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2022 ◽  
Vol 2 (11) ◽  
pp. 1532-1554
Author(s):  
Lilis Erna Yulianti

The virtual world is not a world without borders so we are free to do anything. But as in the real world that has norms, ethics and etiquette, in cyberspace also requires a netiquette. Netiquette as a healthy internet moral regulation is needed so that digital communication between netizens runs harmoniously and respect each other and away from conflict and deviant behavior so as to make the lives of netizens become more comfortable (comfort life). The implementation of netiket if done continuously in the long term will have a positive impact on netizens and their social environment. The positive impact for netizens towards strengthening their soft skills will form a generation of character, integrity, morality, having a healthy mentality, and getting appreciation from others who can be reinforcement for him to continue to do good to others. The positive impact on the environment makes interactions in the social environment healthier in more human communication patterns in their interaction patterns.In fact, there are still many disputes, violations and crimes that are implicated in social media and online media. For example: the rise of pornographic content, hate speech content, hoax issues, cyberbullying, insults, online fraud, digital sexual crimes, child trafficking, online prostitution, and various other cyber crimes. Based on the problems in the virtual world, the research entitled "Netiquette Strengthening Soft Skills Netizens for Generation of Character" aims to compare the phenomenon of ethical violations in social media and online media conducted by netizens associated with ethical guidelines in cyberspace (netiquette). This research uses qualitative methods with a literature review approach.


2022 ◽  
Author(s):  
Daniel Martin ◽  
Sandra Malpica ◽  
Diego Gutierrez ◽  
Belen Masia ◽  
Ana Serrano

Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this survey, we review the body of work addressing multimodality in VR, and its role and benefits in user experience, together with different applications that leverage multimodality in many disciplines. These works thus encompass several fields of research, and demonstrate that multimodality plays a fundamental role in VR; enhancing the experience, improving overall performance, and yielding unprecedented abilities in skill and knowledge transfer.


Author(s):  
Sorina Mihaela BĂLAN ◽  
Camelia STANCIU

Context: Digital education is the future of education? The COVID'19 pandemic has certainly affected everyone's lives. Our study started with conceptual definitions like Bullying, Workplace bullying, Cyberbullying. Methodology: Starting from the analysis of the lack of digital skills of trainers and beneficiaries with the help of the SELFIE tool, based on the Framework for digitally competent educational organizations the results are presented. In the first part we have the report with the answers of 87 teachers from Romania, Austria, Poland, Cyprus, Italy and Portugal at SELFIE Questionnaire for Teacher. In the second part we have analyses the answers of 26 leaders, 256 teachers and 1061 students at SELFIE Questionnaire-all levels from Romania and Italy. Contributions: The results of the questionnaires were analyzed and were the basis for writing a Future Work Manual, one Tool Kit and one Mobile App Future Word. How teachers and students will be prepared for the future is essential. Studies have shown that bullying and cyberbullying affect the health of victims. Future As bullying in the workplace or in the classroom is increasingly found in the virtual world in the form of cyberbullying, so are today's students, tomorrow's workers must cope with the changes in digital education.


2022 ◽  
pp. 176-190
Author(s):  
Muharrem Can ◽  
Ahmet Canlı

In ITFs, participating companies introduce their products to potential buyers, perceive their reactions, communicate face-to-face with them, and closely observe their competitors. Moreover, there are other benefits of ITFs such as export and market share increase effect, problem-solving effect with the costumers, so it is one of the critical tasks of commercial diplomacy. The COVID-19 pandemic in 2020 affected the exhibition sector. So the number of fairs held in Dubai decreased dramatically compared to the previous years and also the number of participators and visitors in the fairs, including Turkish companies. Nevertheless, fair activities have adapted quickly and started to be organized in the virtual world. This study examined the literature and analyzed the Dubai exhibitions' statistics thoroughly both before and after COVID-19. The authors' goal is to find out if physical exhibitions maintain their importance despite technological developments.


2022 ◽  
pp. 846-866
Author(s):  
Ji Soo Lim

To understand the influence of video games on the player, several important questions must be answered. First, what accounts for the higher level of engagement in digital games relative to other entertainment media? Furthermore, what kind of experience does the player have during gameplay? Specifically, what does the player think when he or she interacts with other characters in the game? This study examines digital games with a focus on the interaction between the game itself and the person playing it. Among the various social behaviors elicited by digital games, much attention has been given to players' prosocial behavior within the context of a game's virtual world. A multidimensional view of behavior is used to analyze the game's situational contexts and players' interpretation of behavior.


10.6036/10187 ◽  
2022 ◽  
Vol 97 (1) ◽  
pp. 27-29
Author(s):  
JUAN MANUEL GALLARDO SALAZAR ◽  
ALICIA DESIREE MANCERAS RODRIGUEZ ◽  
ROGELIO ZUBIZARRETA JIMENEZ ◽  
FERNANDI DIAZ RODRIGUEZ

In 2020, health crisis caused by the COVID-19 forced a massive population lockdown. During this period, virtual world storm everyone's reality, children attended telematic classes, adults worked from home and social relationships became reduced to a video call. Now, in 2021, even we are still in the middle of the pandemic, the presence in schools, workplaces and recreational areas has been resumed. However, the sensitivity of the situation requires that the return is made with the appropriate measures to prevent transmission: the mandatory use of face masks, the installation of hydroalcholic gel dispensers, or the control of the corporal temperature are some of them, but it seems insufficient the attention paid to the air quality in enclosed spaces since a good ventilation is as valuable as the previous measures or even more. Throughout this paper, a number of good practices for the ventilation management in enclosed spaces will be explained.


2022 ◽  
Vol 354 ◽  
pp. 00055
Author(s):  
Alin Irimia ◽  
Emilian Ghicioi ◽  
Daniel Pupăzan ◽  
Cristian Nicolescu

In recent years in the virtual reality the developers succeeded in creating an artificial environment that simulates reality so that the user has the impression of an almost real physical presence in the virtual world. By overlapping and synchronizing the projected images with spatial sounds and even forces that interact with the user, there is a detachment of the user from the real environment and an all-encompassing involvement in the virtual world. The virtual reality is present in aviation, medicine, military training and other top fields. The advantages of using the virtual environment are obvious for areas where inexperience can cause very high loss of life and material loss. Although the participants are immersed in the scenario of the virtual environment, the errors produced allow an evaluation of the mistakes made and their correction, the experience gained being then used in professional activity in the real world. Through the experience of the virtual environment, the fear of various dangers can be overcome, so that the objectives of the exercise can be fulfilled. The aim of the paper is to offer to the rescuers opportunities to interact with the elements of the virtual space to fulfill the purpose of the exercise.


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