Read Books Online and Download eBooks, EPub, PDF, Mobi, Kindle, Text Full Free.
Crafting A Strategy For Virtual Worlds
Download Crafting A Strategy For Virtual Worlds full books in PDF, epub, and Kindle. Read online Crafting A Strategy For Virtual Worlds ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Book Synopsis Transforming Virtual World Learning by : Charles Wankel
Download or read book Transforming Virtual World Learning written by Charles Wankel and published by Emerald Group Publishing. This book was released on 2011-09-28 with total page 399 pages. Available in PDF, EPUB and Kindle. Book excerpt: A practical guide on how to transform your ideas from virtual world course ware to virtual world learning experiences. It argues that setting up learning in 3D virtual worlds requires a transformative approach.
Book Synopsis Virtual Worlds Real Terrorism by : Akil Ar-Raqib
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 Synopsis The Invisible Hand in Virtual Worlds by : Matthew McCaffrey
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 Synopsis Designing Virtual Worlds by : Richard A. Bartle
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 Synopsis Learning in Virtual Worlds by : Sue Gregory
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 Synopsis The Oxford Handbook of Virtuality by : Mark Grimshaw
Download or read book The Oxford Handbook of Virtuality written by Mark Grimshaw and published by Oxford Handbooks. This book was released on 2014-02 with total page 794 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.
Book Synopsis Learning Online with Games, Simulations, and Virtual Worlds by : Clark Aldrich
Download or read book Learning Online with Games, Simulations, and Virtual Worlds written by Clark Aldrich and published by John Wiley & Sons. This book was released on 2009-09-22 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." — Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." — Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." — Rick Van Sant, professor of learning and technology, Ferris State University
Book Synopsis Metaplasticity in Virtual Worlds: Aesthetics and Semantic Concepts by : Mura, Gianluca
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 329 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 Synopsis Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds by : Anna Peachey
Download or read book Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds written by Anna Peachey and published by Springer Science & Business Media. This book was released on 2011-07-07 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: The proposed book explores the theme of identity, specifically as applied to its role and development in virtual worlds. Following the introduction, it is divided into four sections: identities, avatars and the relationship between them; factors that support the development of identity in virtual worlds; managing multiple identities across different environments and creating an online identity for a physical world purpose.
Book Synopsis Researching Learning in Virtual Worlds by : Anna Peachey
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.
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.
Book Synopsis Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare by : Klaus Bredl
Download or read book Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare written by Klaus Bredl and published by IGI Global. This book was released on 2013-03-31 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.
Download or read book Creating Games written by Morgan McGuire and published by CRC Press. This book was released on 2008-12-23 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating Games offers a comprehensive overview of the technology, content, and mechanics of game design. It emphasizes the broad view of a games team and teaches you enough about your teammates' areas so that you can work effectively with them. The authors have included many worksheets and exercises to help get your small indie team off the ground.
Book Synopsis Learning Online with Games, Simulations, and Virtual Worlds by : Clark Aldrich
Download or read book Learning Online with Games, Simulations, and Virtual Worlds written by Clark Aldrich and published by John Wiley & Sons. This book was released on 2009-10-01 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." Rick Van Sant, professor of learning and technology, Ferris State University
Book Synopsis Omnichannel Approach to Co-Creating Customer Experiences Through Metaverse Platforms by : Singla, Babita
Download or read book Omnichannel Approach to Co-Creating Customer Experiences Through Metaverse Platforms written by Singla, Babita and published by IGI Global. This book was released on 2024-03-04 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Academia is grappling with a pressing challenge in the 21st century that mirrors the seismic shifts taking place in the business world. These two sides of one issue are both asking the same question; how can we seamlessly incorporate metaverse platforms into the complex web of omnichannel business models? Scholars and academics are confronted with the urgent need to understand and adapt to this new digital frontier. With the rise of metaverse technologies, the boundaries between physical and virtual realms are blurring, making it increasingly vital for scholars to bridge the gap between theory and practical application. This challenge not only touches on the fields of marketing, finance, HR, supply chain, and economics but also extends to the broader implications for industries and customer experiences as we know them. At the forefront of addressing this formidable challenge is Omnichannel Approach to Co-Creating Customer Experiences Through Metaverse Platforms. This groundbreaking book tackles this pressing issue head-on, offering a comprehensive solution to the challenges that academic scholars face. By providing a holistic perspective that covers a multitude of disciplines, the book demystifies the complexities of integrating metaverse platforms into omnichannel business models. It offers a roadmap, not only for understanding these emerging technologies but also for harnessing their transformative power to create immersive and empowered customer experiences.
Book Synopsis Game Development Fundamentals: Creating Engaging and Interactive Games by : Michael Roberts
Download or read book Game Development Fundamentals: Creating Engaging and Interactive Games written by Michael Roberts and published by Richards Education. This book was released on with total page 154 pages. Available in PDF, EPUB and Kindle. Book excerpt: Delve into the dynamic world of game development with 'Game Development Essentials: Crafting Immersive and Interactive Games.' This comprehensive guide covers everything from fundamental principles and design methodologies to advanced techniques and industry trends. Whether you're a novice aspiring to create your first game or a seasoned developer looking to enhance your skills, each chapter offers practical insights, case studies, and best practices to help you navigate the complexities of game creation. Discover how to build engaging gameplay mechanics, design captivating worlds, implement immersive audio experiences, and master the art of storytelling. With this book as your companion, embark on a journey to create unforgettable gaming experiences that captivate audiences worldwide.