An Integrated Framework for Avatar Data Collection from the Virtual World

2010 ◽  
Vol 25 (6) ◽  
pp. 17-23 ◽  
Author(s):  
Yulei Zhang ◽  
Ximing Yu ◽  
Yan Dang ◽  
Hsinchun Chen
KIRYOKU ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 44-57
Author(s):  
Izzatul Maulina ◽  
Lisda Nurjaleka

This study aims to analyze and categorize the type of yakuwarigo or role language on the Anime of Gintama. Role language, or known as Yakuwarigo in Japanese, is a set of language features associated with a particular type of character in the virtual world. The characteristic of these languages variation such as vocabulary, grammar, intonation, and accent patterns. (Kinsui, 2003). This study also investigates the function of these language variation types focusing on the yakuwarigo types in Anime Gintama. The data collection technique that was used is the note technique. The data analysis technique used in this study was the reading markah analysis technique followed by a descriptive qualitative data analysis technique to present the results of the data analysis. The results show that the type of Yakuwarigo found in Anime Gintama shows the variation of the character itself. Seven types of yakuwarigo seen from 10 Gintama anime characters, namely, aruyo kotoba, hakase go, onee kotoba, joseigo, danseigo, chara gobi, and Osaka ben. And the particular type of the yakuwarigo’s characteristics was shujoshi and specific types of expression used by these characters.


2016 ◽  
Vol 7 (1-2) ◽  
pp. 20-38
Author(s):  
Andrei Cosmin Dumbravă

As we can see the significant increase in the number of video games on the market, but also an increase in the number of people who choose to relax in a virtual world at the expense of reality. In this context, present study has the primary objective of discovering whether any of the Big Five personality components can predict gaming addiction. A total of 137 respondents aged between 10 and 55 participated in the data collection. As a result of the data analysis, the neuroticism factor explains 28% of the gaming addiction variable (R2 = .28, p <0.01) and the introversion factor variance explains 4% of the gaming addiction variable (R2 = .04, p <0.05). The rest of the personality factors did not correlate significantly with the gaming addiction variable. The types of video games did not moderate the relationship between emotional stability and gaming addiction.


Author(s):  
Mohamed Ismail

OBACIS is an integrated framework being developed to accelerate the accreditation reporting work-flow, cut down the reporting cost by an order of magnitude, and close the data-driven continuous improvement loop. This paper focuses on creating a centralized database for compiling accreditation data required for accreditation reporting from various resources such as previous visit accreditation reports, academic calendars, course schedules, and a handful of other resources are used to create what we call the Catalogs. Despite the fact that the Catalogs framework has been developed to meet the reporting standards of Canadian Engineering and Accreditation Board (CEAB), The system can be easily adapted to meet other standards such as ABET and EUR-ACE. The Catalogs are supposed to save a sheer amount of time needed for accreditation reporting and should act as an instrumental tool for accelerating accreditation data collection, creating insightful analyses, and identifying gaps for continuous improvement initiatives at both program and faculty levels.


2021 ◽  
Author(s):  
Abbas Ziafati Bafarasat

This paper provides an A-Z guide for sampling and census within an integrated framework of data collection and validation. It provides worked examples and inter-disciplinary exemplifications of essential methods, techniques and formulas for each step of the framework. Real research application tricks are disentangled for non-statisticians.


2009 ◽  
Vol 1 (2) ◽  
pp. 268-280
Author(s):  
Leonny Ariesa ◽  
Ruben Garcia Berasategu

This research intends to observe and to examine the revenue and expenditure cycle implemented in PT. LEVINA as well to analyze, to assess, and to identify potential weaknesses in the revenue and expenditure cycle, and the internal controls related to those cycles of the company using COSO’s Internal Control-Integrated Framework. Moreover, it provides specific recommendations based on the framework to overcome the discovered potential weaknesses. The method of analysis used in this study is by assessing the current revenue and expenditure cycle implemented in the company, along with the internal controls applied within the cycles. Subsequently, the potential weaknesses will be identified which then generates the specific recommendations. The data-collection methods used are literature and field research. The current revenue and expenditure cycle of PT. LEVINA are still comprised with potential weaknesses such as structural weaknesses, documentation and business activities (procedures) weaknesses, and Internal Control (IC) weaknesses. Hence, as the company business keeps growing, it is important to focus more on its RC and EC system as well as the IC in order to achieve the most effective and efficient methods in operating the business. As the result, the company could become more profitable.


2020 ◽  
Vol 8 (3) ◽  
Author(s):  
Diyani Ayu Karimizzah ◽  
Suhartono Suhartono ◽  
Ratna Hidayah

<p><strong>Abstract</strong></p><p><em>The challenge in this disruptive era is greater than the previous one, because digitalization and artificial intelligence are growing exponentially. Humans need social skills to sustain existence. A process for acquiring social skills is called socializing. Nowadays, socializing is happening frequently in the virtual world using artificial intelligence. The study aimed to describe the student’s social skills to others and the strategy applied by the teachers and parents in fostering social skills. It was qualitative narrative approach. Data collection techniques were observation, interview, and questionnaires.  The subjects were 22 students, parents, and class teacher of third grade of SDN 2 Kebumen. The results of this study indicate the quality of students behavior toward others that of helping, communicating and greeting to others, working in a team, and being empathy. Also, the teacher and the parents met the accomplishment of the strategies of giving instruction, training, and assessment.</em></p><p><strong><em>Keywords:</em></strong><em> social skill, qualitative description</em></p>


2021 ◽  
Author(s):  
Abbas Ziafati Bafarasat

This paper provides an A-Z guide for sampling and census within an integrated framework of data collection and validation. It provides worked examples and inter-disciplinary exemplifications of essential methods, techniques and formulas for each step of the framework. Real research application tricks are disentangled for non-statisticians.


2020 ◽  
Vol 7 (2) ◽  
pp. 107-118
Author(s):  
Lisa Vangohol Jande ◽  
Noor Aireen Ibrahim

Identity in the virtual world has become a point of interest for researchers. The virtual world has become a place where people go to interact and in turn create an identity for themselves.  This study sets out to investigate identity construction in a 3D Virtual world game using Avakin Life as a case study. Going with Goffman’s theory of self-presentation, this study aims to understand why identities are created in the virtual world and how this identity is created. The process to achieving this is carried out through a review of previous literature on virtual world identity construction and an ethnographic research carried out in Avakin Life using observation and semi-structured interviews as a method for data collection. The data is analysed thematically, and the findings show that participants use the virtual world to create an extension of themselves while they achieve this creation by duplicating a piece of themselves through the use of their Avatars. This study therefore helps to add to the existing knowledge on identity and identity construction in the virtual world.


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