Zobrazeno 1 - 10
of 137
pro vyhledávání: '"Abílio Oliveira"'
Publikováno v:
Computers, Vol 13, Iss 8, p 193 (2024)
Everyone forms a perception about everything, including the Metaverse. Still, we may expect a gap or disconnection between what has been expressed by various researchers and the widespread perceptions of technology and related concepts. However, the
Externí odkaz:
https://doaj.org/article/266c049029fe4fb6bc0707725af35144
Publikováno v:
Information, Vol 15, Iss 7, p 383 (2024)
E-commerce allows consumers to make online purchases easier, faster and at any time, making it different from traditional commerce. This technology has grown recently and has become popular among younger generations. This is the case of Generation Z,
Externí odkaz:
https://doaj.org/article/0d8d8c525dfc44faaa0d2ebe2ed1ea05
Publikováno v:
Information, Vol 15, Iss 3, p 155 (2024)
The gaming industry has seen a considerable expansion thanks to the ever-increasing and widespread consumption of digital games in different contexts of use and across all age groups. We are witnessing a commercial boom and awakening the attention of
Externí odkaz:
https://doaj.org/article/a29e0ccf88f94cdfb961ea058f63d95c
Publikováno v:
Computers, Vol 13, Iss 1, p 19 (2024)
With the evolution of technologies, virtual reality allows us to dive into cyberspace through different devices and have immersive experiences in different contexts, which, in a simple way, we call virtual worlds or multiverse (integrating Metaverse
Externí odkaz:
https://doaj.org/article/e19fd11292f24b4f99c1bc2ff7093de4
Autor:
Abílio Oliveira, Mónica Cruz
Publikováno v:
Applied Sciences, Vol 13, Iss 15, p 8573 (2023)
Few studies analyze what are the common representations of the metaverse. Regarding what has been said about this concept, our research aims to verify how adults perceive and represent the metaverse. We carried out a study with focus groups, having a
Externí odkaz:
https://doaj.org/article/3e437c145c91433095a6c3a74ae3a1f3
Publikováno v:
Informatics, Vol 10, Iss 2, p 47 (2023)
We were promised that the Metaverse would revolutionize our lives, social interactions, work, and business. However, how and when will this happen? We have seen the growth and development of technology, but there is no agreement or prediction about a
Externí odkaz:
https://doaj.org/article/f7e01455d70d432f976758a6c9ab8d7e
Publikováno v:
Informatics, Vol 10, Iss 1, p 2 (2022)
Gamers’ perceptions of using competitive digital games, especially concerning anxiety and socialization, have raised doubts about the benefits of playing such games. Since different studies highlight different results, this research aims to explore
Externí odkaz:
https://doaj.org/article/101d20270fdf4e639bde04f00ae5e26a
Publikováno v:
Heliyon, Vol 5, Iss 7, Pp e01993- (2019)
Gamification involves incorporating elements of online games, such as points, leaderboards, and badges into non-game contexts, in order to improve engagement with both employees and consumers. The main point of this paper is, to sum up, what previous
Externí odkaz:
https://doaj.org/article/8ba643e77d4e4bc2b2370f5b4d78d091
Autor:
Cláudia Borralho, Abílio Oliveira
Publikováno v:
Psychologica, Iss 53 (2010)
O corpo e a alimentação são temas abrangidos por várias áreas de intervenção e de grande importância, o que em parte se deve à sua implicação nas práticas quotidianas e nas vivências relacionadas com os comportamentos salutogénicos ou c
Externí odkaz:
https://doaj.org/article/e12beb8162f6465c920366ceefbb60a7
Publikováno v:
Psychologica, Iss 52-I (2009)
O objectivo central deste trabalho foi apreender as representações sociais (RS) da vida e da morte, dois temas essenciais na adolescência, numa população de jovens de ambos os sexos, entre os 15 e os 19 anos. Averiguou-se, igualmente, as associa
Externí odkaz:
https://doaj.org/article/5a408defadf74af187a531c636acd181