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EBookClubs

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Book Metaplasticity in Virtual Worlds  Aesthetics and Semantic Concepts

Download or read book Metaplasticity in Virtual Worlds Aesthetics and Semantic Concepts written by Mura, Gianluca and published by IGI Global. This book was released on 2010-11-30 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: The concept of virtual worlds is strongly related to the current innovations of new media communication.ÿ As such, it is increasingly imperative to understand the criteria for creating virtual worlds as well as the evolution in system architecture, information visualization and human interaction. Meta-plasticity in Virtual Worlds: Aesthetics and Semantics Concepts provides in-depth coverage of the state-of-the-art among the best international research experiences of virtual world concept creations from a wide range of media culture fields, at the edge of artistic and scientific inquiry and emerging technologies. Written for professionals, researchers, artists and designers, this text is a perfect companion for those who want to improve their understanding of the strategic role of virtual worlds within the development of digital communication.

Book Metaplasticity in Virtual Worlds

Download or read book Metaplasticity in Virtual Worlds written by Gianluca Mura and published by . This book was released on 2011 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book New Opportunities for Artistic Practice in Virtual Worlds

Download or read book New Opportunities for Artistic Practice in Virtual Worlds written by Doyle, Denise and published by IGI Global. This book was released on 2015-06-26 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.

Book Digital Media and Technologies for Virtual Artistic Spaces

Download or read book Digital Media and Technologies for Virtual Artistic Spaces written by Harrison, Dew and published by IGI Global. This book was released on 2013-02-28 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emerging new technologies such as digital media have helped artists to position art into the everyday lives and activities of the public. These new virtual spaces allow artists to utilize a more participatory experience with their audience. Digital Media and Technologies for Virtual Artistic Spaces brings together a variety of artistic practices in virtual spaces and the interest in variable media and online platforms for creative interplay. Presenting frameworks and examples of current practices, this book is useful for artists, theorists, curators as well as researchers working with new technologies, social media platforms and digital culture.

Book Creative and Collaborative Learning through Immersion

Download or read book Creative and Collaborative Learning through Immersion written by Anna Hui and published by Springer Nature. This book was released on 2021-08-10 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes instructional design and practice of how immersive technology is integrated in discipline-based and interdisciplinary curriculum design. It focuses on pedagogical models and learning outcomes of immersive learning experiences and demonstrates how immersive learning can be applied in industries. This book brings scholars, researchers and educators together around an international and interdisciplinary consolidation and reflection on learning through immersion. The originality lies in how advanced technology and contemporary pedagogical models can integrate to enhance student engagement and learning effectiveness in higher education.

Book Virtual Society

Download or read book Virtual Society written by Herman Narula and published by Crown Currency. This book was released on 2022-10-11 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: “A fascinating, provocative case that the metaverse will not merely transform our virtual experience—it may actually enrich the quality of our lives” (Adam Grant)—from the visionary co-founder of one of today’s most innovative technology companies “This important book offers a highly persuasive argument that the metaverse, a new kind of virtual world, marks a profound next stage in this long human quest for fulfillment through creation.”—Chris Anderson, head of TED The concept of “the metaverse” has exploded in the public consciousness, but its contours remain elusive. Is it merely an immersive virtual reality playground, one that Facebook and other platforms will angle to control? Is it simply the next generation of massive multiplayer online games? Or is it something more revolutionary? As pioneering technologist Herman Narula shows, the metaverse is the latest manifestation of an ancient human tendency: the act of worldbuilding. From the Egyptians, whose conception of death inspired them to build the pyramids, to modern-day sports fans, whose passion for a game inspires extreme behavior, humans have long sought to supplement their day-to-day lives with a rich diversity of alternative experiences. Rooting his vision in history and psychology, Narula argues that humans’ intrinsic need for autonomy, accomplishment, and connection can best be met in virtual “worlds of ideas,” where users have the chance to create and exchange meaning and value. The metaverse is both the growing set of fulfilling digital experiences—ranging from advanced gaming to concerts and other entertainment events and even to virtual employment—and the empowering framework that allows these spaces to become “networks of useful meaning.” Bloomberg Intelligence recently predicted that the metaverse will become an $800 billon industry by 2024. But its implications, argues Narula, will lead to far more awe-inspiring possibilities than a spigot of cash. The arrival of the metaverse marks the beginning of a new age of exploration—not outward, but inward—with the potential to reshape society and open the door to a new understanding of the human species and its capabilities. Rigorously researched and passionately argued, Virtual Society is a provocative and essential guide for anyone who wants to go beyond superficial headlines to understand the true contours and potential of our virtual future.

