Avatars at Work and Play

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Publisher : Springer Science & Business Media
ISBN 13 : 1402038984
Total Pages : 287 pages
Book Rating : 4.4/5 (2 download)

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Book Synopsis Avatars at Work and Play by : Ralph Schroeder

Download or read book Avatars at Work and Play written by Ralph Schroeder and published by Springer Science & Business Media. This book was released on 2006-07-08 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

Player and Avatar

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Author :
Publisher : McFarland
ISBN 13 : 1476629420
Total Pages : 239 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis Player and Avatar by : David Owen

Download or read book Player and Avatar written by David Owen and published by McFarland. This book was released on 2017-06-19 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."

My Avatar, My Self

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Author :
Publisher : McFarland
ISBN 13 : 0786454091
Total Pages : 209 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis My Avatar, My Self by : Zach Waggoner

Download or read book My Avatar, My Self written by Zach Waggoner and published by McFarland. This book was released on 2014-01-10 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.

Total Engagement

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Publisher : Harvard Business Press
ISBN 13 : 1422155137
Total Pages : 286 pages
Book Rating : 4.4/5 (221 download)

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Book Synopsis Total Engagement by : Byron Reeves

Download or read book Total Engagement written by Byron Reeves and published by Harvard Business Press. This book was released on 2009-11-03 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can the workplace be more productive by including avatars, three-dimensional environments, and participant-driven outcomes? This grounded and thought-provoking book by Byron Reeves and Leighton Read proves that it is not only possible, it is inevitable. Implementing components of multiplayer computer games in the workplace will address a host of age-old problems. Games can not only stem boredom and decrease turnover, but also enhancee collaboration and encourage creative leadership. Games require extraordinary teamwork, elaborate data analysis and strategy, recruitment and retention of top players, and quick decision making. Recreating some elements of games - such as positioning tasks within stories, creating internal economies, and implementing participant-driven communication systems - can not only boost employee engagement but overall productivity. Of course, the strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning - and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement will completely change the way you view both work and play.

Hello Avatar

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Publisher : MIT Press
ISBN 13 : 026230273X
Total Pages : 214 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Hello Avatar by : B. Coleman

Download or read book Hello Avatar written by B. Coleman and published by MIT Press. This book was released on 2011-11-04 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities—in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject—all of us who represent aspects of ourselves and our work across the mediascape.

Avatars!

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Author :
Publisher : Addison Wesley Longman
ISBN 13 : 9780201688405
Total Pages : 604 pages
Book Rating : 4.6/5 (884 download)

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Book Synopsis Avatars! by : Bruce Damer

Download or read book Avatars! written by Bruce Damer and published by Addison Wesley Longman. This book was released on 1998 with total page 604 pages. Available in PDF, EPUB and Kindle. Book excerpt: With "Avatars!", readers can grab their avatar (a digital representation of themselves) and run to the nearest virtual world where they can experience the Internet. "Avatars!" focuses on what people do inside virtual worlds, such as building three-dimensional structures, navigating through the worlds, and learning digital etiquette and social interaction skills. A CD-ROM provides readers with ready-to-run worlds that connect them with thousands of other people on the Internet, and which are referenced in a companion Web site.

Digital Games and Learning

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Publisher : Routledge
ISBN 13 : 1136216448
Total Pages : 231 pages
Book Rating : 4.1/5 (362 download)

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Book Synopsis Digital Games and Learning by : Nicola Whitton

Download or read book Digital Games and Learning written by Nicola Whitton and published by Routledge. This book was released on 2014-03-26 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.

Alter Ego

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Author :
Publisher :
ISBN 13 :
Total Pages : 148 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis Alter Ego by : Robbie Cooper

Download or read book Alter Ego written by Robbie Cooper and published by . This book was released on 2007 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction by Julian Dibbell. Text by Tracy Spaight.

Immersed in Media

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Publisher : Springer
ISBN 13 : 3319101900
Total Pages : 338 pages
Book Rating : 4.3/5 (191 download)

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Book Synopsis Immersed in Media by : Matthew Lombard

Download or read book Immersed in Media written by Matthew Lombard and published by Springer. This book was released on 2015-06-18 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt: Highlights key research currently being undertaken within the field of telepresence, providing the most detailed account of the field to date, advancing our understanding of a fundamental property of all media - the illusion of presence; the sense of “being there” inside a virtual environment, with actual or virtual others. This collection has been put together by leading international scholars from America, Europe, and Asia. Together, they describe the state-of-the-art in presence theory, research and technology design for an advanced academic audience. Immersed in Media provides research that can help designers optimize presence for users of advanced media technologies such as virtual and augmented reality, collaborative social media, robotics, and artificial intelligence and lead us to better understand human cognition, emotion and behaviour.

Informal Learning and Digital Media

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Publisher : Cambridge Scholars Publishing
ISBN 13 : 1443817945
Total Pages : 270 pages
Book Rating : 4.4/5 (438 download)

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Book Synopsis Informal Learning and Digital Media by : Kirsten Drotner

Download or read book Informal Learning and Digital Media written by Kirsten Drotner and published by Cambridge Scholars Publishing. This book was released on 2009-12-14 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book provides an engaging overview of the ways in which digital media impact on current understandings of informal learning, and it offes a range of grounded studies of the changing relations between digital media and informal learning processes with a particular focus on young people. A variety of international scholars examine these processes across a number of sites and settings, from Japan to Finland and the USA, and they discuss their implications for education, ICT and media. The volume is an ideal resource for graduate students as well as for practitioners and policy-makers.

