scholarly journals Virtual Goods Recommendations in Virtual Worlds

2015 ◽  
Vol 2015 ◽  
pp. 1-9 ◽  
Author(s):  
Kuan-Yu Chen ◽  
Hsiu-Yu Liao ◽  
Jyun-Hung Chen ◽  
Duen-Ren Liu

Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies’ intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others’ homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users’ buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment’s data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods.

2020 ◽  
Author(s):  
Jonathan Gordils ◽  
Jeremy Jamieson

Background and Objectives: Social interactions involving personal disclosures are ubiquitous in social life and have important relational implications. A large body of research has documented positive outcomes from fruitful social interactions with amicable individuals, but less is known about how self-disclosing interactions with inimical interaction partners impacts individuals. Design and Methods: Participants engaged in an immersive social interaction task with a confederate (thought to be another participant) trained to behave amicably (Fast Friends) or inimically (Fast Foes). Cardiovascular responses were measured during the interaction and behavioral displays coded. Participants also reported on their subjective experiences of the interaction. Results: Participants assigned to interact in the Fast Foes condition reported more negative affect and threat appraisals, displayed more negative behaviors (i.e., agitation and anxiety), and exhibited physiological threat responses (and lower cardiac output in particular) compared to participants assigned to the Fast Friends condition. Conclusions: The novel paradigm demonstrates differential stress and affective outcomes between positive and negative self-disclosure situations across multiple channels, providing a more nuanced understanding of the processes associated with disclosing information about the self in social contexts.


Author(s):  
Banita Lal ◽  
Yogesh K. Dwivedi ◽  
Markus Haag

AbstractWith the overnight growth in Working from Home (WFH) owing to the pandemic, organisations and their employees have had to adapt work-related processes and practices quickly with a huge reliance upon technology. Everyday activities such as social interactions with colleagues must therefore be reconsidered. Existing literature emphasises that social interactions, typically conducted in the traditional workplace, are a fundamental feature of social life and shape employees’ experience of work. This experience is completely removed for many employees due to the pandemic and, presently, there is a lack of knowledge on how individuals maintain social interactions with colleagues via technology when working from home. Given that a lack of social interaction can lead to social isolation and other negative repercussions, this study aims to contribute to the existing body of literature on remote working by highlighting employees’ experiences and practices around social interaction with colleagues. This study takes an interpretivist and qualitative approach utilising the diary-keeping technique to collect data from twenty-nine individuals who had started to work from home on a full-time basis as a result of the pandemic. The study explores how participants conduct social interactions using different technology platforms and how such interactions are embedded in their working lives. The findings highlight the difficulty in maintaining social interactions via technology such as the absence of cues and emotional intelligence, as well as highlighting numerous other factors such as job uncertainty, increased workloads and heavy usage of technology that affect their work lives. The study also highlights that despite the negative experiences relating to working from home, some participants are apprehensive about returning to work in the traditional office place where social interactions may actually be perceived as a distraction. The main contribution of our study is to highlight that a variety of perceptions and feelings of how work has changed via an increased use of digital media while working from home exists and that organisations need to be aware of these differences so that they can be managed in a contextualised manner, thus increasing both the efficiency and effectiveness of working from home.


Virtual environments (VEs) can be immersive (IVE) or collaborative (CVE). Networked collaborative virtual environments (NCVEs) connect participants in real time via a network. Each type of VE presents opportunities to use different combinations of technologies to design engaging learning experiences, especially using avatars. Avatars are used as forms of self-representation for students as well as instructors. Anonymity enables users to alter their identities and interact in new ways through transformed social interactions. Advancements in technology continue to humanize avatars, thus changing their role in the VE and also changing the role of the instructor.


Author(s):  
Samuel Cruz-Lara ◽  
Tarik Osswald ◽  
Jean-Pierre Camal ◽  
Nadia Bellalem ◽  
Lotfi Bellalem ◽  
...  

In order to enhance interoperability between virtual worlds, applications, and corpora, it is obvious that standards should come into place. This is the main goal of MLIF and, on a more global perspective, of the Metaverse1 project. In this paper, we study social interactions in virtual worlds, present some cues to facilitate them, and describe the empirical support that we developed for these theories. We also present a few methods for fostering language learning in virtual worlds, and we explain how we have implemented some of them.


