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Book Social Interactions in Virtual Worlds

Download or read book Social Interactions in Virtual Worlds written by Kiran Lakkaraju and published by Cambridge University Press. This book was released on 2018-07-05 with total page 433 pages. Available in PDF, EPUB and Kindle. Book excerpt: Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian.

Book Social Interactions in Virtual Worlds

Download or read book Social Interactions in Virtual Worlds written by Kiran Lakkaraju and published by Cambridge University Press. This book was released on 2018-07-05 with total page 433 pages. Available in PDF, EPUB and Kindle. Book excerpt: This cross-disciplinary exploration of MMOs and other complex online worlds melds work from computer science, psychology and social science.

Book Handbook of Research on Teaching with Virtual Environments and AI

Download or read book Handbook of Research on Teaching with Virtual Environments and AI written by Gianni Panconesi and published by . This book was released on 2021 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: "In a world where where online and offline overlap and coincide, this book presents how digital intelligence is a key competence for the future of education and looks at how AI and other digital tools are improving the world of education"--

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 and Augmented Reality  VR AR

Download or read book Virtual and Augmented Reality VR AR written by Ralf Doerner and published by Springer Nature. This book was released on 2022-01-12 with total page 435 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.

Book Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments

Download or read book Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments written by Yang, Harrison Hao and published by IGI Global. This book was released on 2011-07-31 with total page 404 pages. Available in PDF, EPUB and Kindle. Book excerpt: Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments not only presents experienced professionals with the most recent and advanced developments in the field, but it also provides clear and comprehensive information for novice readers. The handbook introduces theoretical aspects of virtual worlds, disseminates cutting-edge research, and presents first-hand practices in virtual world development and use. The balance of research, theory, and applications includes exploration of design innovations, new virtual reality technologies, virtual communities, pedagogical design, and the future of virtual worlds and environments.

Book Intercorporeality

Download or read book Intercorporeality written by Christian Meyer and published by Oxford University Press. This book was released on 2017-07-10 with total page 449 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book draws inspiration from Maurice Merleau-Ponty's concept of intercorporeality to offer a new, multidisciplinary perspective on the body. By drawing attention to the body's ability to simultaneously sense and be sensed, Merleau-Ponty transcends the object-subject divide and describes how bodies are about, into, and within other bodies. Such inherent relationality constitutes the essence of intercorporeality, and the chapters in this book examine such relationality from a host of diverse perspectives. The book begins with an introductory chapter in which the editors review the current research on bodily interaction, and introduce the notion of intercorporeality as a potentially integrative framework. The first section then offers four chapters devoted to clarifying theoretical and developmental perspectives on intercorporeality. Section 2 contains three chapters that provide insight on intercorporeality from evolutionary, historical, and cross-sectional perspectives. In Section 3, four chapters examine the intercorporeal nature of meaning-making during human interaction. Section 4 then presents three chapters that explore the intercorporeal nature of multi-agent interactions and the role that non-animate bodies (i.e., objects) play in such interaction. Throughout all the chapters, the authors work to integrate research in their specific discipline into the larger, transdisciplinary notion of intercorporeality. This collection provides an indisputably unique perspective on bodies-in-interaction, while simultaneously offering an interdisciplinary way forward in contemporary scholarship on bodies, meaning, and interaction.

Book Multiplayer

Download or read book Multiplayer written by Thorsten Quandt and published by Routledge. This book was released on 2013-10-30 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

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 Synthetic Worlds

    Book Details:
  • Author : Edward Castronova
  • Publisher : University of Chicago Press
  • Release : 2008-09-15
  • ISBN : 0226096319
  • Pages : 346 pages

Download or read book Synthetic Worlds written by Edward Castronova and published by University of Chicago Press. This book was released on 2008-09-15 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

Book Researching Learning in Virtual Worlds

Download or read book Researching Learning in Virtual Worlds written by Anna Peachey and published by Springer Science & Business Media. This book was released on 2010-02-05 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.

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 Handbook of Research on Teaching With Virtual Environments and AI

Download or read book Handbook of Research on Teaching With Virtual Environments and AI written by Panconesi, Gianni and published by IGI Global. This book was released on 2021-02-19 with total page 811 pages. Available in PDF, EPUB and Kindle. Book excerpt: The increasingly pervasive use of digital technology has catapulted society into an interconnected world where the natural boundaries between humankind and machine, virtual and real, individual and community have become less perceptible. As individuals interact with different digital technologies, they must build a digital intelligence, which must be further cultivated as it is a key competency for the future of school and work. Digital intelligence includes understanding the mutual strengths between people and technology, as well as developing an awareness in the use of digital tools in order to avoid common threats such as cyberbullying, addiction to video games, techno-stress, and more. As adolescents continue to engage with virtual reality and 3D virtual worlds where the online and offline overlap and coincide, it is important to build this intelligence as well as utilize these technologies to promote successful learning. The Handbook of Research on Teaching With Virtual Environments and AI explores the new personalized educational opportunities that are available with digital technology and virtual environments that can be used within education. This book focuses on the use of these tools and how to navigate the use of new technologies such as AI and virtual environments for educational practices. While highlighting topics such as virtual worlds, game-based learning, intelligent tutoring, augmented reality, and more, this book is ideal for teachers, administrators, technologists, educational software developers, IT specialists, practitioners, researchers, academicians, and students interested in how virtual environments and AI are being implemented in teaching practices.

Book Perspectives on Human Computer Interaction Research with Older People

Download or read book Perspectives on Human Computer Interaction Research with Older People written by Sergio Sayago and published by Springer. This book was released on 2019-02-20 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book promotes a critical reflection about the research conducted so far in Human-Computer Interaction (HCI) with older people, whose predominant perspective focuses on decline, health, and help. It introduces a new (or different) perspective, which is grounded in interdisciplinary research on older people and digital technologies. Key elements are to (i) address topics that include, but also go beyond decline, health, and help, such as leisure, fun, creativity and culture, to delve more deeply into the role of digital technologies in multiple facets of older people’s lives; (ii) focus on doing research and designing technologies with and for older adults, and their communities, to avoid and fight against negative social conceptions of ageing; and (iii) examine older people’s life course, strengths, interests, and values, as well as their limitations and needs, to design technologies that not only help but also empower them, extending their abilities and acquiring new knowledge, beyond technology use. This perspective aims to help us better understand, design, and evaluate older people’s interactions with digital technologies in the early 21st century.

Book Virtual Worlds and E Commerce  Technologies and Applications for Building Customer Relationships

Download or read book Virtual Worlds and E Commerce Technologies and Applications for Building Customer Relationships written by Ciaramitaro, Barbara and published by IGI Global. This book was released on 2010-08-31 with total page 397 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of internet technologies to create a more immersive experience for customers. Containing current research on various aspects of the use of virtual worlds, this book includes a discussion of the elements of virtual worlds; the evolution of e-commerce to virtual commerce (v-commerce); the convergence of online games and virtual worlds; current examples of virtual worlds in use by various businesses, the military, and educational institutions; the economics of virtual worlds: discussions on legal, security and technological issues facing virtual worlds; a review of some human factor issues in virtual worlds; and the future of virtual worlds and e-commerce.

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 397 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 The State of Play

    Book Details:
  • Author : Jack Balkin
  • Publisher : NYU Press
  • Release : 2006-11-01
  • ISBN : 9780814799710
  • Pages : 304 pages

Download or read book The State of Play written by Jack Balkin and published by NYU Press. This book was released on 2006-11-01 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them. As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen? These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws. Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.