Building Virtual Worlds

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Avatars!

Author : Bruce Damer
Publisher : Addison Wesley Longman
Page : 604 pages
File Size : 47,8 Mb
Release : 1998
Category : Computers
ISBN : 0201688409

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Avatars! by Bruce Damer Pdf

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.

Designing Virtual Worlds

Author : Richard A. Bartle
Publisher : New Riders
Page : 768 pages
File Size : 42,9 Mb
Release : 2004
Category : Computers
ISBN : 0131018167

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Designing Virtual Worlds by Richard A. Bartle Pdf

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.

Building Virtual Worlds

Author : Kirsty Holmes
Publisher : Game On!
Page : 0 pages
File Size : 47,9 Mb
Release : 2019
Category : Juvenile Nonfiction
ISBN : 0778752577

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Building Virtual Worlds by Kirsty Holmes Pdf

Choose an avatar and jump into the virtual world. This exciting gaming title introduces readers to top game creators, and gives tips and tricks for creating and customizing virtual world games familiar to readers.

Avatars!

Author : Bruce Damer
Publisher : Unknown
Page : 552 pages
File Size : 45,5 Mb
Release : 1998
Category : Virtual reality
ISBN : 0201696215

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Avatars! by Bruce Damer Pdf

Building Interactive Worlds in 3D

Author : Jean-Marc Gauthier
Publisher : Taylor & Francis
Page : 443 pages
File Size : 44,5 Mb
Release : 2013-05-02
Category : Computers
ISBN : 9781136143977

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Building Interactive Worlds in 3D by Jean-Marc Gauthier Pdf

In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.

Virtual Worlds and E-commerce

Author : Barbara L. Ciaramitaro
Publisher : IGI Global
Page : 0 pages
File Size : 47,7 Mb
Release : 2011
Category : Business & Economics
ISBN : 1616928085

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Virtual Worlds and E-commerce by Barbara L. Ciaramitaro Pdf

"This book presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of Internet technologies to create a more immersive experience for customers"--Provided by publisher.

Making Virtual Worlds

Author : Thomas Malaby
Publisher : Cornell University Press
Page : 176 pages
File Size : 51,9 Mb
Release : 2011-01-15
Category : Social Science
ISBN : 9780801457753

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Making Virtual Worlds by Thomas Malaby Pdf

The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.

Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships

Author : Ciaramitaro, Barbara
Publisher : IGI Global
Page : 399 pages
File Size : 54,7 Mb
Release : 2010-08-31
Category : Business & Economics
ISBN : 9781616928100

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Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships by Ciaramitaro, Barbara Pdf

Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of internet technologies to create a more immersive experience for customers. Containing current research on various aspects of the use of virtual worlds, this book includes a discussion of the elements of virtual worlds; the evolution of e-commerce to virtual commerce (v-commerce); the convergence of online games and virtual worlds; current examples of virtual worlds in use by various businesses, the military, and educational institutions; the economics of virtual worlds: discussions on legal, security and technological issues facing virtual worlds; a review of some human factor issues in virtual worlds; and the future of virtual worlds and e-commerce.

Flash Multiplayer Virtual Worlds

Author : Makzan
Publisher : Packt Publishing Ltd
Page : 599 pages
File Size : 44,5 Mb
Release : 2010-08-16
Category : Computers
ISBN : 9781849690379

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Flash Multiplayer Virtual Worlds by Makzan Pdf

Build immersive, full-featured interactive worlds for games, online communities, and more.

The Ethics of Virtual and Augmented Reality

Author : Erick Jose Ramirez
Publisher : Routledge
Page : 267 pages
File Size : 42,9 Mb
Release : 2021-12-29
Category : Philosophy
ISBN : 9781000517354

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The Ethics of Virtual and Augmented Reality by Erick Jose Ramirez Pdf

This book offers new ways of thinking about and assessing the impact of virtual reality on its users. It argues that we must go beyond traditional psychological concepts of VR "presence" to better understand the many varieties of virtual experiences. The author provides compelling evidence that VR simulations are capable of producing "virtually real" experiences in people. He also provides a framework for understanding when and how simulations induce virtually real experiences. From these insights, the book shows that virtually real experiences are responsible for several unaddressed ethical issues in VR research and design. Experimental philosophers, moral psychologists, and institutional review boards must become sensitive to the ethical issues involved between designing "realistic" virtual dilemmas, for good data collection, and avoiding virtually real trauma. Ethicists and game designers must do more to ensure that their simulations don’t inculcate harmful character traits. Virtually real experiences, the author claims, can make virtual relationships meaningful, productive, and conducive to welfare but they can also be used to systematically mislead and manipulate users about the nature of their experiences. The Ethics of Virtual and Augmented Reality will appeal to philosophers working in applied ethics, philosophy of technology, and aesthetics, as well as researchers and students interested in game studies and game design.

