Research Anthology on Virtual Environments and Building the Metaverse, VOL 1

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Publisher : Research Anthology on Virtual Environments and Building the Metaverse
ISBN 13 : 9781668487587
Total Pages : 0 pages
Book Rating : 4.4/5 (875 download)

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Book Synopsis Research Anthology on Virtual Environments and Building the Metaverse, VOL 1 by : Information R. . . Management Association

Download or read book Research Anthology on Virtual Environments and Building the Metaverse, VOL 1 written by Information R. . . Management Association and published by Research Anthology on Virtual Environments and Building the Metaverse. This book was released on 2022-10-21 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Research Anthology on Virtual Environments and Building the Metaverse

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Author :
Publisher : IGI Global
ISBN 13 : 1668475987
Total Pages : 797 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Virtual Environments and Building the Metaverse by : Management Association, Information Resources

Download or read book Research Anthology on Virtual Environments and Building the Metaverse written by Management Association, Information Resources and published by IGI Global. This book was released on 2022-12-19 with total page 797 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the advent of virtual environments and communities, the metaverse has been rapidly expanding in recent years as businesses and industries have begun to see the value and opportunities this technology provides. In order to ensure this technology is utilized to its full potential, further study on the best practices, challenges, and future directions is required. The Research Anthology on Virtual Environments and Building the Metaverse considers the latest research regarding the metaverse and discusses potential issues and benefits of the technology. The book also examines strategies and tactics businesses and companies can use when implementing the metaverse into their operations. Covering key topics such as immersion, augmented reality, and virtual worlds, this major reference work is ideal for computer scientists, business owners, managers, industry professionals, researchers, scholars, academicians, practitioners, instructors, and students.

Beyond Reality: Navigating the Power of Metaverse and Its Applications

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Publisher : Springer Nature
ISBN 13 : 3031517164
Total Pages : 250 pages
Book Rating : 4.0/5 (315 download)

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Book Synopsis Beyond Reality: Navigating the Power of Metaverse and Its Applications by : Mostafa Al-Emran

Download or read book Beyond Reality: Navigating the Power of Metaverse and Its Applications written by Mostafa Al-Emran and published by Springer Nature. This book was released on 2024-01-28 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses recent research trends concerning the role of the Metaverse in advancing the education and finance sectors from various perspectives. These trends are explored through multiple case studies employing diverse analytical approaches. The chapters aim to aid scholars and postgraduate students in pursuing future research in this domain and identifying potential developments in Metaverse applications.

Virtual Society

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Publisher : Currency
ISBN 13 : 0593239970
Total Pages : 289 pages
Book Rating : 4.5/5 (932 download)

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Book Synopsis Virtual Society by : Herman Narula

Download or read book Virtual Society written by Herman Narula and published by Currency. This book was released on 2022-10-11 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: “A fascinating, provocative case that the metaverse will not merely transform our virtual experience—it may actually enrich the quality of our lives” (Adam Grant)—from the visionary co-founder of one of today’s most innovative technology companies “This important book offers a highly persuasive argument that the metaverse, a new kind of virtual world, marks a profound next stage in this long human quest for fulfillment through creation.”—Chris Anderson, head of TED The concept of “the metaverse” has exploded in the public consciousness, but its contours remain elusive. Is it merely an immersive virtual reality playground, one that Facebook and other platforms will angle to control? Is it simply the next generation of massive multiplayer online games? Or is it something more revolutionary? As pioneering technologist Herman Narula shows, the metaverse is the latest manifestation of an ancient human tendency: the act of worldbuilding. From the Egyptians, whose conception of death inspired them to build the pyramids, to modern-day sports fans, whose passion for a game inspires extreme behavior, humans have long sought to supplement their day-to-day lives with a rich diversity of alternative experiences. Rooting his vision in history and psychology, Narula argues that humans’ intrinsic need for autonomy, accomplishment, and connection can best be met in virtual “worlds of ideas,” where users have the chance to create and exchange meaning and value. The metaverse is both the growing set of fulfilling digital experiences—ranging from advanced gaming to concerts and other entertainment events and even to virtual employment—and the empowering framework that allows these spaces to become “networks of useful meaning.” Bloomberg Intelligence recently predicted that the metaverse will become an $800 billon industry by 2024. But its implications, argues Narula, will lead to far more awe-inspiring possibilities than a spigot of cash. The arrival of the metaverse marks the beginning of a new age of exploration—not outward, but inward—with the potential to reshape society and open the door to a new understanding of the human species and its capabilities. Rigorously researched and passionately argued, Virtual Society is a provocative and essential guide for anyone who wants to go beyond superficial headlines to understand the true contours and potential of our virtual future.