2009 ◽  
Vol 131 (11) ◽  
pp. 22-28 ◽  
Author(s):  
Ahmed K. Noor

This review discusses the concept of virtual world and its increasing implementation in the engineering domain. Current virtual worlds are computer-based simulated environments accessed by numerous users through an online interface. Virtual world applications cover a broad spectrum of activities. Globally distributed engineering teams can use virtual worlds as immersive and interactive platforms for concurrent product design, for virtual prototyping and manufacturing, and for workforce training. Virtual worlds are making a paradigm shift in new product development and are becoming an integral part of computer-aided engineering. Virtual worlds provide an opportunity for businesses to reduce production cycle time and increase user input earlier in the development process. NASA is using simulations of remote landscapes in virtual worlds to evaluate extra-terrestrial transportation options and operators. The review also highlights that virtual worlds have the potential of transforming the 2D Internet into a 360° multisensory 3D immersive experience, with all the richness, depth, and extendibility that it implies.


2020 ◽  
Vol 7 (1) ◽  
pp. 202-213 ◽  
Author(s):  
Giuseppe Di Cesare ◽  
Marzio Gerbella ◽  
Giacomo Rizzolatti

Abstract Unlike emotions, which are short-lasting events accompanied by viscero-motor responses, vitality forms are continuous internal states that modulate the motor behaviors of individuals and are devoid of the autonomic modifications that characterize real emotions. Despite the importance of vitality forms in social life, only recently have neurophysiological studies been devoted to this issue. The first part of this review describes fMRI experiments, showing that the dorso-central insula is activated during the execution, the perception and the imagination of arm actions endowed with different vitality forms as well as during the hearing and the production of speech conveying vitality forms. In the second part, we address the means by which the dorso-central insula modulates the networks for controlling action execution and how the sensory and interoceptive information is conveyed to this insular sector. Finally, we present behavioral data showing the importance of vitality forms in social interactions.


2017 ◽  
Author(s):  
Erdem Pulcu ◽  
Masahiko Haruno

AbstractInteracting with others to decide how finite resources should be allocated between parties which may have competing interests is an important part of social life. Considering that not all of our proposals to others are always accepted, the outcomes of such social interactions are, by their nature, probabilistic and risky. Here, we highlight cognitive processes related to value computations in human social interactions, based on mathematical modelling of the proposer behavior in the Ultimatum Game. Our results suggest that the perception of risk is an overarching process across non-social and social decision-making, whereas nonlinear weighting of others’ acceptance probabilities is unique to social interactions in which others’ valuation processes needs to be inferred. Despite the complexity of social decision-making, human participants make near-optimal decisions by dynamically adjusting their decision parameters to the changing social value orientation of their opponents through influence by multidimensional inferences they make about those opponents (e.g. how prosocial they think their opponent is relative to themselves).


2018 ◽  
Author(s):  
Esron Ambarita

This paper aims at exploring the urgency of linguistic communication in social interactions in relation with the theory of model of linguistic communication. Linguistics as the scientific study of language can be viewed theoretically and practically. Theoretically, it is considered as scientific study of language, and practically, linguistics is largely a way of talking about language, and, therefore, a precise vocabulary is required so that specialists in the field can communicate accurately with each other. Communication is a must which is required in verbal and written communication. Integrating language skills is the only approach to be done in interactive communication. Communication and language seem to be a two-side coin. That is to say, where there is communication, there is, at least, one language, and vice versa, where there is a language, there is communication as well. The urgency of linguistic com¬munication is even more important in many other aspects of social life. Linguistic communication is not simply a matter of sending and receiving messages, but also involves sensitivity to emotional factors and the complex and subtle dynamics that operate between people. In social interaction, human beings always use language in communication, either verbally or non verbally. Verbal communication is called linguistic communication. In linguistic communication, universally the speech can be directly understood by other communicator because communication is done using oral language. It means, in case the message reciever does not understand the massage vonveyed, he directly can clarify it to the sender of the message. There are a lot of things involved when linguistic communication is done, such as, individual identity, social structure, culture, context, and social interaction.


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