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Book Information Dynamics in Virtual Worlds

Download or read book Information Dynamics in Virtual Worlds written by Woody Evans and published by Elsevier. This book was released on 2011-06-15 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute in their own environments, meeting the needs of this new generation of library user, and explores ways in which information literacy can be approached in virtual worlds. Final chapters examine how conventional information evaluation skills work falls short in virtual worlds online. - Maps out areas of good practice and technique for information professionals and librarians serving in virtual communities - Provides a clear foundation with appropriate theory for understanding information in virtual worlds - Treats virtual worlds as 'real environments' and observes the behaviour of actors within them

Book Designing Virtual Worlds

Download or read book Designing Virtual Worlds written by Richard A. Bartle and published by New Riders. This book was released on 2004 with total page 768 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.

Book Ethnography and Virtual Worlds

Download or read book Ethnography and Virtual Worlds written by Tom Boellstorff and published by Princeton University Press. This book was released on 2024-08-06 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography

Book Virtual Worlds Real Terrorism

Download or read book Virtual Worlds Real Terrorism written by Akil Ar-Raqib and published by Barraclough Ltd. This book was released on 2010-01-28 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Worlds are 3-D constructs that exist in cyber-space. Participants operate within these constructs in the form of avatars. Although wirtual worlds appear at first to be merely games, in fact they can be used to carry out criminal conspiracies or terrorism. The book has the assistance of Akil Ar-Raqib is a researcher working in Beirut, Lebannon and Zurich, Switzerland.

Book Extending Virtual Worlds

Download or read book Extending Virtual Worlds written by Ann Latham Cudworth and published by CRC Press. This book was released on 2018-09-03 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments.

Book A Legacy for Living Systems

    Book Details:
  • Author : Jesper Hoffmeyer
  • Publisher : Springer Science & Business Media
  • Release : 2008-02-01
  • ISBN : 1402067062
  • Pages : 292 pages

Download or read book A Legacy for Living Systems written by Jesper Hoffmeyer and published by Springer Science & Business Media. This book was released on 2008-02-01 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gregory Bateson’s contribution to 20th century thinking has appealed to scholars from a wide range of fields dealing in one way or another with aspects of communication and epistemology. A number of his insights were taken up and developed further in anthropology, psychology, evolutionary biology and communication theory. But the large, trans-disciplinary synthesis that, in his own mind, was his major contribution to science received little attention from the mainstream scientific communities. This book represents a major attempt to revise this deficiency. Scholars from ecology, biochemistry, evolutionary biology, cognitive science, anthropology and philosophy discuss how Bateson's thinking might lead to a fruitful reframing of central problems in modern science. Most important perhaps, Bateson's bioanthropology is shown to play a key role in developing the set of ideas explored in the new field of biosemiotics. The idea that organismic life is indeed basically semiotic or communicative lies at the heart of the biosemiotic approach to the study of life. The only book of its kind, this volume provides a key resource for the quickly-growing substratum of scholars in the biosciences, philosophy and medicine who are seeking an elegant new approach to exploring highly complex systems.

Book Collaborative Society

Download or read book Collaborative Society written by Dariusz Jemielniak and published by MIT Press. This book was released on 2020-02-18 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: How networked technology enables the emergence of a new collaborative society. Humans are hard-wired for collaboration, and new technologies of communication act as a super-amplifier of our natural collaborative mindset. This volume in the MIT Press Essential Knowledge series examines the emergence of a new kind of social collaboration enabled by networked technologies. This new collaborative society might be characterized as a series of services and startups that enable peer-to-peer exchanges and interactions though technology. Some believe that the economic aspects of the new collaboration have the potential to make society more equitable; others see collaborative communities based on sharing as a cover for social injustice and user exploitation. The book covers the “sharing economy,” and the hijacking of the term by corporations; different models of peer production, and motivations to participate; collaborative media production and consumption, the definitions of “amateur” and “professional,” and the power of memes; hactivism and social movements, including Anonymous and anti-ACTA protest; collaborative knowledge creation, including citizen science; collaborative self-tracking; and internet-mediated social relations, as seen in the use of Instagram, Snapchat, and Tinder. Finally, the book considers the future of these collaborative tendencies and the disruptions caused by fake news, bots, and other challenges.

