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Cyberworlds are information worlds or communities created on cyberspace by collaborating participants either intentionally or spontaneously. As information worlds, they accumulate information regardless whether or not anyone is in, and they can be with or without 2D or 3D visual graphics appearance. The examples of such cyberworlds are communities created in different social networking services, 3D shared virtual environments, and multiplayer online games. Cyberworlds are closely related to the real world and have a serious impact on it. Cyberworlds have been created and applied in such areas as e-business, e-commerce, e-manufacturing, e-learning, e-medicine, and cultural heritage, etc. Cyberworlds augment and sometimes replace the real life and become a significant component of real economy. The international conferences on Cyberworlds have being organized annually since 2002 with the proceedings published by IEEE Computer Society and special issues published in The Visual Computer and other research journals.
The Cyberworlds 2011 conference consists of paper sessions, tutorials, industrial seminars, exhibitions and hands-on demonstrations where researchers, artists, and vendors will show the state-of-the-art in the field.