Engaging the Avatar

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Author :
Publisher : IAP
ISBN 13 : 1617357537
Total Pages : 409 pages
Book Rating : 4.6/5 (173 download)

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Book Synopsis Engaging the Avatar by : Charles Wankel

Download or read book Engaging the Avatar written by Charles Wankel and published by IAP. This book was released on 2012-03-01 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume has a bold agenda, in which academics create immersive worlds where the avatar is the center of the universe. As the virtual world grows, avatars move away from quasi-human interactions within virtual domiciles, gardens, and businesses to being blood cells in the blood stream, or to be firing neurons in the human brain, or creatures competing on the ocean floor or the surface of Mars or just about anything that can be imagined using the magic of photographic and artistic images, programming, narrative and avatars. What are the frameworks and strategies for building these environments? What are the things the avatar adapts and learns from in its environment? This book will examine such frameworks, strategies, examples and feedback systems to explore what it takes to create a global education environment for learning. This starts with engaging your avatar and is completed in a transformation in how you interact with the internet. Whether using the visual internet to learn or to interact with a customer about a product or service, this immersive interface can be a world that knows you and forms around your unique needs and interests.

Engaging the Avatar

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Author :
Publisher : Information Age Publishing
ISBN 13 : 9781617357510
Total Pages : 0 pages
Book Rating : 4.3/5 (575 download)

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Book Synopsis Engaging the Avatar by : Randy J. Hinrichs

Download or read book Engaging the Avatar written by Randy J. Hinrichs and published by Information Age Publishing. This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume has a bold agenda, in which academics create immersive worlds where the avatar is the center of the universe. As the virtual world grows, avatars move away from quasi-human interactions within virtual domiciles, gardens, and businesses to being blood cells in the blood stream, or to be firing neurons in the human brain, or creatures competing on the ocean floor or the surface of Mars or just about anything that can be imagined using the magic of photographic and artistic images, programming, narrative and avatars. What are the frameworks and strategies for building these environments? What are the things the avatar adapts and learns from in its environment? This book will examine such frameworks, strategies, examples and feedback systems to explore what it takes to create a global education environment for learning. This starts with engaging your avatar and is completed in a transformation in how you interact with the internet. Whether using the visual internet to learn or to interact with a customer about a product or service, this immersive interface can be a world that knows you and forms around your unique needs and interests.

Stem, steam, computational thinking and coding: Evidence-based research and practice in children’s development

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Author :
Publisher : Frontiers Media SA
ISBN 13 : 2832511686
Total Pages : 283 pages
Book Rating : 4.8/5 (325 download)

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Book Synopsis Stem, steam, computational thinking and coding: Evidence-based research and practice in children’s development by : Stamatios Papadakis

Download or read book Stem, steam, computational thinking and coding: Evidence-based research and practice in children’s development written by Stamatios Papadakis and published by Frontiers Media SA. This book was released on 2023-03-13 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt:

I, Avatar

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Author :
Publisher : New Riders
ISBN 13 : 0132704862
Total Pages : 321 pages
Book Rating : 4.1/5 (327 download)

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Book Synopsis I, Avatar by : Mark Stephen Meadows

Download or read book I, Avatar written by Mark Stephen Meadows and published by New Riders. This book was released on 2007-12-27 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is an avatar? Why are there nearly a billion of them, and who is using them? Do avatars impact our real lives, or are they just video game conceits? Is an avatar an inspired rendering of its creator’s inner self, or is it just one among millions of anonymous vehicles clogging the online freeways? Can we use our avatars to really connect with people, or do they just isolate us? And as we become more like our avatars do they become more like us? In I, Avata r, Mark Stephen Meadows answers some of these questions, but more importantly, he raises hundreds of others in his exploration of avatars and the fascinating possibilities they hold. His examination of avatars through the lenses of sociology, psychology, politics, history, and art, he will change the way you look at even a simple online profile and revolutionize the idea of avatars as part of our lives, whether first or second.

Navigating the Digital Landscape

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Author :
Publisher : Emerald Group Publishing
ISBN 13 : 183549272X
Total Pages : 249 pages
Book Rating : 4.8/5 (354 download)

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Book Synopsis Navigating the Digital Landscape by : Nripendra Singh

Download or read book Navigating the Digital Landscape written by Nripendra Singh and published by Emerald Group Publishing. This book was released on 2024-05-23 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rapid digitalization has led to the evolution of customer behaviour and for any business it has become imperative to understand customer behaviour in the digital world – Navigating the Digital Landscape explores a wide range of topics to help the reader harness the positive aspects of digital commerce and mitigate risks.