Book Researching Virtual Worlds

Download or read book Researching Virtual Worlds written by Louise Phillips and published by Routledge. This book was released on 2013-09-11 with total page 197 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents a wide range of methodological strategies that are designed to take into account the complex, emergent, and continually shifting character of virtual worlds. It interrogates how virtual worlds emerge as objects of study through the development and application of various methodological strategies. Virtual worlds are not considered objects that exist as entities with fixed attributes independent of our continuous engagement with them and interpretation of them. Instead, they are conceived of as complex ensembles of technology, humans, symbols, discourses, and economic structures, ensembles that emerge in ongoing practices and specific situations. A broad spectrum of perspectives and methodologies is presented: Actor-Network-Theory and post-Actor-Network-Theory, performativity theory, ethnography, discourse analysis, Sense-Making Methodology, visual ethnography, multi-sited ethnography, and Social Network Analysis.

Book ECGBL 2017 11th European Conference on Game Based Learning

Download or read book ECGBL 2017 11th European Conference on Game Based Learning written by and published by Academic Conferences and publishing limited. This book was released on 2017-10-05 with total page 1007 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Immersive Realities  A Journey into Augmented and Virtual Worlds

Download or read book Immersive Realities A Journey into Augmented and Virtual Worlds written by Divya Bhavani Mohan and published by Libertatem Media Private Limited. This book was released on 2023-01-05 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explore the cutting-edge technologies of augmented and virtual reality. This book takes readers on a journey through the development, implementation, and future possibilities of these immersive technologies, offering insights into their impact on various industries and daily life.

Book Expert and Novice Performance in an Industrial Engineering Virtual World Simulation

Download or read book Expert and Novice Performance in an Industrial Engineering Virtual World Simulation written by John L. Elson II and published by Universal-Publishers. This book was released on 2007-02-22 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: Expert and novice problem solving has been a subject of research for many years. Problem solving of textbook problems and case studies in various domains such as math, physics, chess, music, system design, medical diagnosis, and business sub-domains have been the norm as the subject of this type of research. Few if any research efforts have undertaken the study of real world problem solving that occurs over an extended time such as those solved by industrial engineers in a manufacturing setting. This research studies the expert and novice problem solving performance in a scaled-world simulation of a manufacturing company experiencing a high backlog of customer orders. Research time consists of eight hours of problem solving behavior for teams of two as they diagnose the problem and make decisions to meet the problem goal. Participants can advance simulation time forward for weeks to get feedback on their decisions. The seven research hypotheses are: 1) experts will generate a better outcome for the primary problem goal in the test situation in the given time period than novices; 2) experts will make more correct decisions in solving the problem in the test situation than novices; 3) experts will understand the system dynamics of the problem in the test situation better than novices; 4) experts will search for data and situation information better than novices in solving the problem in the test situation; 5) experts will recognize and use data and situation information better than novices in solving the problem in the test situation; 6) experts will use more domain knowledge than novices in solving the problem in the test situation; and, 7) experts will use a forward or top-down problem solving method and novices will use a backward or bottom-up problem solving method. The experimental results support all seven research hypotheses. Discussion ensues about the unexpected results such as fixation on scheduling. The conclusions are that the research simulation discriminates between novice and expert performance which indicates its potential for measuring levels of industrial engineering expertise. Suggestions for future research with the scaled-world simulation and its use in the classroom are given.

Book The Invisible Hand in Virtual Worlds

Download or read book The Invisible Hand in Virtual Worlds written by Matthew McCaffrey and published by Cambridge University Press. This book was released on 2022-02-03 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: Studies the economic order that governs virtual worlds and ways individuals work together to govern social relations in the digital space.

