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Internet Virtual Worlds Quick Tour
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Book Synopsis Internet Virtual Worlds Quick Tour by : Sean Carton
Download or read book Internet Virtual Worlds Quick Tour written by Sean Carton and published by Ventana Communications Group. This book was released on 1995 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: User participation in the virtual worlds of MUD (Multi-User Dimension) and MOO (Mud Object-Oriented) is ever increasing. These Internet offerings include interactive communication and entertainment games. Internet Virtual Worlds Quick Tour helps readers to locate and utilize these games by introducing the users to the basic functions and by defining different categories.
Book Synopsis Distributed Virtual Worlds by : Stephan Diehl
Download or read book Distributed Virtual Worlds written by Stephan Diehl and published by Springer Science & Business Media. This book was released on 2001-02-13 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recently with the success of Java and the existence of different interfaces between VRML and Java, it became possible to implement three-dimensional Internet applications on standard VRML browsers (PlugIns) using Java. With the widespread use of VRML browsers, e.g., as part of the Netscape and Internet Explorer standard distributions, everyone connected to the Internet can directly enter a virtual world without installing a new kind of software. The VRML technology offers the basis for new forms of customer service such as interactive three-dimensional product configuration, spare part ordering, or customer training. Also, this technology can be used for CSCW in intranets. The reader should be familiar with programming languages and computers and, in particular, should know Java or at least an object-oriented programming language. The book not only provides and explains source code, which can be used as a starting point for own implementations, but it also describes the fundamental problems and how currently known solutions work. It discusses a variety of different techniques and trade offs. Many illustrations help the reader to understand and memorize the underlying principles.
Author :William Sims Bainbridge Publisher :Springer Science & Business Media ISBN 13 :184882825X Total Pages :317 pages Book Rating :4.8/5 (488 download)
Book Synopsis Online Worlds: Convergence of the Real and the Virtual by : William Sims Bainbridge
Download or read book Online Worlds: Convergence of the Real and the Virtual written by William Sims Bainbridge and published by Springer Science & Business Media. This book was released on 2009-12-08 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.
Book Synopsis Your Life In The Metaverse by : Gideon Burrows
Download or read book Your Life In The Metaverse written by Gideon Burrows and published by Gideon Burrows. This book was released on 2022-01-31 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: Imagine a world where you pull on a headset, and everything you need to do, buy, communicate and enjoy is online, available and easy to access right there and then. This is The Metaverse! In October 2021, the founder of Facebook Mark Zuckerberg announced the platform would change its name to Meta - reflecting a new direction for the company, where almost every human function could be carried out online, mostly through virtual reality experience. Imagine a cross between Minecraft, Fortnite, Amazon and BitCoin. That is The Metaverse. Plug in to meet a partner. To carry out a business meeting. To learn at school and college. To access your news and opinions. To share ideas and hobbies. To sell, make money, buy, and lose money. The Metaverse is likely to mark an enormous change in the lives of every person in the Western World, in how we shop, work, learn, earn and communicate. But it is not without controversy: questions about privacy, data protection, human rights, online bullying. In this easy to understand, readable guide, you will learn everything you need to know about the emerging Metaverse, and how it will affect you and your family. - What is The Metaverse? - How will you access The Metaverse? - Work and The Metaverse - Education and The Metaverse - Shopping and earning on The Metaverse - Governance, democracy, and freedom on The Metaverse - Social media, communications, and sharing on The Metaverse - Leisure, fun and gaming on The Metaverse - Ethics, privacy, and policing The Metaverse - Can I escape The Metaverse? - What comes after The Metaverse? These are amazing times. The Metaverse will offer opportunities and challenges for every one of us. Find out where your place will be in the Future of the Internet.