The Oxford Handbook of Entertainment Theory

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Author :
Publisher : Oxford University Press
ISBN 13 : 0190072237
Total Pages : 800 pages
Book Rating : 4.1/5 (9 download)

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Book Synopsis The Oxford Handbook of Entertainment Theory by : Peter Vorderer

Download or read book The Oxford Handbook of Entertainment Theory written by Peter Vorderer and published by Oxford University Press. This book was released on 2021-02-12 with total page 800 pages. Available in PDF, EPUB and Kindle. Book excerpt: The proliferation of new digital technologies has given rise to an entirely changed media landscape and revolutionized how we seek entertainment. Older entertainment media like novels, radio, and film have been joined by a host of digital media that smartphones allow us to carry almost anywhere and at all times, from video games and social media to video on demand services. This unprecedented ubiquity of entertainment media calls for new and more sophisticated theories that help us understand the fascination that different entertainment media exert on us and how they change the human experience. The Oxford Handbook of Entertainment Theory surveys and furthers the most influential psychology-driven research on media entertainment to illuminate how people are drawn into media experiences. The 41 chapters in this Handbook not only offer fresh perspectives on established theories but also introduce emerging models and highlight the importance of considering the diverse backgrounds of media users when conducting research. They also cover the motivations and reactions of media users in relationship to different types of media, the trend towards interactive media such as video games and virtual reality, and particularly popular media contents like sexuality, violence, sports, and the news. As the most comprehensive overview of psychology-based research on media entertainment available, this Handbook is an invaluable resource for seasoned researchers and those beginning to learn about the field alike.

Intersections in Simulation and Gaming

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Author :
Publisher : Springer
ISBN 13 : 3319787950
Total Pages : 412 pages
Book Rating : 4.3/5 (197 download)

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Book Synopsis Intersections in Simulation and Gaming by : Anjum Naweed

Download or read book Intersections in Simulation and Gaming written by Anjum Naweed and published by Springer. This book was released on 2018-04-05 with total page 412 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game.

Hello Avatar

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Author :
Publisher : MIT Press
ISBN 13 : 0262549891
Total Pages : 214 pages
Book Rating : 4.2/5 (625 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 2023-12-05 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.

Recent Advances in Applying Identity and Society Awareness to Virtual Learning

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Author :
Publisher : IGI Global
ISBN 13 : 152259681X
Total Pages : 416 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Recent Advances in Applying Identity and Society Awareness to Virtual Learning by : Stricker, Andrew G.

Download or read book Recent Advances in Applying Identity and Society Awareness to Virtual Learning written by Stricker, Andrew G. and published by IGI Global. This book was released on 2019-06-14 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: Online and virtual learning has developed into an essential aspect of learning technologies. A transdisciplinary perspective is needed to evaluate the interplay between social awareness and online virtual environments. Recent Advances in Applying Identity and Society Awareness to Virtual Learning is a critical academic publication that provides a robust examination of the social aspects of virtual learning by providing groundbreaking research on the use of 3D design thinking and cognitive apprenticeship in virtual learning spaces for team science, transdisciplinarity, idea incubation, and curation. It also identifies new patterns, methods, and practices for virtual learning using enhanced educational technology that leverages artificial intelligence, cloud computing, and the Internet of Things (IoT) to integrate 3D immersive environments, augmented reality, games, simulations, and wearable technology, while also evaluating the impact of culture, community, and society on lifelong learning and self-determinism to address critical problems in education, such as STEM. Focusing on a broad range of topics including learning spaces, cloud computing, and organizational strategy, this publication is ideal for professionals, researchers, educators, and administrators.

Brand Avatar

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Author :
Publisher : Springer
ISBN 13 : 0230233716
Total Pages : 187 pages
Book Rating : 4.2/5 (32 download)

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Book Synopsis Brand Avatar by : Alycia de Mesa

Download or read book Brand Avatar written by Alycia de Mesa and published by Springer. This book was released on 2009-02-27 with total page 187 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual worlds such as Second Life, have millions of users worldwide. Virtual world "residents" wield huge purchasing power, and use real money in the online economies. Companies as diverse as Adidas, Jean-Paul Gaultier, and MTV have plunged into these unchartered waters to give their brands a virtual presence, using varied strategies.

Engaging 21st Century Writers with Social Media

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Author :
Publisher : IGI Global
ISBN 13 : 1522505636
Total Pages : 306 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Engaging 21st Century Writers with Social Media by : Bryant, Kendra N.

Download or read book Engaging 21st Century Writers with Social Media written by Bryant, Kendra N. and published by IGI Global. This book was released on 2016-08-23 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: Basic composition courses have become a fundamental requirement for the major of university degrees available today. These classes allow students to enhance their critical thinking, writing, and reading skills; however, frequent use of technology and online activity can be detrimental to students’ comprehension. Engaging 21st Century Writers with Social Media is a pivotal reference source for the latest research on the integration of social media platforms into academic writing classes, focusing on how such technology encourages writing and enables students to grasp basic composition skills in classroom settings. Highlighting emerging theoretical foundations and pedagogical practices, this book is ideally designed for educators, upper-level students, researchers, and academic professionals.

