Virtual Worlds on the Internet

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Author :
Publisher : Wiley-IEEE Computer Society Press
ISBN 13 :
Total Pages : 372 pages
Book Rating : 4.F/5 ( download)

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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.

Avatars!

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

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Book Synopsis Avatars! by : Bruce Damer

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

The Law of Virtual Worlds and Internet Social Networks

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Author :
Publisher : CRC Press
ISBN 13 : 131702611X
Total Pages : 264 pages
Book Rating : 4.3/5 (17 download)

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Book Synopsis The Law of Virtual Worlds and Internet Social Networks by : Andrew Sparrow

Download or read book The Law of Virtual Worlds and Internet Social Networks written by Andrew Sparrow and published by CRC Press. This book was released on 2016-03-03 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual worlds are the latest manifestation of the internet's inexorable appetite for development. Organisations of all kinds are enthusiastically pursuing the commercial opportunities offered by the growth of this phenomenon. But if you believe that there are no laws which govern internet social networks and virtual worlds this book will persuade you otherwise. There is law, and a good deal of it. Why would there not be? As with many other aspects of the world wide web, this new medium is unregulated and offers many opportunities for companies to damage their reputation, run into a whole host of problems relating to intellectual property, trade marks and copyrights, and compromise the rights of individuals participating within the virtual environment. By reading The Law of Virtual Worlds and Internet Social Networks you will gain a good understanding of the legal issues which govern this expanding and fascinating world - are you ready for the leap from internet plaything to meaningful social and business tool? The Law of Virtual Worlds and Internet Social Networks is an essential reference for advertising and media agencies; television broadcast producers; academic institutions including university law, knowledge and information departments. In fact, it has been written for anyone interested in virtual worlds and social networks whether commercially because you want to explore the possibilities such environments present, or for academic curiosity.

Online Worlds: Convergence of the Real and the Virtual

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 184882825X
Total Pages : 318 pages
Book Rating : 4.8/5 (488 download)

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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 318 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.

Designing Virtual Worlds

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Author :
Publisher : New Riders
ISBN 13 : 9780131018167
Total Pages : 768 pages
Book Rating : 4.0/5 (181 download)

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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.

Digitising the Industry Internet of Things Connecting the Physical, Digital and VirtualWorlds

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Author :
Publisher : CRC Press
ISBN 13 : 1000795268
Total Pages : 363 pages
Book Rating : 4.0/5 (7 download)

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Book Synopsis Digitising the Industry Internet of Things Connecting the Physical, Digital and VirtualWorlds by : Ovidiu Vermesan

Download or read book Digitising the Industry Internet of Things Connecting the Physical, Digital and VirtualWorlds written by Ovidiu Vermesan and published by CRC Press. This book was released on 2022-09-01 with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an overview of the current Internet of Things (IoT) landscape, ranging from the research, innovation and development priorities to enabling technologies in a global context. A successful deployment of IoT technologies requires integration on all layers, be it cognitive and semantic aspects, middleware components, services, edge devices/machines and infrastructures. It is intended to be a standalone book in a series that covers the Internet of Things activities of the IERC - Internet of Things European Research Cluster from research to technological innovation, validation and deployment. The book builds on the ideas put forward by the European Research Cluster and the IoT European Platform Initiative (IoT-EPI) and presents global views and state of the art results on the challenges facing the research, innovation, development and deployment of IoT in the next years. The IoT is bridging the physical world with virtual world and requires sound information processing capabilities for the "digital shadows" of these real things. The research and innovation in nanoelectronics, semiconductor, sensors/actuators, communication, analytics technologies, cyber-physical systems, software, swarm intelligent and deep learning systems are essential for the successful deployment of IoT applications. The emergence of IoT platforms with multiple functionalities enables rapid development and lower costs by offering standardised components that can be shared across multiple solutions in many industry verticals. The IoT applications will gradually move from vertical, single purpose solutions to multi-purpose and collaborative applications interacting across industry verticals, organisations and people, being one of the essential paradigms of the digital economy. Many of those applications still have to be identified and involvement of end-users including the creative sector in this innovation is crucial. The IoT applications and deployments as integrated building blocks of the new digital economy are part of the accompanying IoT policy framework to address issues of horizontal nature and common interest (i.e. privacy, end-to-end security, user acceptance, societal, ethical aspects and legal issues) for providing trusted IoT solutions in a coordinated and consolidated manner across the IoT activities and pilots. In this, context IoT ecosystems offer solutions beyond a platform and solve important technical challenges in the different verticals and across verticals. These IoT technology ecosystems are instrumental for the deployment of large pilots and can easily be connected to or build upon the core IoT solutions for different applications in order to expand the system of use and allow new and even unanticipated IoT end uses. Technical topics discussed in the book include: • Introduction• Digitising industry and IoT as key enabler in the new era of Digital Economy• IoT Strategic Research and Innovation Agenda• IoT in the digital industrial context: Digital Single Market• Integration of heterogeneous systems and bridging the virtual, digital and physical worlds• Federated IoT platforms and interoperability• Evolution from intelligent devices to connected systems of systems by adding new layers of cognitive behaviour, artificial intelligence and user interfaces.• Innovation through IoT ecosystems• Trust-based IoT end-to-end security, privacy framework• User acceptance, societal, ethical aspects and legal issues• Internet of Things Applications

