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Even though many people have found today's commonly used videoconferencing systems very useful, these systems do not provide support for one of the most important aspects of in-person meetings: the ad hoc, private conversations that happen before, after, and during the breaks of scheduled...
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Virtual worlds are increasingly evolving into Internet-mediated “spaces”, where large groups of people meet and interact in real-time while experiencing a shared sensation of being there together. This enables richer and more dynamic social interaction and collaboration across national and...
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Avatar-mediated communication (AMC), commonly used in online environments such as games and the emerging metaverse, is different from traditional computer-mediated communication in that it is a human-object-object-human relationship mediated by the individual's avatar and the avatar of the...
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The paper analyzes factors that influence the adoption of e-learning and gives an example of how to forecast technology adoption based on a post-hoc predictive segmentation using a classification and regression tree (CART). We find strong evidence for the existence of technological...
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