Book e Pedia  Captain America  Civil War

Download or read book e Pedia Captain America Civil War written by Contributors, Wikipedia and published by e-artnow. This book was released on 2017-02-11 with total page 10590 pages. Available in PDF, EPUB and Kindle. Book excerpt: This carefully crafted ebook is formatted for your eReader with a functional and detailed table of contents. Captain America: Civil War is a 2016 American superhero film based on the Marvel Comics character Captain America, produced by Marvel Studios and distributed by Walt Disney Studios Motion Pictures. It is the sequel to 2011's Captain America: The First Avenger and 2014's Captain America: The Winter Soldier, and the thirteenth film of the Marvel Cinematic Universe (MCU). The film is directed by Anthony and Joe Russo, with a screenplay by Christopher Markus & Stephen McFeely, and features an ensemble cast, including Chris Evans, Robert Downey Jr., Scarlett Johansson, Sebastian Stan, Anthony Mackie, Don Cheadle, Jeremy Renner, Chadwick Boseman, Paul Bettany, Elizabeth Olsen, Paul Rudd, Emily VanCamp, Tom Holland, Frank Grillo, William Hurt, and Daniel Brühl. In Captain America: Civil War, disagreement over international oversight of the Avengers fractures them into opposing factions—one led by Steve Rogers and the other by Tony Stark. This book has been derived from Wikipedia: it contains the entire text of the title Wikipedia article + the entire text of all the 634 related (linked) Wikipedia articles to the title article. This book does not contain illustrations.

Book Handbook of Research on Digital Media and Creative Technologies

Download or read book Handbook of Research on Digital Media and Creative Technologies written by Harrison, Dew and published by IGI Global. This book was released on 2015-03-31 with total page 554 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emerging technologies enable a wide variety of creative expression, from music and video to innovations in visual art. These aesthetics, when properly explored, can enable enhanced communication between all kinds of people and cultures. The Handbook of Research on Digital Media and Creative Technologies considers the latest research in education, communication, and creative social expression using digital technologies. By exploring advances in art and culture across national and sociological borders, this handbook serves to provide artists, theorists, information communication specialists, and researchers with the tools they need to effectively disseminate their ideas across the digital plane.

Book Digital Health

Download or read book Digital Health written by Alan Godfrey and published by Academic Press. This book was released on 2021-07-06 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Health: Exploring Use and Integration of Wearables is the first book to show how and why engineering theory is used to solve real-world clinical applications, considering the knowledge and lessons gathered during many international projects. This book provides a pragmatic A to Z guide on the design, deployment and use of wearable technologies for laboratory and remote patient assessment, aligning the shared interests of diverse professions to meet with a common goal of translating engineering theory to modern clinical practice. It offers multidisciplinary experiences to guide engineers where no clinically advice and expertise may be available. Entering the domain of wearables in healthcare is notoriously difficult as projects and ideas often fail to deliver due to the lack of clinical understanding, i.e., what do healthcare professionals and patients really need? This book provides engineers and computer scientists with the clinical guidance to ensure their novel work successfully translates to inform real-world clinical diagnosis, treatment and management. Presents the first guide for wearable technologies in a multidisciplinary and translational manner Helps engineers design real-world applications to help them better understand theory and drive pragmatic clinical solutions Combines the expertise of engineers and clinicians in one go-to guide, accessible to all

Book Digital Multimedia  Concepts  Methodologies  Tools  and Applications

Download or read book Digital Multimedia Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2017-09-13 with total page 1763 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contemporary society resides in an age of ubiquitous technology. With the consistent creation and wide availability of multimedia content, it has become imperative to remain updated on the latest trends and applications in this field. Digital Multimedia: Concepts, Methodologies, Tools, and Applications is an innovative source of scholarly content on the latest trends, perspectives, techniques, and implementations of multimedia technologies. Including a comprehensive range of topics such as interactive media, mobile technology, and data management, this multi-volume book is an ideal reference source for engineers, professionals, students, academics, and researchers seeking emerging information on digital multimedia.