Ethnography and Virtual Worlds

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Author :
Publisher : Princeton University Press
ISBN 13 : 0691264856
Total Pages : 264 pages
Book Rating : 4.6/5 (912 download)

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Book Synopsis Ethnography and Virtual Worlds by : Tom Boellstorff

Download or read book Ethnography and Virtual Worlds written by Tom Boellstorff and published by Princeton University Press. This book was released on 2024-08-06 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography

Virtual Worlds

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Author :
Publisher :
ISBN 13 : 9781536130997
Total Pages : 0 pages
Book Rating : 4.1/5 (39 download)

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Book Synopsis Virtual Worlds by : Liz Falconer

Download or read book Virtual Worlds written by Liz Falconer and published by . This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the rich and fascinating topic of virtual worlds by bringing together research findings and discussion pieces from an international group of leading practitioners in the field. There are many different definitions of virtual worlds, but they all share the characteristic of enabling real-time interaction between users who are present in these worlds in the form of avatars, i.e., digital projections of ourselves into virtual environments. A particular theme of the book is how our activities in virtual worlds continue to develop our understanding of the nature of virtual experience, and particularly what it means to be digitally human. These ideas are explored from a diverse and engaging range of perspectives that include archaeology, languages, teacher training, computing, meditation and well-being, forensic science, performance art and artificial intelligence. Each chapter provides an in-depth discussion and analysis, and practical examples of successful implementations of virtual world technologies are also included. The book will be invaluable to researchers and practitioners in the fields of virtual worlds, virtual reality, augmented reality and artificial intelligence. It presents evidence, discussion and advice on some of the underpinning concepts relating to virtuality, on the application of virtual technologies to our daily lives, and encourages us to ponder the possible futures of these types of technology.

Learning Online with Games, Simulations, and Virtual Worlds

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 0470438347
Total Pages : 136 pages
Book Rating : 4.4/5 (74 download)

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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

Understanding the Psychology of Internet Behaviour

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Author :
Publisher : Palgrave Macmillan
ISBN 13 : 9780333984680
Total Pages : 224 pages
Book Rating : 4.9/5 (846 download)

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Book Synopsis Understanding the Psychology of Internet Behaviour by : Adam N. Joinson

Download or read book Understanding the Psychology of Internet Behaviour written by Adam N. Joinson and published by Palgrave Macmillan. This book was released on 2003-02-08 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Internet is transforming business, education, and maybe even ourselves. In this timely and unique text, Adam Joinson provides a clear, engaging and lively summary of the psychology of the Internet, while at the same time drawing lessons from previous technologies as diverse as the early telephone, telegraph, and even radio hams. Mixing anecdote with findings from psychological studies, this book provides a clear, compelling and insightful vision of the psychology of the Internet, and the implications for the design of future technologies.

Exodus to the Virtual World

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Publisher : St. Martin's Press
ISBN 13 : 9780230608610
Total Pages : 256 pages
Book Rating : 4.6/5 (86 download)

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Book Synopsis Exodus to the Virtual World by : Edward Castronova

Download or read book Exodus to the Virtual World written by Edward Castronova and published by St. Martin's Press. This book was released on 2007-11-27 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.

Distributed Virtual Worlds

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 9783540676249
Total Pages : 188 pages
Book Rating : 4.6/5 (762 download)

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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.

Play Between Worlds

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Author :
Publisher : MIT Press
ISBN 13 : 0262250543
Total Pages : 206 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Play Between Worlds by : T. L. Taylor

Download or read book Play Between Worlds written by T. L. Taylor and published by MIT Press. This book was released on 2009-02-13 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.

The Immersive Internet

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Author :
Publisher : Springer
ISBN 13 : 1137283025
Total Pages : 361 pages
Book Rating : 4.1/5 (372 download)

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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.

Synthetic Worlds

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Author :
Publisher : University of Chicago Press
ISBN 13 : 0226096319
Total Pages : 344 pages
Book Rating : 4.2/5 (26 download)

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Book Synopsis Synthetic Worlds by : Edward Castronova

Download or read book Synthetic Worlds written by Edward Castronova and published by University of Chicago Press. This book was released on 2008-09-15 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

Exodus to the Virtual World

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Author :
Publisher : Macmillan
ISBN 13 : 0230607853
Total Pages : 256 pages
Book Rating : 4.2/5 (36 download)

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Book Synopsis Exodus to the Virtual World by : Edward Castronova

Download or read book Exodus to the Virtual World written by Edward Castronova and published by Macmillan. This book was released on 2008-11-11 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.

The Immersive Internet

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Author :
Publisher : Springer
ISBN 13 : 1137283025
Total Pages : 264 pages
Book Rating : 4.1/5 (372 download)

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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 264 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.