Avatars!

Avatars!

Author: Bruce Damer

Publisher: Addison Wesley Longman

Published: 1998

Total Pages: 604

ISBN-13: 9780201688405

DOWNLOAD EBOOK

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.


Online Worlds: Convergence of the Real and the Virtual

Online Worlds: Convergence of the Real and the Virtual

Author: William Sims Bainbridge

Publisher: Springer Science & Business Media

Published: 2009-12-08

Total Pages: 317

ISBN-13: 184882825X

DOWNLOAD EBOOK

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.


The Law of Virtual Worlds and Internet Social Networks

The Law of Virtual Worlds and Internet Social Networks

Author: Andrew Sparrow

Publisher: CRC Press

Published: 2016-03-03

Total Pages: 262

ISBN-13: 131702611X

DOWNLOAD EBOOK

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.


Designing Virtual Worlds

Designing Virtual Worlds

Author: Richard A. Bartle

Publisher: New Riders

Published: 2004

Total Pages: 768

ISBN-13: 9780131018167

DOWNLOAD EBOOK

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 Virtual Worlds

Digitising the Industry - Internet of Things Connecting the Physical, Digital and Virtual Worlds

Author: Peter Friess

Publisher: River Publishers

Published: 2016-07-07

Total Pages: 362

ISBN-13: 8793379811

DOWNLOAD EBOOK

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: IntroductionDigitising industry and IoT as key enabler in the new era of Digital EconomyIoT Strategic Research and Innovation Agenda IoT in the digital industrial context: Digital Single MarketIntegration of heterogeneous systems and bridging the virtual, digital and physical worldsFederated IoT platforms and interoperabilityEvolution from intelligent devices to connected systems of systems by adding new layers of cognitive behaviour, artificial intelligence and user interfaces. Innovation through IoT ecosystemsTrust-based IoT end-to-end security, privacy framework User acceptance, societal, ethical aspects and legal issuesInternet of Things Applications


Learning Online with Games, Simulations, and Virtual Worlds

Learning Online with Games, Simulations, and Virtual Worlds

Author: Clark Aldrich

Publisher: John Wiley & Sons

Published: 2009-09-22

Total Pages: 136

ISBN-13: 0470438347

DOWNLOAD EBOOK

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


Virtual Worlds on the Internet

Virtual Worlds on the Internet

Author: John Vince

Publisher: Wiley-IEEE Computer Society Press

Published: 1998

Total Pages: 372

ISBN-13:

DOWNLOAD EBOOK

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.


Exodus to the Virtual World

Exodus to the Virtual World

Author: Edward Castronova

Publisher: Macmillan

Published: 2008-11-11

Total Pages: 256

ISBN-13: 0230607853

DOWNLOAD EBOOK

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.


Virtual Worlds

Virtual Worlds

Author: Liz Falconer

Publisher:

Published: 2018

Total Pages: 0

ISBN-13: 9781536130997

DOWNLOAD EBOOK

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.


The Immersive Internet

The Immersive Internet

Author: R. Teigland

Publisher: Springer

Published: 2013-03-25

Total Pages: 284

ISBN-13: 1137283025

DOWNLOAD EBOOK

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.