The Science of Virtual Reality and Virtual Environments

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Publisher :
ISBN 13 :
Total Pages : pages
Book Rating : 4.:/5 (655 download)

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Book Synopsis The Science of Virtual Reality and Virtual Environments by : Roy S. KALAWSKY

Download or read book The Science of Virtual Reality and Virtual Environments written by Roy S. KALAWSKY and published by . This book was released on 1993 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Learning in Virtual Worlds

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Publisher : Athabasca University Press
ISBN 13 : 177199133X
Total Pages : 347 pages
Book Rating : 4.7/5 (719 download)

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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.

Virtual Reality and the Criminal Justice System

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Publisher : Lexington Books
ISBN 13 : 1498534287
Total Pages : 103 pages
Book Rating : 4.4/5 (985 download)

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Book Synopsis Virtual Reality and the Criminal Justice System by : Bobbie Ticknor

Download or read book Virtual Reality and the Criminal Justice System written by Bobbie Ticknor and published by Lexington Books. This book was released on 2018-02-19 with total page 103 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Reality (VR) is becoming a popular technology for gaming and entertainment; however, researchers and scientists have used the technology for decades to develop real world solutions. The criminal justice system has used VR primarily for weapons training and forensic investigation but its uses are expanding. This book discusses how the technology can be used for correctional rehabilitation. Specifically, the book explores how cognitive behavior therapy, a widely used therapeutic technique used to treat offenders, can be improved using VR. Offenders can learn new skills, role play, and practice what they’ve learned in a safe, controlled environment that mimics situations they may find when back in the community. Additionally, those without access to services can use the technology to attend virtual groups offered by trained facilitators no matter where they live. With current limitations on resources, VR can offer criminal justice practitioners another option for offender rehabilitation.

Mapping Cyberspace

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Publisher : Routledge
ISBN 13 : 113463899X
Total Pages : 385 pages
Book Rating : 4.1/5 (346 download)

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Book Synopsis Mapping Cyberspace by : Martin Dodge

Download or read book Mapping Cyberspace written by Martin Dodge and published by Routledge. This book was released on 2003-09-02 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: Mapping Cyberspace is a ground-breaking geographic exploration and critical reading of cyberspace, and information and communication technologies. The book: * provides an understanding of what cyberspace looks like and the social interactions that occur there * explores the impacts of cyberspace, and information and communication technologies, on cultural, political and economic relations * charts the spatial forms of virutal spaces * details empirical research and examines a wide variety of maps and spatialisations of cyberspace and the information society * has a related website at http://www.MappingCyberspace.com. This book will be a valuable addition to the growing body of literature on cyberspace and what it means for the future.

How We Became Posthuman

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Publisher : University of Chicago Press
ISBN 13 : 9780226321462
Total Pages : 368 pages
Book Rating : 4.3/5 (214 download)

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Book Synopsis How We Became Posthuman by : N. Katherine Hayles

Download or read book How We Became Posthuman written by N. Katherine Hayles and published by University of Chicago Press. This book was released on 1999-02-15 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this age of DNA computers and artificial intelligence, information is becoming disembodied even as the "bodies" that once carried it vanish into virtuality. While some marvel at these changes, envisioning consciousness downloaded into a computer or humans "beamed" Star Trek-style, others view them with horror, seeing monsters brooding in the machines. In How We Became Posthuman, N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age. Hayles relates three interwoven stories: how information lost its body, that is, how it came to be conceptualized as an entity separate from the material forms that carry it; the cultural and technological construction of the cyborg; and the dismantling of the liberal humanist "subject" in cybernetic discourse, along with the emergence of the "posthuman." Ranging widely across the history of technology, cultural studies, and literary criticism, Hayles shows what had to be erased, forgotten, and elided to conceive of information as a disembodied entity. Thus she moves from the post-World War II Macy Conferences on cybernetics to the 1952 novel Limbo by cybernetics aficionado Bernard Wolfe; from the concept of self-making to Philip K. Dick's literary explorations of hallucination and reality; and from artificial life to postmodern novels exploring the implications of seeing humans as cybernetic systems. Although becoming posthuman can be nightmarish, Hayles shows how it can also be liberating. From the birth of cybernetics to artificial life, How We Became Posthuman provides an indispensable account of how we arrived in our virtual age, and of where we might go from here.

