Keywords: آواتار; Mediated embodiment; Embodied cognition; Embodiment; Avatar; Virtual reality; Robots;
مقالات ISI آواتار (ترجمه نشده)
مقالات زیر هنوز به فارسی ترجمه نشده اند.
در صورتی که به ترجمه آماده هر یک از مقالات زیر نیاز داشته باشید، می توانید سفارش دهید تا مترجمان با تجربه این مجموعه در اسرع وقت آن را برای شما ترجمه نمایند.
در صورتی که به ترجمه آماده هر یک از مقالات زیر نیاز داشته باشید، می توانید سفارش دهید تا مترجمان با تجربه این مجموعه در اسرع وقت آن را برای شما ترجمه نمایند.
Keywords: آواتار; Insomnia; Internet intervention; Avatar; Working alliance;
Keywords: آواتار; Schizophrenia; Auditory hallucinations; Treatment resistance; Psychotherapy; Virtual reality; Avatar;
Keywords: آواتار; Structured light; Hair; Avatar; Strip-edge-based coding; Point cloud consolidation;
Keywords: آواتار; Virtual reality; Avatar; Agent; Prosocial behavior; Empathy; Social presence;
Keywords: آواتار; Continuance intention; Virtual world; Avatar; Self-presence; Self-awareness;
Keywords: آواتار; Avatar; Face recognition; Self-presence; Self-report; EEG;
Keywords: آواتار; Virtual reality; Social exclusion; Avatar; Agent; Agency; Prosocial behavior; Basic needs; Social presence;
Keywords: آواتار; Support group; Virtual world; Web-based; Avatar; Grief; Spousal loss;
Keywords: آواتار; Avatar; Website humanization; Social presence; Trust; Emotional appeal; Online real-time interactivity;
Keywords: آواتار; Avatar; Identification; Physical attractiveness; Alcohol-impaired driving; Virtual environments;
Keywords: آواتار; Recommendation agent; Explanation; Avatar; Trust; Cognition; Affect;
Keywords: آواتار; Social interaction; Social presence; Virtual environments; Avatar; Massively multiplayer online games; Immersion;
Keywords: آواتار; Avatar; Hedonic value; Utilitarian value; E-service quality; Website humanization;
Keywords: آواتار; Physical attractiveness; Contrast effect; Avatar;
Keywords: آواتار; Avatar; Computer-mediated communication; Merfolk; Social density; Social interactions; Virtual communities;
Keywords: آواتار; Second Life; online virtual world; virtual reality; avatar; simulation; nurse-educator; nursing education; innovative teaching/learning strategies; teaching/learning; computer self-efficacy;
Keywords: آواتار; Virtual world; Avatar; Exploratory behavior; Immersion; Online; Social interaction
Keywords: آواتار; School-based intervention; Childhood obesity; Nutrition education; Physical activity; Avatar; Body image
Keywords: آواتار; Avatar; Self-disclosure; Self-awareness; Virtual environment;
Keywords: آواتار; Accelerometry; FOG; Timed up-and-go task; Avatar;
Keywords: آواتار; Chronic low back pain; kinesiophobia; anxiety; fear; avatar; hierarchy; exposure
Keywords: آواتار; simulation; virtual reality simulation; Second Life®; avatar; inclusivity; diversity; cultural awareness; nursing education; innovative teaching/learning strategies; role-play
L'utilisation de l'avatar dans les groupes thérapeutiques à médiation « jeu vidéo ». Du double virtuel au double transitionnel
Keywords: آواتار; Avatar; Jeu vidéo; Vidéothérapie; Virtualité; Double transitionnel; Transfert; Réflexivité; Avatar; Digital-virtual mediation; Otherness; Symbolization; Transitional double;
Digital innovations in L2 motivation: Harnessing the power of the Ideal L2 Self
Keywords: آواتار; Motivation; Ideal self; Digital animation; Avatar; Computer-assisted language learning;
Gaze leading is associated with liking
Keywords: آواتار; Social interactions; Joint attention; Chameleon effect; Eye-tracking; Gaze-contingent display; Avatar;
Player see, player do: Testing an exergame motivation model based on the influence of the self avatar
Keywords: آواتار; Exergame; Presence; Avatar; Social cognitive theory; Enactive learning;
A Parametric Investigation Into the Effect of Low Induction Rotor (LIR) Wind Turbines on the Levelised Cost of Electricity for a 1 GW Offshore Wind Farm in a North Sea Wind Climate
Keywords: آواتار; Offshore Wind; Low induction rotor; AVATAR; Levelised cost of electricity; Wind farm power density ;;
Virtual vs. real body in exergames: Reducing social physique anxiety in exercise experiences
Keywords: آواتار; Exercise; Game; Avatar; Body image; Presence