Book Synopsis Virtual Worlds: High-impact Emerging Technology - What You Need to Know by : Kevin Roebuck
Download or read book Virtual Worlds: High-impact Emerging Technology - What You Need to Know written by Kevin Roebuck and published by Tebbo. This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A virtual world is a genre of online community that often takes the form of a computer-based simulated environment, through which users can interact with one another and use and create objects. Virtual worlds are intended for its users to inhabit and interact, and the term today has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others graphically. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible (auditory and touch sensations for example). Some, but not all, virtual worlds allow for multiple users. This book is your ultimate resource for Virtual Worlds. Here you will find the most up-to-date information, analysis, background and everything you need to know. In easy to read chapters, with extensive references and links to get you to know all there is to know about Virtual Worlds right away, covering: , Virtual world, Active Worlds, Adobe Atmosphere, Ai Sp@ce, Beanie Baby, Blaxxun, Cityspace, Contact consortium, Coolroom, Croquet Project, Cybernet Worlds, CyberTown, Diversity University, Dizzywood, Dotsoul, Dreamscape (chat), EGO Game, Emerging Virtual Institutions, Entropia Universe, ERepublik, Farm Town, Forterra Systems, Gaia Online, Habbo, HiPiHi, Hyperlinks in virtual worlds, Imagination Age, IMVU, Jewel of Indra, Kaneva, Kid Brands, Kidscom.com, Libraries in Second Life, (Lil) Green Patch, Google Lively, Meet Me, Metaplace, Metaversum GmbH, MicroMUSE, Mini Friday, Music Mogul, MyCoke, Next island, Onverse, Open Cobalt, OSMP, Ourworld, OurWorld!, OZ Virtual, Panfu, ParaEngine, Pet Society, Poptropica, Red Light Center, Rise: The Vieneo Province, Scratch (programming language), Second Life, Second Lives: A Journey Through Virtual Worlds, SL Shakespeare Company, Smeet, Solipsis, Stardoll, There (virtual world), Twinity, Ty Girlz, ViOS, Webkinz, WeeWorld, Whyville, WorldsPlayer, SmallWorlds This book explains in-depth the real drivers and workings of Virtual Worlds. It reduces the risk of your technology, time and resources investment decisions by enabling you to compare your understanding of Virtual Worlds with the objectivity of experienced professionals.
Book Synopsis The Immersive Internet by : R. Teigland
Download or read book The Immersive Internet written by R. Teigland and published by Springer. This book was released on 2013-03-25 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: Collecting short thought pieces by some of the leading thinkers on the emerging 'Immersive Internet', Power and Teigland's book questions what a more immersive and intimate internet – based on social media, augmented reality, virtual worlds, online games, 3D internet and beyond – might mean for society and for each of us.
Download or read book Living Virtually written by Don Heider and published by Peter Lang. This book was released on 2009 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual worlds are most often three dimensional locales, where people create virtual personae (called avatars) who come to play, socialize, and work. This edited collection of groundbreaking research on virtual worlds offers a wide-ranging look at the sociology, politics, and communication practices in virtual worlds from a group of scholars in the United States and abroad.
Download or read book Avatars! written by Bruce Damer and published by . This book was released on 1998 with total page 552 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Virtual Worlds on the Internet by : John Vince
Download or read book Virtual Worlds on the Internet written by John Vince and published by Wiley-IEEE Computer Society Press. This book was released on 1998 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Worlds on the Internet examines how the latest developments in virtual environments, computer animation, communication networks, and the Internet are being configured to create revolutionary tools and systems.
Book Synopsis Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments by : Yang, Harrison Hao
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.
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.
