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A taxonomy of virtual worlds usage in education
Virtual worlds are an important tool in modern education practices as well as providing
socialisation, entertainment and a laboratory for collaborative work. This paper focuses on …
socialisation, entertainment and a laboratory for collaborative work. This paper focuses on …
[KSIĄŻKA][B] Play between worlds: Exploring online game culture
TL Taylor - 2009 - books.google.com
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the
truism that computer games are isolating and alienating, and offers insights into broader …
truism that computer games are isolating and alienating, and offers insights into broader …
The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage
N Yee - Avatars at work and play: Collaboration and interaction …, 2006 - Springer
Every day, millions of users [1, 2] interact, collaborate, and form relationships with each other
through avatars in online environments known as Massively Multi-User Online Role-Playing …
through avatars in online environments known as Massively Multi-User Online Role-Playing …
Massively multiplayer online role-playing games: The past, present, and future
L Achterbosch, R Pierce, G Simmons - Computers in Entertainment (CIE), 2008 - dl.acm.org
Massively multiplayer online role-playing games (MMORPGs) are emerging in the computer
game industry as a very popular genre. These games have existed since the late 1990s, but …
game industry as a very popular genre. These games have existed since the late 1990s, but …
The 'third place'–virtual reality applications for second language learning
K Schwienhorst - ReCALL, 1998 - cambridge.org
Recently we have seen a shift of focus in using the Internet from often inappropriate human-
computer interactivity to human-human interaction, based on collaborative learning …
computer interactivity to human-human interaction, based on collaborative learning …
A second life for your museum: 3D multi-user virtual environments and museums
RJ Urban - 2007 - ideals.illinois.edu
The paper gives an overview of some of the museum-like activities currently being
undertaken in Second Life. Current development is mainly in the hands of pioneers, often …
undertaken in Second Life. Current development is mainly in the hands of pioneers, often …
[KSIĄŻKA][B] Fantasy and belief: Alternative religions, popular narratives, and digital cultures
D Kirby - 2014 - taylorfrancis.com
Religion and spirituality are being transformed in our late modern and secularising times.
New forms of belief proliferate, often notable for not being limited to traditional systems of …
New forms of belief proliferate, often notable for not being limited to traditional systems of …
[KSIĄŻKA][B] Lost in a good game: Why we play video games and what they can do for us
P Etchells - 2019 - books.google.com
'Etchells writes eloquently... A heartfelt defence of a demonised pastime'The Times' Once in
an age, a piece of culture comes along that feels like it was specifically created for you, the …
an age, a piece of culture comes along that feels like it was specifically created for you, the …
Augmented reality, virtual learning environment and mobile learning in education: A comparison
LB Kiat, MB Ali, ND Abd Halim… - 2016 IEEE Conference …, 2016 - ieeexplore.ieee.org
This paper discusses the trends of technology in education and comparison between three
types of technology: Augmented Reality (AR), Virtual Learning Environment (VLE) and …
types of technology: Augmented Reality (AR), Virtual Learning Environment (VLE) and …
History of the (virtual) worlds
S Downey - The Journal of Technology Studies, 2014 - JSTOR
Virtual worlds represent a small but dynamic sector of the computer technology field with
global applications ranging from art and entertainment to online instructional delivery and …
global applications ranging from art and entertainment to online instructional delivery and …