The Game Design Reader

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Publisher : MIT Press
ISBN 13 : 0262195364
Total Pages : 955 pages
Book Rating : 4.2/5 (621 download)

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Book Synopsis The Game Design Reader by : Katie Salen Tekinbas

Download or read book The Game Design Reader written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2005-11-23 with total page 955 pages. Available in PDF, EPUB and Kindle. Book excerpt: Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Critical Gaming: Interactive History and Virtual Heritage

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Publisher : Routledge
ISBN 13 : 1317157397
Total Pages : 232 pages
Book Rating : 4.3/5 (171 download)

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Book Synopsis Critical Gaming: Interactive History and Virtual Heritage by : Erik Champion

Download or read book Critical Gaming: Interactive History and Virtual Heritage written by Erik Champion and published by Routledge. This book was released on 2016-03-09 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Virtual Consumption

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Publisher :
ISBN 13 : 9789522490209
Total Pages : 243 pages
Book Rating : 4.4/5 (92 download)

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Book Synopsis Virtual Consumption by : Vili Lehdonvirta

Download or read book Virtual Consumption written by Vili Lehdonvirta and published by . This book was released on 2009 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Social Media and the Value of Truth

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Publisher : Rowman & Littlefield
ISBN 13 : 0739174126
Total Pages : 113 pages
Book Rating : 4.7/5 (391 download)

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Book Synopsis Social Media and the Value of Truth by : Berrin Beasley

Download or read book Social Media and the Value of Truth written by Berrin Beasley and published by Rowman & Littlefield. This book was released on 2013 with total page 113 pages. Available in PDF, EPUB and Kindle. Book excerpt: Social media is ubiquitous. From Facebook and Twitter to YouTube, the blogosphere, and Massively Multi-Player Online Role-Playing Games, people have plugged into numerous online venues for social, intellectual, and leisure activities. The pervasiveness of social media calls for ethical reflection, and one of the most pertinent values at stake is that of truth. Current figures estimate there are more than 1 billion social media users worldwide with the ability to connect with people who share similar interests, to present themselves as experts on anything and everything no matter their qualifications, and to contribute the types of factual information formerly limited to professional communication outlets such as news agencies. It's this wide-ranging definition of truth that demands evaluation of the myriad ways social media affect society. This volume does just that by collecting insights from leading experts in the communication and philosophy disciplines as they examine a variety of issues related to the value of truth in the realm of social media.

Cybertherapy

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Publisher : John Wiley & Sons
ISBN 13 : 9781586034115
Total Pages : 296 pages
Book Rating : 4.0/5 (341 download)

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Book Synopsis Cybertherapy by : G. Riva

Download or read book Cybertherapy written by G. Riva and published by John Wiley & Sons. This book was released on 2004 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: The goal of this book is to analyze the processes by which cybertherapy applications will contribute to the delivery of state-of-the-art health services. Particular attention is given to the clinical use of virtual reality technology.

The Experience Economy, With a New Preface by the Authors

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Publisher : Harvard Business Press
ISBN 13 : 1633697983
Total Pages : 412 pages
Book Rating : 4.6/5 (336 download)

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Book Synopsis The Experience Economy, With a New Preface by the Authors by : B. Joseph Pine II

Download or read book The Experience Economy, With a New Preface by the Authors written by B. Joseph Pine II and published by Harvard Business Press. This book was released on 2019-12-10 with total page 412 pages. Available in PDF, EPUB and Kindle. Book excerpt: Time is limited. Attention is scarce. Are you engaging your customers? Apple Stores, Disney, LEGO, Starbucks. Do these names conjure up images of mere goods and services, or do they evoke something more--something visceral? Welcome to the Experience Economy, where businesses must form unique connections in order to secure their customers' affections--and ensure their own economic vitality. This seminal book on experience innovation by Joe Pine and Jim Gilmore explores how savvy companies excel by offering compelling experiences for their customers, resulting not only in increased customer allegiance but also in a more profitable bottom line. Translated into thirteen languages, The Experience Economy has become a must-read for leaders of enterprises large and small, for-profit and nonprofit, global and local. Now with a brand-new preface, Pine and Gilmore make an even stronger case for experiences as the critical link between a company and its customers in an increasingly distractible and time-starved world. Filled with detailed examples and actionable advice, The Experience Economy helps companies create personal, dramatic, and even transformative experiences, offering the script from which managers can generate value in ways aligned with a strong customer-centric strategy.

New Media

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Publisher : Taylor & Francis
ISBN 13 : 0415431603
Total Pages : 463 pages
Book Rating : 4.4/5 (154 download)

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Book Synopsis New Media by : Leah A. Lievrouw

Download or read book New Media written by Leah A. Lievrouw and published by Taylor & Francis. This book was released on 2009 with total page 463 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Postmortems

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Publisher :
ISBN 13 : 9780996793742
Total Pages : 702 pages
Book Rating : 4.7/5 (937 download)

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Book Synopsis Postmortems by : Raph Koster

Download or read book Postmortems written by Raph Koster and published by . This book was released on 2018-06-26 with total page 702 pages. Available in PDF, EPUB and Kindle. Book excerpt: Legendary game designer and author of the classic "A Theory of Fun for Game Design," Raph Koster is back with his first volume of selected essays. "Postmortems" collects new material and classic writings to provide a history of the development of virtual worlds, including behind-the-scenes glimpses of Ultima Online, Star Wars Galaxies, and more.