Virtual Worlds Social Interaction Design PDF Download
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Author | : Mikael Jakobsson |
Publisher | : |
Total Pages | : 205 |
Release | : 2006 |
Genre | : Human-computer interaction |
ISBN | : 9789172640535 |
Download Virtual Worlds & Social Interaction Design Book in PDF, ePub and Kindle
Author | : Kiran Lakkaraju |
Publisher | : Cambridge University Press |
Total Pages | : 433 |
Release | : 2018-07-05 |
Genre | : Computers |
ISBN | : 1108558984 |
Download Social Interactions in Virtual Worlds Book in PDF, ePub and Kindle
Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian.
Author | : Kiran Lakkaraju |
Publisher | : Cambridge University Press |
Total Pages | : 433 |
Release | : 2018-07-05 |
Genre | : Computers |
ISBN | : 110712882X |
Download Social Interactions in Virtual Worlds Book in PDF, ePub and Kindle
This cross-disciplinary exploration of MMOs and other complex online worlds melds work from computer science, psychology and social science.
Author | : Richard A. Bartle |
Publisher | : New Riders |
Total Pages | : 768 |
Release | : 2004 |
Genre | : Computers |
ISBN | : 9780131018167 |
Download Designing Virtual Worlds Book in PDF, ePub and Kindle
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.
Author | : Ralph Schroeder |
Publisher | : Oxford University Press |
Total Pages | : 337 |
Release | : 2010-11-04 |
Genre | : Psychology |
ISBN | : 0199707782 |
Download Being There Together Book in PDF, ePub and Kindle
Virtual environments provide places for 'being there together', for avatars to interact with each other in computer-generated spaces. They range from immersive systems in which people have life-size tracked avatar bodies to large-scale spaces such as Second Life where populations of users socialize in persistent virtual worlds. This book draws together research on how people interact in virtual environments: What difference does avatar appearance make? How do avatars collaborate and play together? How do the type of system and the space affect how people engage with each other? How does interaction between avatars differ from face-to-face interaction? What can social scientists learn from experiments and other studies of how people interact in virtual environments? What are the ethical and social issues in doing this research, and in the uses of this technology? And how do virtual environments differ from other communication technologies such as videoconferencing systems and other new media? This book is a state-of-the art survey of research on these topics, and offers a framework for understanding this technology and its future implications.
Author | : Nelson Zagalo |
Publisher | : IGI Global |
Total Pages | : 0 |
Release | : 2012 |
Genre | : Computers |
ISBN | : 9781609608545 |
Download Virtual Worlds and Metaverse Platforms Book in PDF, ePub and Kindle
"This book presents foundational research, models, case studies and research results that researchers and scholars can port to their own environments to evolve their own research processes and studies, covering scenarios of intellectual disciplines and technological endeavors in which metaverse platforms are currently being used and will be used"--Provided by publisher.
Author | : Gianni Panconesi |
Publisher | : |
Total Pages | : |
Release | : 2021 |
Genre | : Artificial intelligence |
ISBN | : 9781799876380 |
Download Handbook of Research on Teaching with Virtual Environments and AI Book in PDF, ePub and Kindle
"In a world where where online and offline overlap and coincide, this book presents how digital intelligence is a key competence for the future of education and looks at how AI and other digital tools are improving the world of education"--
Author | : Kiran Lakkaraju |
Publisher | : Cambridge University Press |
Total Pages | : 434 |
Release | : 2018-04-30 |
Genre | : Computers |
ISBN | : 1108611273 |
Download Social Interactions in Virtual Worlds Book in PDF, ePub and Kindle
Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian.
Author | : Iryna Kuksa |
Publisher | : Elsevier |
Total Pages | : 207 |
Release | : 2014-06-16 |
Genre | : Language Arts & Disciplines |
ISBN | : 1780634064 |
Download Making Sense of Space Book in PDF, ePub and Kindle
The use of Virtual Worlds (VWs) has increased in the last decade. VWs are used for communication, education, community building, creative arts, and more. A good deal of research has been conducted into learning and VWs, but other areas remain ripe for investigation. Factors from technological platforms to the nature and conventions of the communities that use VWs must be considered, in order to achieve the best possible interaction between virtual spaces and their users. Making Sense of Space focuses on the background to these issues, describing a range of case studies conducted by the authors. The book investigates the innovative and creative ways designers employ VWs for research, performance-making, and audience engagement. Secondly, it looks into how educators use these spaces to support their teaching practice. Lastly, the book examines the potential of VWs as new methods of communication, and the ways they are changing our perception of reality. This book is structured into four chapters. An introduction provides a history and outline of important themes for VWs, and subsequent chapters consider the design of virtual spaces, experience of virtual spaces, and communication in virtual spaces. Written by two experienced academics and practitioners in the field, offering different perspectives Uses a multidisciplinary approach, drawing on: education; scenography; performance studies; disaster management; and computer science Provides multiple viewpoints on the topic, gained through interviews and contributions from a range of experts, as well as several co-authored chapters
Author | : William Sims Bainbridge |
Publisher | : Springer Science & Business Media |
Total Pages | : 317 |
Release | : 2009-12-08 |
Genre | : Computers |
ISBN | : 184882825X |
Download Online Worlds: Convergence of the Real and the Virtual Book in PDF, ePub and Kindle
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.