2010 24th IEEE International Conference on Advanced Information Networking and Applications 2010
DOI: 10.1109/aina.2010.125
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Metaverses as a Platform for Game Based Learning

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Cited by 46 publications
(41 citation statements)
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“…Computer games need only communicate avatar action and can consequently operate with tens of kbps [14] bandwidth. Studies of Second life traffic show that it uses an order of magnitude more bandwidth [13], [15]. In [16] it is shown that OpenSim behaviour is similar.…”
Section: Network Limitationmentioning
confidence: 99%
“…Computer games need only communicate avatar action and can consequently operate with tens of kbps [14] bandwidth. Studies of Second life traffic show that it uses an order of magnitude more bandwidth [13], [15]. In [16] it is shown that OpenSim behaviour is similar.…”
Section: Network Limitationmentioning
confidence: 99%
“…Examples of virtual worlds are Activewords, Second Life, or OpenSimulator. Since the new generation of personal computers can bring good performance for 3-D interfaces to common users at a reasonable price, 3-D networked virtual worlds have been suggested as promising and affordable collaborative platforms [Bainbridge 2007, Prendinger 2009] that can be applied to gaming [Getchell et al 2010].…”
Section: Introductionmentioning
confidence: 99%
“…Virtual worlds have achieved significant levels of interest for supporting teaching/learning activities [1], [2], particularly to enhance the exploitation of multi-agent situations [3][4][5][6], by providing immersive environments where concepts are developed in a simulated context [7], [8]. Virtual worlds such as Second Life, OpenSimulator, Activeworlds, and others have to some extent democratized this process, by allowing nontechnical users to develop immersive 3D environments which can be readily made available to other users.…”
Section: Introductionmentioning
confidence: 99%