Nursing Informatics and the Foundation of Knowledge

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Author :
Publisher : Jones & Bartlett Learning
ISBN 13 : 1284293432
Total Pages : 695 pages
Book Rating : 4.2/5 (842 download)

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Book Synopsis Nursing Informatics and the Foundation of Knowledge by : Dee McGonigle

Download or read book Nursing Informatics and the Foundation of Knowledge written by Dee McGonigle and published by Jones & Bartlett Learning. This book was released on 2024-03-29 with total page 695 pages. Available in PDF, EPUB and Kindle. Book excerpt: Nursing Informatics and the Foundation of Knowledge, Sixth Edition continues to help nursing students make sense of nursing informatics in an easy-to-follow approach. A practical guide for understanding how to efficiently use modern technology in today's healthcare system, this award-winning nursing textbook teaches students how to acquire, process and disseminate knowledge. The authors use their unique Foundation of Knowledge Model throughout as an organizational structure by which to learn and teach nursing informatics. This comprehensive framework guides students through the basic building blocks of nursing informatics (nursing science, information science, computer science, cognitive science) before diving into current technologies, tools, and trends in nursing informatics. The updated Sixth Edition provides nurse educators with the necessary tools to transfer the knowledge their students need to succeed in the information age. Rich learning features, including Case Studies, Working Wisdom, and Application Scenarios demonstrate how these technologies can be applied in practice, linking information and knowledge management within a real-world context.

Influencer Marketing Applications Within the Metaverse

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Author :
Publisher : IGI Global
ISBN 13 : 1668489007
Total Pages : 353 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Influencer Marketing Applications Within the Metaverse by : Bansal, Rohit

Download or read book Influencer Marketing Applications Within the Metaverse written by Bansal, Rohit and published by IGI Global. This book was released on 2023-05-22 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: The metaverse is an immersive digital world that combines augmented reality (AR) and virtual reality (VR) to allow people to interact online as if they were in the physical world. While everything in the metaverse doesn’t exist in the physical world, it still offers unique opportunities for customers to experience your brand. The metaverse is free from physical limitations, presenting a novel opportunity for brands. Just as e-commerce revolutionized the way people shop, so could the metaverse. And by taking advantage of the metaverse's ability to bridge the gap between physical and virtual commerce, brands can use it to enrich their consumers' shopping experiences. To be successful, brands must quickly learn from mistakes and build on successful campaigns to stand out. The metaverse is data-driven, and marketers can use this in creating their growth strategies. Because growth marketing involves continuous experimentation and testing, brands can use this virtual world as their stomping ground to analyze their various marketing campaigns and observe consumer behavior. Influencer Marketing Applications Within the Metaverse explores how enterprises experimenting with the metaverse can connect, engage with, and incentivize human and machine customers to create new value exchanges, revenue streams, and markets. The book examines how brands can enrich their consumers’ shopping experiences by taking advantage of the metaverse's ability to bridge the gap between physical and virtual commerce. Covering topics such as augmented and virtual reality, customer experience, and gamification, this book is ideal for marketing practitioners, researchers, undergraduate and postgraduate students, non-government and government organizations, and more.

Hello Avatar

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Author :
Publisher : MIT Press
ISBN 13 : 0262015714
Total Pages : 214 pages
Book Rating : 4.2/5 (62 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.

Computers and Games for Mental Health and Well-Being

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Author :
Publisher : Frontiers Media SA
ISBN 13 : 2889454967
Total Pages : 311 pages
Book Rating : 4.8/5 (894 download)

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Book Synopsis Computers and Games for Mental Health and Well-Being by : Yasser Khazaal

Download or read book Computers and Games for Mental Health and Well-Being written by Yasser Khazaal and published by Frontiers Media SA. This book was released on 2018-07-12 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

Engaging with Videogames: Play, Theory and Practice

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Author :
Publisher : BRILL
ISBN 13 : 1848882955
Total Pages : 297 pages
Book Rating : 4.8/5 (488 download)

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Book Synopsis Engaging with Videogames: Play, Theory and Practice by : Dawn Stobbart

Download or read book Engaging with Videogames: Play, Theory and Practice written by Dawn Stobbart and published by BRILL. This book was released on 2019-01-04 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.

Designing Games Meant for Sharing

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Author :
Publisher : CRC Press
ISBN 13 : 1040089283
Total Pages : 143 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Designing Games Meant for Sharing by : Ioana-Iulia Cazacu

Download or read book Designing Games Meant for Sharing written by Ioana-Iulia Cazacu and published by CRC Press. This book was released on 2024-08-01 with total page 143 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book talks about the importance of social mechanics in games and how these mechanics evolved over time to accommodate new technologies and new social contexts. It looks at the innovation happening in the field of new-age social games, discussing in detail what has been learnt from designing for the younger generation, how these findings can inform game design philosophy and how this can be applied to game development more broadly. Part 1 of this book provides a brief history of games as social interaction and discusses the differences between online and offline social gaming. Part 2 covers Facebook social gaming and design lessons from first-generation social games. Part 3 introduces design philosophies for the hyper-social genre and includes an important chapter on design ethics. Finally, Part 4 looks ahead to the future of social games and how game designers can incorporate learnings from this book in their own work. This book will appeal to game designers and students of game design looking to learn how to apply learnings from social game design in their own games.