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Titlebook: Virtual Worlds; Second International Jean-Claude Heudin Conference proceedings 2000 Springer-Verlag Berlin Heidelberg 2000 Agent Technology

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31#
發(fā)表于 2025-3-26 22:03:41 | 只看該作者
32#
發(fā)表于 2025-3-27 02:07:18 | 只看該作者
33#
發(fā)表于 2025-3-27 06:25:44 | 只看該作者
34#
發(fā)表于 2025-3-27 09:41:45 | 只看該作者
35#
發(fā)表于 2025-3-27 17:40:20 | 只看該作者
Conferences and Trade Shows in Inhabited Virtual Worlds: A Case Study of Avatars98 & 99,such events, called Avatars98 (AV98) and Avatars99 (AV99), completely in Cyberspace. These events consisted each time of a conference and trade show. This paper starts with a quick look at the origins of IVWs. The focus is then on the manifold types of social activities that are already possible in
36#
發(fā)表于 2025-3-27 18:57:32 | 只看該作者
37#
發(fā)表于 2025-3-28 01:20:18 | 只看該作者
Organisation and Visualisation of Tacit Knowledge in Virtual Communities,l communities can be instrumental in the organization and presentation of such tacit knowledge. In this document we present a platform for the implementation of tailor-made virtual communities, which can be designed and optimized according to the task or the problem involved. Tree examples of multi-
38#
發(fā)表于 2025-3-28 04:08:09 | 只看該作者
Integration of Simulation Tools in On-Line Virtual Worlds,in a virtual world. This model is based on a multi agent architecture, which allows an easy formulation of the processes occurring inside the plant. More generally, artificial life algorithms and biological models are used to define evolutionary processes applied on artificial entities. Virtual worl
39#
發(fā)表于 2025-3-28 07:34:49 | 只看該作者
A Framework to Dynamically Manage Distributed Virtual Environments,ed scripting language, ., which is typed, object-oriented and dynamically bound. . is interpreted by the application hosted by each machine and is designed to handle efficiently both network communications and interactivity. Finally, we have made an unusual design decision: our project is based on a
40#
發(fā)表于 2025-3-28 12:18:12 | 只看該作者
Using GASP for Collaborative Interaction within 3D Virtual Worlds,how it can be used for Collaborative Virtual Reality. First, we explain its architecture, based on the notion of simulation objects (or agents) associated with a calculation part (the behavior). Then we describe how it is possible to distribute efficiently our agents upon a network in order to share
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