Legal Issues in the Virtual World and E-Commerce

Author(s):  
Daniel S. Hoops

Cyberspace is such an enormous concept that trying to briefly explain the “rules” for E-Commerce or “cyberlaw” is next to impossible. For an E-Commerce, it is important to understand that there are business-to-business transactions and those involving consumers. In addition to requiring a mastery of many legal specialties, E-Commerce presents legal issues in a virtual environment. Many business practices in a cyberspace are untested in the courts. New and innovative methods of competition, as well as the effects of an international playing field change the playfield constantly. The legalities of this great new frontier pose an impressive and intellectually stimulating challenge. This chapter is a survey and summary of the legal environment in the E-Commerce and the virtual world.

Author(s):  
Richard M. Escalante

The global environment of e-commerce is revolutionizing business practices and reshaping traditional business transactions over “computer-mediated networks” (Schmitz et al., 2001). Although fairly well-established in developed countries, e-commerce in Caribbean developing countries remains in the early stages of development. Put it simply, given the peculiar set of social, economic, technical, and legal issues affecting these economies, e-commerce is viewed as a complex but challenging business issue. Admittedly, both local and regional businesses have realized that e-commerce can “accelerate economic development” (Schmitz et al., 2001) in their respective economies. As a result, they have hastily attempted to “leap-frog” into the global networked economy. Yet, several challenges remain to be faced by these businesses. This article is concerned specifically with Internet-based Business-to-Consumer (B2C) e-commerce, unlike other e-commerce forms, such as Business-to-Business (B2B) and Business-to-Government (B2G).


2008 ◽  
pp. 2694-2710
Author(s):  
Richard M. Escalante

The global environment of e-commerce is revolutionizing business practices and reshaping traditional business transactions over “computer-mediated networks” (Schmitz et al., 2001). Although fairly well-established in developed countries, e-commerce in Caribbean developing countries remains in the early stages of development. Put it simply, given the peculiar set of social, economic, technical, and legal issues affecting these economies, e-commerce is viewed as a complex but challenging business issue. Admittedly, both local and regional businesses have realized that e-commerce can “accelerate economic development” (Schmitz et al., 2001) in their respective economies. As a result, they have hastily attempted to “leap-frog” into the global networked economy. Yet, several challenges remain to be faced by these businesses. This article is concerned specifically with Internet-based Business-to-Consumer (B2C) e-commerce, unlike other e-commerce forms, such as Business-to-Business (B2B) and Business-to-Government (B2G).


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


2014 ◽  
Vol 23 (04) ◽  
pp. 1460020 ◽  
Author(s):  
George Anastassakis ◽  
Themis Panayiotopoulos

Intelligent virtual agent behaviour is a crucial element of any virtual environment application as it essentially brings the environment to life, introduces believability and realism and enables complex interactions and evolution over time. However, the development of mechanisms for virtual agent perception and action is neither a trivial nor a straight-forward task. In this paper we present a model of perception and action for intelligent virtual agents that meets specific requirements and can as such be systematically implemented, can seamlessly and transparently integrate with knowledge representation and intelligent reasoning mechanisms, is highly independent of virtual world implementation specifics, and enables virtual agent portability and reuse.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


2012 ◽  
Vol 241-244 ◽  
pp. 3116-3120
Author(s):  
Xiao Mei Hu ◽  
Biao Wang

Collaborative Virtual Environment (CVE) system supports a large number of users to explore a virtual world and interact with each other through networks, so one of the key issues in the design of scalable CVE systems is the partitioning problem. Existing partitioning algorithms in CVE systems based on multiple-server architecture, in our opinion, hardly consider the communication character of virtual environment. In this paper, we propose a new partitioning method based on area of interest (AOI) model matching to improve the quality of partitioning. The experimental results show preliminarily that our partitioning approach based on AOI model matching does decrease the traffic among the servers in the system and improve the partitioning performance.


Author(s):  
Yungang Wei ◽  
Xiaoye Tan ◽  
Xiaoran Qin ◽  
Xiaohang Yu ◽  
Bo Sun ◽  
...  

The use of 3D virtual technology in cultural transmission has been more and more innovative and popular in the recent years. Meanwhile, with the high interactivity, experience of virtual technology deeply rooted in the people's hearts, the use of 3D virtual world in cultural transmission shows an evident advantage. Through scene construction and intelligent interaction in a 3D virtual world environment, we developed the project “Confucius' Journey”. And considering the problems in such applications, such as the lack of interaction and reduced effectiveness in representing the application purpose, we explored interactive objects and virtual human technology. In addition, we can verify the advantage of using the 3D platform via the experimental results.


Author(s):  
Michelangelo Tricarico

This chapter discusses the author's experience in virtual environments, with particular reference to virtual reconstruction. The events are narrated from the perspective of a student who at first developed his skills in this specific field at school, and then became competent and passionate enough to teach what he had learned in the course of time. He describes his experience from early school projects to the personal ones; from his award as a “Master Builder” to his early teaching lessons. Other learning activities that can be carried out in a virtual world are also illustrated, with particular reference to “coding”, which appears to be of great interest to the author. The main objective of this paper is to highlight the potential of a 3D virtual environment for the reconstruction of monuments, i.e., the author's area of expertise. It also provides a description of other activities that can be performed in a virtual environment, while illustrating the most common issues that can be experienced and suggesting how to solve them.


Author(s):  
Nick V. Flor

Multi-user virtual environment (MUVE) researchers need to create their own virtual worlds and to stop waiting for industry to create innovations. The technology and instructional materials for creating virtual worlds have advanced to the point where a single person, unaided, can develop a virtual world that is suitable for experimentation—even though it may lack the aesthetics of commercially available worlds. The aim of this chapter is to demystify the development of virtual worlds by describing the fundamental skill set you must acquire to self-develop a virtual world. The skills are: modeling, texturing, animation, and programming. The author focuses on two of these skills, modeling and texturing, and describe a set of core techniques for creating the exterior of a virtual world. By practicing and building on these techniques, one can create the interiors and characters for more complex MUVES.


Author(s):  
Pedro Morillo ◽  
Juan Manuel Orduña ◽  
Marcos Fernandez

Networked virtual environments (NVEs) have become a major trend in distributed computing, mainly due to the enormous popularity of multi-player online games in the entertainment industry. Nowadays, NVE systems are considered as the supporting technology for many networked and virtual organizations (NVO) (Singhal & Zyda, 1999), especially to those classified within the field of computer supported cooperative work (CSCW), where networked computer can be seen as a standard to provide the technological means to support the team design (Ott & Nastansky, 1997). These highly interactive systems simulate a virtual world where multiple users share the same scenario. The system renders the images of the virtual world that each user would see if he was located at that point in the virtual environment. Each user is represented in the shared virtual environment by an entity called avatar, whose state is controlled by the user through the client computer. Hundreds and even thousands of client computers can be simultaneously connected to the NVE system through different networks, and even through the Internet. NVE systems are currently used in many different applications (Singhal & Zyda, 1999) such as civil and military distributed training (Miller & Thorpe, 1995), collaborative design (Salles, Galli, Almeida et al., 1997) and e-learning (Bouras, Fotakis, & Philopoulos, 1998). Nevertheless, the most extended example of NVE systems are commercial multi-player online game (MOG) environments. These systems use the same simulation techniques that NVE systems do, and they are predicted to make up over 25 percent of local area network (LAN) traffic by 2010 (McCreary & Claffy, 2000).


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