Author :Andreas Hebbel-Seeger Publisher :Springer Science & Business Media ISBN 13 :146146286X Total Pages :422 pages Book Rating :4.4/5 (614 download)
Book Synopsis Synthetic Worlds by : Andreas Hebbel-Seeger
Download or read book Synthetic Worlds written by Andreas Hebbel-Seeger and published by Springer Science & Business Media. This book was released on 2013-08-13 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: Synthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars. The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life. Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel. The editors of this book captures the state of research in the field intended to reflect the rapidly growing yet relatively young market in education and business. The general focus is set on the scientific community but integrates the practical applications for businesses, with papers on information systems, business models, and economics. In six parts, international authors – all experts in their field – discuss the current state-of-the-art of virtual worlds/alternate realities and how the field will develop over the next years. Chapters discuss the influences and impacts in and around virtual worlds. Part four is about education, with a focus on learning environments and experiences, pedagogical models, and the effects on the different roles in the educational sector. The book looks at business models and how companies can participate in virtual worlds while receiving a return on investment, and includes cases and scenarios of integration, from design, implementation to application.
Book Synopsis Riding the Hype Cycle: The Resurgence of Virtual Worlds by : Paul Jerry
Download or read book Riding the Hype Cycle: The Resurgence of Virtual Worlds written by Paul Jerry and published by BRILL. This book was released on 2019-01-04 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Virtual Space written by Lars Qvortrup and published by Springer Science & Business Media. This book was released on 2011-06-28 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the spatiality of virtual inhabited 3D worlds - virtual reality and cyberspace. (Three other volumes look at Interaction, Staging and Methodology.) It is about the communication spaces emerging at the Internet and supported by special 3D interfaces. It is also about the virtual spaces created by virtual reality hardware (CAVEs, panoramic screens, head mounted display systems etc.) and software. Virtual Space: Spatiality in Virtual Inhabited 3D Worlds is interdisciplinary. It deals with philosophical, psychological, communicational, technological and aesthetic aspects of space. While philosophy raises the question concerning the ontology of space - what is space - psychology deals with our perception of space. Communication theory looks at the way in which space supports communication (i.e. that space is a medium for communication), and finally aesthetic analyses exemplify the use of virtual space in virtual cities, in museums and in art.
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 Virtual Worlds 175 Success Secrets - 175 Most Asked Questions on Virtual Worlds - What You Need to Know by : Heather Estes
Download or read book Virtual Worlds 175 Success Secrets - 175 Most Asked Questions on Virtual Worlds - What You Need to Know written by Heather Estes and published by Emereo Publishing. This book was released on 2014 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: There has never been a Virtual Worlds Guide like this. It contains 175 answers, much more than you can imagine; comprehensive answers and extensive details and references, with insights that have never before been offered in print. Get the information you need--fast! This all-embracing guide offers a thorough view of key knowledge and detailed insight. This Guide introduces what you want to know about Virtual Worlds. A quick look inside of some of the subjects covered: Virtual world - Virtual worlds and real life, Technoself, Online dating service - Comparisons in marriage health: traditional versus online first encounters, Virtual artifact, Virtual world - Medical, Avatar (computing) - Video games, Virtual World Language Learning - Constructivist approaches, Otherland, Virtual artifact - Virtual consumerism, Animation - Computer animation, Virtual economy - Controversy, IBM Virtual Universe Community - History, Virtuality, Social software - Virtual presence, Virtual world - Business, Massively multiplayer online game - Virtual economies, Virtual world - Future, GEnie - Further reading, Technoself - Digital Identity and Virtual Life, Tad Williams - Literary and Cultural References, Richard Bartle - Life and career, United States Army Simulation and Training Technology Center - Current events, Educational software - Selected reports and academic articles, Social software - Massively multiplayer online games, WorldsAway - Gameplay, Sociology - Internet, Virtual world - Tourism, Virtual world - Commercial, 2013 mass surveillance disclosures - December, Talker, Federation of American Scientists - Emerging Technologies, Virtual World Language Learning - Approaches to language education in virtual worlds, Metaverse - Developing Technical Standards for the Metaverse, and much more...
Download or read book VRML written by Walter Goralski and published by Prentice Hall. This book was released on 1997 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: A guide to installing & using VRML Browser and a tutorial on how to program in VRML to create your own virtual world.