goal of this research is to develop new gameplays and new narration principles for MUGs (Multiplayer Ubiquitous Games). We aim to formalize a narrative mechanism to generate events which can stimulate the user’s physical actions with the real world, and social communications with other players. We first present a pattern to identify the feedback relationship between the real world and the virtual world. We then analyze the notion of narration in games and the notion of user’s model in information technology. Based on this analysis, a narration adaptive to the user’s profile in considering the real world context is proposed. The last part of the paper is devoted to an experimental game MugNSRC developed through of the preceding principles. A prototype of this game has been developed using off the shell services available on geolocalized mobile phones.


Author(s):  
Muhammad Nur Wangid

Abstract: Concerning about student’s negative behaviors in using of the internet encouraged the survey to describe the behavior of students in the virtual world. The sample consisted of 497 students, consisting of 336 women and 161 men, taken by proportional random sampling. Instruments of data collection using questionnaire. The results showed that mobile phones become the primary tool in the move to the internet is more widely used to send the message. Using internet lasting for more  two hours per day, and carried anywhere. Activities at home is higher than the on-campus in the surf. Most students use the internet to find the source of the task, followed by activities on facebook. Three major forms of cyberbullying behaviors students were  outing, flaming and harassment. While experience as a victim of cyberbullying was in the form of flaming, harassment, and cyber-stalking.Keywords: cyberbullying; students behavior 


Pathology ◽  
2001 ◽  
Vol 33 (3) ◽  
pp. 269-270
Author(s):  
Clive G. Harper ◽  
Victor K. Lee
Keyword(s):  

2014 ◽  
Vol 35 (3) ◽  
pp. 158-165 ◽  
Author(s):  
Christian Montag ◽  
Konrad Błaszkiewicz ◽  
Bernd Lachmann ◽  
Ionut Andone ◽  
Rayna Sariyska ◽  
...  

In the present study we link self-report-data on personality to behavior recorded on the mobile phone. This new approach from Psychoinformatics collects data from humans in everyday life. It demonstrates the fruitful collaboration between psychology and computer science, combining Big Data with psychological variables. Given the large number of variables, which can be tracked on a smartphone, the present study focuses on the traditional features of mobile phones – namely incoming and outgoing calls and SMS. We observed N = 49 participants with respect to the telephone/SMS usage via our custom developed mobile phone app for 5 weeks. Extraversion was positively associated with nearly all related telephone call variables. In particular, Extraverts directly reach out to their social network via voice calls.


Author(s):  
Caleb T. Carr ◽  
Paul Zube

Network autocorrelation occurs when individuals receive assistance from others which regulates their own behavior, and it can be used to explain how group members may improve their task performance. This study explored how network autocorrelation, via informal communication within a virtual group, affected an individual’s task achievement in the online game World of Warcraft. Informal interactions between guild members during a 4-year period were collected and analyzed to assess how informal interactions with other group members affected an individual’s in-game achievement. Findings indicate informal communication from other group members (specifically the experience and helpfulness of the other members) positively predict an individual’s task performance, while tenure with the group negatively predict individual achievement. Findings are discussed with respect to network analysis and influence in online groups.


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