Virtually supportive: A feasibility pilot study of an online support group for dementia caregivers in a 3D virtual environment
Keywords: آواتار; Support group; Web-based; Virtual world; Avatar; Dementia; Caregiver; Internet;
Does virtual diversity matter?: Effects of avatar-based diversity representation on willingness to express offline racial identity and avatar customization
Keywords: آواتار; Avatar; Virtual world; Race; Social identity; Avatar customization
Integrating MultiWordNet with Italian Sign Language lexical resources
Keywords: آواتار; Sign language; MultiWordNet; Language resources; Annotation; Sign language dictionaries; Bilingual lexical resources; Avatar; Animation
Une nouvelle prise en charge de la sphère oro-faciale des enfants paralysés cérébraux par un jeu interactif en 3D
Keywords: آواتار; Rééducation; Métrique; Mouvement buccofacial; Alimentation; Avatar; Rehabilitation; Metric; Oro-facial movement; Feeding; Avatar;
Psychopathologie du jeu multi-joueurs en ligne
Keywords: آواتار; Addiction; Avatar; Adolescence; Internet; Jeu en lignes; Psychose; Thérapies cognitives et comportementalesAddiction; Adolescence; Behavioural and cognitive therapies; Internet; Psychosis
The effect of nonverbal cues on relationship formation
Keywords: آواتار; Communication; Non-verbal cues; Impression formation; Avatar; Relationship; Gender
Virtual suicide and other ethical issues of emerging information technologies
Keywords: آواتار; Information and communication technology; Ethics; Foresight; ETICA project; Avatar; Affective computing; Ambient intelligence
Mirrored selves: The influence of self-presence in a virtual world on health, appearance, and well-being
Keywords: آواتار; Self-presence; Virtual worlds; Avatar; Health; Appearance; Relationships
Can avatar and self-referencing really increase the effects of online 2-D and 3-D advertising?
Keywords: آواتار; 2D advertising; 3D advertising; Avatar; Self-referencing; Need for Cognition; Sensation seeking
Avatar interoperability and control in virtual Worlds
Keywords: آواتار; Avatar; Virtual character; Interoperability; Standards; Personalization
Evaluating a synthetic talking head using a dual task: Modality effects on speech understanding and cognitive load
Keywords: آواتار; Evaluation; Avatar; Dual task; Divided attention; Reaction time; Shadowing
Impact of similarity between avatar and their users on their perceived identifiability: Evidence from virtual teams in Second Life platform
Keywords: آواتار; Identifiability; Similarity; Avatar; Virtual team
The immersive impact of meta-media in a virtual world
Keywords: آواتار; Avatar; Blog; Social interactions; Social density; Star Wars; Virtual community
Defining the virtual self: Personality, behavior, and the psychology of embodiment
Keywords: آواتار; Virtual self; Personality; Virtual environments; Avatar; Massively multiplayer online games
Living in the Hutt Space: Immersive process in the Star Wars Role-Play community of Second Life
Keywords: آواتار; Avatar; Social interactions; Social density; Star Wars; Virtual community; Virtual worlds
Virtual reality: Avatars in human spaceflight training
Keywords: آواتار; Avatar; Human spaceflight; Virtual reality; Modeling; Simulation; Human engineering
User interactions with an affective nutritional coach
Keywords: آواتار; Emotion; Affect; Behaviour change; Engagement; Avatar;
Enjeux identitaires et relationnels des MMORPG
Keywords: آواتار; MMORPG; Psychanalyse; Psychologie sociale; Relation; Construction identitaire; Avatar; Endogroupe; Exogroupe; Identité sociale; CyberpsychologieMMORPG; Psychoanalyse; Social psychology; Relation; Identity construction; Avatar; In-group; Out-group; Social
Social organization in virtual settings depends on proximity to human visual aspect
Keywords: آواتار; Anthropomorphism; Avatar; Group dynamics; Social interactions; Virtual setting; Visual representation
“We won” vs. “They lost”: Exploring ego-enhancement and self-preservation tendencies in the context of video game play
Keywords: آواتار; Ego-enhancement; Self-preservation; Avatar; Video game; Enjoyment
Beauty or realism: The dimensions of skin from cognitive sciences to computer graphics
Keywords: آواتار; Avatar; Human–machine interactions; Uncanny valley; Skin perception; Synthesized skin; Virtual settings