Book Marketing in Transition  Scarcity  Globalism    Sustainability

Download or read book Marketing in Transition Scarcity Globalism Sustainability written by Colin L. Campbell and published by Springer. This book was released on 2015-06-03 with total page 506 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume includes the full proceedings from the 2009 World Marketing Congress held in Oslo, Norway with the theme Marketing in Transition: Scarcity, Globalism, & Sustainability. The focus of the conference and the enclosed papers is on marketing thought and practices throughout the world. This volume resents papers on various topics including marketing management, marketing strategy and consumer behavior. Founded in 1971, the Academy of Marketing Science is an international organization dedicated to promoting timely explorations of phenomena related to the science of marketing in theory, research and practice. Among its services to members and the community at large, the Academy offers conferences, congresses and symposia that attract delegates from around the world. Presentations from these events are published in this Proceedings series, which offers a comprehensive archive of volumes reflecting the evolution of the field. Volumes deliver cutting-edge research and insights, complimenting the Academy’s flagship journals, the Journal of the Academy of Marketing Science (JAMS) and AMS Review. Volumes are edited by leading scholars and practitioners across a wide range of subject areas in marketing science.

Book Design for Learning in Virtual Worlds

Download or read book Design for Learning in Virtual Worlds written by Brian C. Nelson and published by Routledge. This book was released on 2012-05-22 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: Design for Learning in Virtual Worlds, the first book focused specifically on how to design virtual worlds for educational purposes, explores: • the history and evolution of virtual worlds • the theories behind the use of virtual worlds for learning • the design of curricula in virtual worlds • design guidelines for elements experienced in virtual worlds that support learning • design guidelines for learning quests and activities in virtual worlds. The authors also examine the theories and associated design principles used to create embedded assessments in virtual worlds. Finally, a framework and methodology is provided to assist professionals in evaluating "off-the-shelf" virtual worlds for use in educational and training settings. Design for Learning in Virtual Worlds will be invaluable both as a professional resource and as a textbook for courses within Educational Technology, Learning Sciences, and Library Media programs that focus on gaming or online learning environments.

Book Learning in Virtual Worlds

Download or read book Learning in Virtual Worlds written by Sue Gregory and published by Athabasca University Press. This book was released on 2016-04-01 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.

Book Immersive Environments  Augmented Realities  and Virtual Worlds  Assessing Future Trends in Education

Download or read book Immersive Environments Augmented Realities and Virtual Worlds Assessing Future Trends in Education written by D’Agustino, Steven and published by IGI Global. This book was released on 2012-12-31 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has had direct impact on education in increasing the way that society continues to learn. Applications of immersive environments, virtual worlds, and augmented reality have significant implications for how teaching and learning are achieved in contemporary education. Immersive Environments, Augmented Realities and Virtual Worlds: Assessing Future Trends in Education brings together current research and performance in trends in education. While examining cyber behavior and the use of virtual worlds, immersive technologies and augmented realities aim to improve teaching and enhancing learning.

Book Virtual Worlds

    Book Details:
  • Author : Jean-Claude Heudin
  • Publisher : Springer
  • Release : 2003-06-26
  • ISBN : 3540450165
  • Pages : 325 pages

Download or read book Virtual Worlds written by Jean-Claude Heudin and published by Springer. This book was released on 2003-06-26 with total page 325 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Worlds 2000 is the second in a series of international scientific conferences on virtual worlds held at the International Institute of Multimedia in Paris La Défense (Pôle Universitaire Léonard de Vinci). The term "virtual worlds" generally refers to virtual reality applications or experi ences. We extend the use of these terms to describe experiments that deal with the idea of synthesizing digital worlds on computers. Thus, virtual worlds could be de fined as the study of computer programs that implement digital worlds. Constructing such complex artificial worlds seems to be extremely difficult to do in any sort of complete and realistic manner. Such a new discipline must benefit from a large amount of work in various fields: virtual reality and advanced computer graphics, artificial life and evolutionary computation, simulation of physical systems, and more. Whereas virtual reality has largely concerned itself with the design of 3D immersive graphical spaces, and artificial life with the simulation of living organisms, the field of virtual worlds, is concerned with the synthesis of digital universes considered as wholes, with their own "physical" and "biological" laws.