The SAGE Handbook of Online Research Methods

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Publisher : SAGE
ISBN 13 : 1446206602
Total Pages : 594 pages
Book Rating : 4.4/5 (462 download)

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Book Synopsis The SAGE Handbook of Online Research Methods by : Nigel G Fielding

Download or read book The SAGE Handbook of Online Research Methods written by Nigel G Fielding and published by SAGE. This book was released on 2008-06-24 with total page 594 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handbook is the first to provide comprehensive, up-to-the-minute coverage of contemporary and developing Internet and online social research methods, spanning both quantitative and qualitative research applications. The editors have brought together leading names in the field of online research to give a thoroughly up to date, practical coverage, richly illustrated with examples. The chapters cover both methodological and procedural themes, offering readers a sophisticated treatment of the practice and uses of Internet and online research that is grounded in the principles of research methodology. Beginning with an examination of the significance of the Internet as a research medium, the book goes on to cover research design, data capture, online surveys, virtual ethnography, and the internet as an archival resource, and concludes by looking at potential directions for the future of Internet and online research. The SAGE Handbook of Internet and Online Research Methods will be welcomed by anyone interested in the contemporary practice of computer-mediated research and scholarship. Postgraduates, researchers and methodologists from disciplines across the social sciences will find this an invaluable source of reference.

The Second Life Grid

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Publisher : John Wiley & Sons
ISBN 13 : 0470524766
Total Pages : 372 pages
Book Rating : 4.4/5 (75 download)

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Book Synopsis The Second Life Grid by : Kimberly Rufer-Bach

Download or read book The Second Life Grid written by Kimberly Rufer-Bach and published by John Wiley & Sons. This book was released on 2009-06-03 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Corporations, non-profits, and educational institutions will welcome this official guide that shows how to establish and maintain a successful virtual presence in Second Life. Written with the full support of Linden Lab, this is the perfect resource for organizations entering Second Life. Topics discussed include the technical and social issues of participating in Second Life, including integrating corporate culture into Second Life, in-world marketing techniques, selecting a solution provider, and how to conduct real-world business in Second Life. Plus, you’ll get hands-on solutions, smart tactics, and practical techniques, such as setting up useful meeting spaces and planning and moderating events. The book is filled with actual case studies of how top organizations have leveraged Second Life and offers analysis of their SL presence.

Organizing and Learning Through Gaming and Simulation

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Publisher : Eburon Uitgeverij B.V.
ISBN 13 : 9059722310
Total Pages : 432 pages
Book Rating : 4.0/5 (597 download)

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Book Synopsis Organizing and Learning Through Gaming and Simulation by :

Download or read book Organizing and Learning Through Gaming and Simulation written by and published by Eburon Uitgeverij B.V.. This book was released on 2007 with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: 45 edited articles, originally presented at the 38th edition of the International Simulation and Gaming Association conference 2007.

VRST

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Publisher :
ISBN 13 :
Total Pages : 412 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis VRST by :

Download or read book VRST written by and published by . This book was released on 2006 with total page 412 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Play at Work

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Publisher : Penguin
ISBN 13 : 1101623020
Total Pages : 259 pages
Book Rating : 4.1/5 (16 download)

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Book Synopsis Play at Work by : Adam L. Penenberg

Download or read book Play at Work written by Adam L. Penenberg and published by Penguin. This book was released on 2013-10-03 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do games hold the secret to better productivity? If you’ve ever found yourself engrossed in Angry Birds, Call of Duty, or a plain old crossword puzzle when you should have been doing something more productive, you know how easily games hold our attention. Hardcore gamers have spent the equivalent of 5.93 million years playing World of Warcraft while the world collectively devotes about 5 million hours per day to Angry Birds. A colossal waste of time? Perhaps. But what if we could tap into all the energy, engagement, and brainpower that people are already expending and use it for more creative and valuable pursuits? Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers chasing reward points anymore. It’s transforming, well, just about everything. Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service. For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers. These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.

Player and Avatar

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Author :
Publisher : McFarland
ISBN 13 : 1476667195
Total Pages : 239 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis Player and Avatar by : David Owen

Download or read book Player and Avatar written by David Owen and published by McFarland. This book was released on 2017-07-03 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."

Avatars, Book One: So This Is How It Ends

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Author :
Publisher : Harper Collins
ISBN 13 : 0060750243
Total Pages : 368 pages
Book Rating : 4.0/5 (67 download)

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Book Synopsis Avatars, Book One: So This Is How It Ends by : Tui T. Sutherland

Download or read book Avatars, Book One: So This Is How It Ends written by Tui T. Sutherland and published by Harper Collins. This book was released on 2006-10 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this enthralling fantasy debut, five teenagers experience an Earth that's familiar but dramatically different, with voices that hover at the edges of consciousness, urgently calling.