scholarly journals 3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce

1970 ◽  
Vol 1 (1) ◽  
Author(s):  
Yesha Sivan

The goal of this paper is to define the term “Real Virtual Worlds.” It is the assumption of this paper that this new field is destined to become a major force in 5-10 years. Much like the internet, Real Virtual Worlds, will change, enhance, and sometimes hamper how we learn, have fun, work, and perform human action. Because the goal here is to expose the field and generate awareness and action, no prior knowledge in virtual worlds is called for. Those familiar with the field may enjoy a fresh perspective that takes into account the integration of factors that lead to new applications and services. The short background will present the fields of “virtual reality” and “gaming worlds” as the parents of the field. Then, Real Virtual Worlds will be defined using (a) the detailed example of Second Life, (b) a formal definition of 3D3C (3 dimensions, community, creation and commerce) and (c) a short comparative analysis of several worlds as a method to explicate the 3D3C definition. Further exposition of the Community, Creation and Commerce will use Second Life to further describe the 3Cs. The conclusion will connect the supply (of powerful technology) and demand (from both young and adult users) with the sustained innovation that stem from 3D3C – to create a reinforcing cycle that will propel Real Virtual Worlds forward.

Author(s):  
Yesha Sivan

The goal of this chapter is to two fold: first to define and expose the domain of “Real Virtual Worlds” and secondly to define the critically of Commerce within this domain. It is the assumption of this chapter that this new field of virtual worlds is destined to become a major force in 5-10 years. Much like the internet, Real Virtual Worlds, will change, enhance, and sometimes hamper how we learn, have fun, work, and perform human action. Virtual worlds are defined as an integration of 3D, Community, Creation and Commerce (3D3C). Building on this definition, we develop the “commerce” factor. My goal is to establish commerce in a critical integral part of virtual worlds. Even more, without commerce, we will probably miss the larger potential of real virtual worlds.


Author(s):  
Stephen A. Schrum

As creative people inhabit virtual worlds, they bring their ideas for art and performance with them into these brave new worlds. While at first glance, virtual performance may have the outward trappings of theatre, some believe they don’t adhere to the basic traditional definition of theatre: the interaction between an actor and an audience. Detractors suggest that physical presence is required for such an interaction to take place. However, studies have shown that computer mediated communication (CMC) can be as real as face-to-face communication, where emotional response is concerned. Armed with this information, the author can examine how performance in a virtual world such as Second Life may indeed be like “real” theatre, what the possibilities for future virtual performance are, and may require that we redefine theatre for online performance venues.


Author(s):  
David Oyarzun ◽  
María del Puy Carretero ◽  
Amalia Ortiz ◽  
Alex García-Alonso

This chapter presents an introductory overview of virtual worlds. Its purpose is to give the reader a basic knowledge about what a virtual world is. It also discusses some open issues that, from the author’s point of view, should be taken into account when new virtual worlds, or new applications running over existing virtual worlds, are designed. The chapter provides a general definition of a virtual world, presents a historic review of these systems and describes the main features and elements that they are composed of. The chapter aims to be useful to the non-technical readers in that it shall provide a clearer concept of virtual worlds. In the case of technical readers, it attempts to be a reference for further research.


Author(s):  
Gaia Moretti ◽  
Eliane Schlemmer

Characteristic of the contemporaneous age, and taking advantage of the diffusion of digital technologies, virtual communities are diffusing in the organization’s culture such as places where members can learn, work, or simply meet. The evolution of the same digital technologies, and the development of Digital Virtual Worlds in 3D (such as Second Life), permits now to think of new tools for the organizational communities and for communities in general that could build new knowledge, share common practices, and work together in immersive and collaborative spaces. Digital virtual spaces can contribute to change the traditional structure and definition of virtual communities, and can also contribute to their digital development, in the field of participation.


2021 ◽  
Vol 1752 (1) ◽  
pp. 012082
Author(s):  
Nurdin ◽  
S F Assagaf ◽  
F Arwadi

2016 ◽  
Vol 19 (1) ◽  
pp. 101-114 ◽  
Author(s):  
Eman Gadalla ◽  
Ibrahim Abosag ◽  
Kathy Keeling

Purpose – This study aims to examine the nature and the potential use of avatar-based focus groups (AFGs) (i.e. focus groups conducted in three-dimensional [3D] virtual worlds [VWs]) as compared to face-to-face and online focus groups (OFGs), motivated by the ability of VWs to stimulate the realism of physical places. Over the past decade, there has been a rapid increase in using 3D VWs as a research tool. Design/methodology/approach – Using a two-phase reflective approach, data were collected first by using traditional face-to-face focus groups, followed by AFGs. In Phase 2, an online, semi-structured survey provided comparison data and experiences in AFGs, two-dimensional OFGs and traditional face-to-face focus groups. Findings – The findings identify the advantages and disadvantages of AFGs for marketing research. There is no evident difference in data quality between the results of AFGs and face-to-face focus groups. AFG compensates for some of the serious limitations associated with OFGs. Practical implications – The paper reflects on three issues, data quality, conduct of AFGs (including the moderator reflection) and participant experience, that together inform one’s understanding of the characteristics, advantages and limitations of AFG. Originality/value – This is the first paper to compare between AFGs, traditional face-to-face focus groups and OFGs. AFG holds many advantages over OFGs and even, sometimes, over face-to-face focus groups, providing a suitable environment for researchers to collect data.


2014 ◽  
Vol 532 ◽  
pp. 113-117
Author(s):  
Zhou Jin ◽  
Ru Jing Wang ◽  
Jie Zhang

The rotating machineries in a factory usually have the characteristics of complex structure and highly automated logic, which generated a large amounts of monitoring data. It is an infeasible task for uses to deal with the massive data and locate fault timely. In this paper, we explore the causality between symptom and fault in the context of fault diagnosis in rotating machinery. We introduce data mining into fault diagnosis and provide a formal definition of causal diagnosis rule based on statistic test. A general framework for diagnosis rule discovery based on causality is provided and a simple implementation is explored with the purpose of providing some enlightenment to the application of causality discovery in fault diagnosis of rotating machinery.


Viruses ◽  
2018 ◽  
Vol 10 (10) ◽  
pp. 569 ◽  
Author(s):  
Lize Cuypers ◽  
Pieter Libin ◽  
Peter Simmonds ◽  
Ann Nowé ◽  
Jorge Muñoz-Jordán ◽  
...  

Dengue virus (DENV) is estimated to cause 390 million infections per year worldwide. A quarter of these infections manifest clinically and are associated with a morbidity and mortality that put a significant burden on the affected regions. Reports of increased frequency, intensity, and extended geographical range of outbreaks highlight the virus’s ongoing global spread. Persistent transmission in endemic areas and the emergence in territories formerly devoid of transmission have shaped DENV’s current genetic diversity and divergence. This genetic layout is hierarchically organized in serotypes, genotypes, and sub-genotypic clades. While serotypes are well defined, the genotype nomenclature and classification system lack consistency, which complicates a broader analysis of their clinical and epidemiological characteristics. We identify five key challenges: (1) Currently, there is no formal definition of a DENV genotype; (2) Two different nomenclature systems are used in parallel, which causes significant confusion; (3) A standardized classification procedure is lacking so far; (4) No formal definition of sub-genotypic clades is in place; (5) There is no consensus on how to report antigenic diversity. Therefore, we believe that the time is right to re-evaluate DENV genetic diversity in an essential effort to provide harmonization across DENV studies.


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