Book Transactions on Computational Science XVI

Download or read book Transactions on Computational Science XVI written by and published by Springer. This book was released on 2012-07-25 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: The LNCS journal Transactions on Computational Science reflects recent developments in the field of Computational Science, conceiving the field not as a mere ancillary science but rather as an innovative approach supporting many other scientific disciplines. The journal focuses on original high-quality research in the realm of computational science in parallel and distributed environments, encompassing the facilitating theoretical foundations and the applications of large-scale computations and massive data processing. It addresses researchers and practitioners in areas ranging from aerospace to biochemistry, from electronics to geosciences, from mathematics to software architecture, presenting verifiable computational methods, findings, and solutions and enabling industrial users to apply techniques of leading-edge, large-scale, high performance computational methods. The 16th issue of the Transactions on Computational Science journal contains 11 extended versions of selected papers from Cyberworlds 2011, held in Banff, AB, Canada, in October 2011. The topics span the areas of haptic modeling, shared virtual worlds, virtual reality, human-computer interfaces, e-learning in virtual collaborative spaces, multi-user web games, cybersecurity, social networking, and art and heritage in cyberspaces.

Book Analyzing Art  Culture  and Design in the Digital Age

Download or read book Analyzing Art Culture and Design in the Digital Age written by Mura, Gianluca and published by IGI Global. This book was released on 2015-09-23 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technological advancements have influenced many fields of study, and the visual arts are no exception. With the development of new creative software and computer programs, artists and designers are free to create in a digital context, equipped with precision and efficiency. Analyzing Art, Culture, and Design in the Digital Age brings together a collection of chapters on the digital tools and processes impacting the fields of art and design, as well as related cultural experiences in the digital sphere. Including the latest scholarly research on the application of technology to the study, implementation, and culture of creative practice, this publication is an essential reference source for researchers, academicians, and professionals interested in the influence of technology on art, design, and culture. This publication features timely, research-based chapters discussing the connections between art and technology including, but not limited to, virtual art and design, the metaverse, 3D creative design environments, cultural communication, and creative social processes.

Book Real Virtuality

    Book Details:
  • Author : Ulrich Gehmann
  • Publisher : transcript Verlag
  • Release : 2014-06-30
  • ISBN : 3839426081
  • Pages : 471 pages

Download or read book Real Virtuality written by Ulrich Gehmann and published by transcript Verlag. This book was released on 2014-06-30 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: Increasingly, the virtual became reality by a hybridization of the world as we knew it: the process that went on in recent years is one of a technically assisted hybridization of both space and self, the »old« world is becoming virtualized and functionalized to a degree never experienced before. For the first time in human history, we have reached a threshold where we have not only to re-assert but to redefine ourselves, as regards our fundamental terms of understanding what world means for us, our base of existence and now an assemblage of mixed realities; and connected, what being human means.

Book Bioinformatics

    Book Details:
  • Author : Information Resources Management Association
  • Publisher : IGI Global
  • Release : 2013-03-31
  • ISBN : 146663605X
  • Pages : 1826 pages

Download or read book Bioinformatics written by Information Resources Management Association and published by IGI Global. This book was released on 2013-03-31 with total page 1826 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Bioinformatics: Concepts, Methodologies, Tools, and Applications highlights the area of bioinformatics and its impact over the medical community with its innovations that change how we recognize and care for illnesses"--Provided by publisher.

Book Online Worlds  Convergence of the Real and the Virtual

Download or read book Online Worlds Convergence of the Real and the Virtual written by William Sims Bainbridge and published by Springer Science & Business Media. This book was released on 2009-12-08 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.

Book Virtual Worlds  The Virtual Reality and Augmented Reality Intersections

Download or read book Virtual Worlds The Virtual Reality and Augmented Reality Intersections written by and published by BRILL. This book was released on 2019-02-26 with total page 90 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Creating Second Lives

    Book Details:
  • Author : Astrid Ensslin
  • Publisher : Routledge
  • Release : 2011-05-09
  • ISBN : 1136809279
  • Pages : 221 pages

Download or read book Creating Second Lives written by Astrid Ensslin and published by Routledge. This book was released on 2011-05-09 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book aims to provide insights into how ‘second lives’ in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The book’s philosophy is multi-disciplinary and its goal is to explore the question of how we as gamers and residents of virtual worlds construct alternative online realities in a variety of ways. Of particular significance to this endeavour are conceptions of the body in cyberspace and of spatiality, which manifests itself in ‘natural’ and built environments as well as the triad of space, place and landscape. The contributors’ disciplinary backgrounds include media, communication, cultural and literary studies, and they examine issues of reception and production, identity, community, gender, spatiality, natural and built environments using a plethora of methodological approaches ranging from theoretical and philosophical contemplation through social semiotics to corpus-based discourse analysis.