The Virtual Worlds Handbook: How to Use Second Life® and Other 3D Virtual Environments

Author : Elizabeth Hodge,Sharon Collins,Tracy Giordano
Publisher : Jones & Bartlett Learning
Page : 358 pages
File Size : 46,6 Mb
Release : 2009-12-14
Category : Computers
ISBN : 9781449631321

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The Virtual Worlds Handbook: How to Use Second Life® and Other 3D Virtual Environments by Elizabeth Hodge,Sharon Collins,Tracy Giordano Pdf

Step into the world of virtual reality with your newly created avatar and begin to experience the tools that make this world interactive! During their infancy stage, virtual environments were largely based upon the gaming community and over time have been adapted to meet the growing number of users and educators. The Virtual Worlds Handbook, with CD-ROM, provides a user-friendly approach that will help trainers and educators create an effective and interactive environment within the Second Life virtual world. This book was written to help the novice user tackle the natural learning curve while providing the experienced user with tips, tools, and tricks to help any educator or trainer meet their professional goals faster. The opportunities using virtual reality are limitless and provide online students with a unique opportunity to connect both physically and educationally to one another, to faculty, to university, and to a worldwide market.

Learning Online with Games, Simulations, and Virtual Worlds

Author : Clark Aldrich
Publisher : John Wiley & Sons
Page : 136 pages
File Size : 52,8 Mb
Release : 2009-09-22
Category : Education
ISBN : 9780470438343

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Learning Online with Games, Simulations, and Virtual Worlds by Clark Aldrich Pdf

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 Reality Creations

Author : Dave Stampe,Bernie Roehl,John Eagan
Publisher : Corte Madera, Calif. : Waite Group Press
Page : 634 pages
File Size : 45,6 Mb
Release : 1993
Category : Computers
ISBN : IND:30000035389190

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Virtual Reality Creations by Dave Stampe,Bernie Roehl,John Eagan Pdf

With this book and software, any user can explore and build virtual worlds while learning about the latest virtual reality innovations. Includes REND386, the new 3-D virtual reality software package, and Freznel 3-D glasses.

Mastering A-Frame

Author : Kameron Hussain,Frahaan Hussain
Publisher : Unknown
Page : 0 pages
File Size : 53,8 Mb
Release : 2023-12-10
Category : Electronic
ISBN : 9798223718130

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Mastering A-Frame by Kameron Hussain,Frahaan Hussain Pdf

"Mastering A-Frame: Building Immersive Virtual Worlds" is a groundbreaking guide designed for aspiring and experienced developers alike, diving deep into the world of virtual reality through the A-Frame framework. This comprehensive book demystifies the process of creating engaging and interactive 3D environments on the web. From the basics of VR design to advanced techniques, the reader is taken on a journey through the many facets of building immersive experiences. Expertly crafted by leaders in the field, the book covers a spectrum of essential topics, starting with an introduction to virtual reality and the A-Frame framework. Readers will learn how to set up their development environment, understand the fundamentals of A-Frame's entity-component-system architecture, and explore the wide range of components available for building complex VR scenes. As the chapters progress, more sophisticated subjects are tackled, including animation, interactivity, and performance optimization. The book provides in-depth tutorials on creating interactive objects, integrating multimedia content like video and sound, and leveraging A-Frame's compatibility with other web technologies. Special attention is given to game development within A-Frame, offering insights into creating engaging and responsive game mechanics. Additionally, the book explores the future of VR, discussing cutting-edge trends and emerging practices. "Mastering A-Frame: Building Immersive Virtual Worlds" is not only a technical guide but also a source of inspiration, filled with real-world examples, hands-on projects, and stunning visuals. This book is the ultimate resource for anyone looking to master A-Frame and harness the power of VR in web development.

Ethnography and Virtual Worlds

Author : Tom Boellstorff,Bonnie Nardi,Celia Pearce,T. L. Taylor
Publisher : Princeton University Press
Page : 264 pages
File Size : 41,7 Mb
Release : 2024-08-06
Category : Social Science
ISBN : 9780691264868

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Ethnography and Virtual Worlds by Tom Boellstorff,Bonnie Nardi,Celia Pearce,T. L. Taylor Pdf

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