Social Interactions In Virtual Worlds

Social Interactions In Virtual Worlds Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Social Interactions In Virtual Worlds book. This book definitely worth reading, it is an incredibly well-written.

Social Interactions in Virtual Worlds

Author : Kiran Lakkaraju,Gita Sukthankar,Rolf T. Wigand
Publisher : Cambridge University Press
Page : 433 pages
File Size : 43,5 Mb
Release : 2018-07-05
Category : Computers
ISBN : 9781107128828

Get Book

Social Interactions in Virtual Worlds by Kiran Lakkaraju,Gita Sukthankar,Rolf T. Wigand Pdf

This cross-disciplinary exploration of MMOs and other complex online worlds melds work from computer science, psychology and social science.

Social Interactions in Virtual Worlds

Author : Kiran Lakkaraju,Gita Sukthankar,Rolf T. Wigand
Publisher : Unknown
Page : 0 pages
File Size : 54,5 Mb
Release : 2018
Category : Virtual reality in management
ISBN : OCLC:1078352087

Get Book

Social Interactions in Virtual Worlds by Kiran Lakkaraju,Gita Sukthankar,Rolf T. Wigand Pdf

Bringing together research findings from an international team of experts in computer science, psychology, and the social sciences, this book will help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds. --

Being There Together

Author : Ralph Schroeder
Publisher : Oxford University Press
Page : 337 pages
File Size : 41,7 Mb
Release : 2010-11-04
Category : Psychology
ISBN : 9780199707782

Get Book

Being There Together by Ralph Schroeder Pdf

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.

Virtual Worlds & Social Interaction Design

Author : Mikael Jakobsson
Publisher : Unknown
Page : 205 pages
File Size : 51,8 Mb
Release : 2006
Category : Human-computer interaction
ISBN : 9172640537

Get Book

Virtual Worlds & Social Interaction Design by Mikael Jakobsson Pdf

The Social Life of Avatars

Author : Ralph Schroeder
Publisher : Springer Science & Business Media
Page : 239 pages
File Size : 45,8 Mb
Release : 2012-12-06
Category : Computers
ISBN : 9781447102779

Get Book

The Social Life of Avatars by Ralph Schroeder Pdf

Virtual reality (VR) technology has been developed commercially since the early 1990s [1]. Yet it is only with the growth of the Internet and other high-bandwidth links that VR systems have increasingly become networked to allow users to share the same virtual environment (VE). Shared YEs raise a number of interesting questions: what is the difference between face-to-face interaction and interaction between persons inside YEs? How does the appearance of the "avatar" - as the graphical representation of the user has become known - change the nature of interaction? And what governs the formation of virtual communities? This volume brings together contributions from social scientists and computer scientists who have conducted research on social interaction in various types of YEs. Two previous volumes in this CSCW book series [2, 3] have examined related aspects of research on YEs - social navigation and collaboration - although they do not always deal with VRIVEs in the sense that it is used here (see the definition in Chapter 1). The aim of this volume is to explore how people interact with each other in computer-generated virtual worlds.

Designing Virtual Worlds

Author : Richard A. Bartle
Publisher : New Riders
Page : 768 pages
File Size : 43,8 Mb
Release : 2004
Category : Computers
ISBN : 0131018167

Get Book

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.

The Social Life of Avatars

Author : Ralph Schroeder
Publisher : Unknown
Page : 246 pages
File Size : 43,9 Mb
Release : 2002-01-10
Category : Electronic
ISBN : 1447102789

Get Book

The Social Life of Avatars by Ralph Schroeder Pdf

Virtual reality technology has been developed commercially since the early 1990s but it is only recently, with the popularity of the internet, that it has become feasible to link many users simultaneously in shared virtual environments. This raises a number of interesting questions such as: what is the difference between face-to-face and avatar-to-avatar interaction? What patterns govern the formation of virtual communities? How does the appearance of the avatar change the nature of the communication? There has been much speculation about issues such as these but research is still at a relatively early stage. This is the first book to bring together work from relevant disciplines to form a reference guide for practitioners, students and researchers interested in how we interact in computer-generated environments. It contains contributions from most of the key people in this area (including Microsoft Research's Virtual Worlds Group) and presents their findings in a way which is accessible to readers who are new to this field or who come from related areas. It is divided into 2 parts; chapters 2-6 deal with internet-based virtual worlds which have been widely used by the public; chapters 7-10 deal with networked VR systems which have been primarily used in pilot studies and research. Some chapters take the viewpoint of a participant observer, whilst others take a more experimental approach and assess the results of relevant trials. This book will be essential reading for anyone involved in developing, using or researching virtual worlds, and will also be of interest to students on courses such as VR and Computer-mediated communication.

Ethnography and Virtual Worlds

Author : Tom Boellstorff,Bonnie Nardi,Celia Pearce,T. L. Taylor
Publisher : Princeton University Press
Page : 264 pages
File Size : 55,8 Mb
Release : 2024-08-06
Category : Social Science
ISBN : 9780691264851

Get Book

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

Handbook of Research on Teaching with Virtual Environments and AI

Author : Gianni Panconesi,Maria Guida
Publisher : Unknown
Page : 128 pages
File Size : 49,7 Mb
Release : 2021
Category : Artificial intelligence
ISBN : 1799876381

Get Book

Handbook of Research on Teaching with Virtual Environments and AI by Gianni Panconesi,Maria Guida Pdf

"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"--

Handbook of Research on Teaching With Virtual Environments and AI

Author : Panconesi, Gianni,Guida, Maria
Publisher : IGI Global
Page : 811 pages
File Size : 53,9 Mb
Release : 2021-02-19
Category : Education
ISBN : 9781799876397

Get Book

Handbook of Research on Teaching With Virtual Environments and AI by Panconesi, Gianni,Guida, Maria Pdf

The increasingly pervasive use of digital technology has catapulted society into an interconnected world where the natural boundaries between humankind and machine, virtual and real, individual and community have become less perceptible. As individuals interact with different digital technologies, they must build a digital intelligence, which must be further cultivated as it is a key competency for the future of school and work. Digital intelligence includes understanding the mutual strengths between people and technology, as well as developing an awareness in the use of digital tools in order to avoid common threats such as cyberbullying, addiction to video games, techno-stress, and more. As adolescents continue to engage with virtual reality and 3D virtual worlds where the online and offline overlap and coincide, it is important to build this intelligence as well as utilize these technologies to promote successful learning. The Handbook of Research on Teaching With Virtual Environments and AI explores the new personalized educational opportunities that are available with digital technology and virtual environments that can be used within education. This book focuses on the use of these tools and how to navigate the use of new technologies such as AI and virtual environments for educational practices. While highlighting topics such as virtual worlds, game-based learning, intelligent tutoring, augmented reality, and more, this book is ideal for teachers, administrators, technologists, educational software developers, IT specialists, practitioners, researchers, academicians, and students interested in how virtual environments and AI are being implemented in teaching practices.

Immersive Environments, Augmented Realities, and Virtual Worlds: Assessing Future Trends in Education

Author : D’Agustino, Steven
Publisher : IGI Global
Page : 370 pages
File Size : 52,6 Mb
Release : 2012-12-31
Category : Education
ISBN : 9781466627017

Get Book

Immersive Environments, Augmented Realities, and Virtual Worlds: Assessing Future Trends in Education by D’Agustino, Steven Pdf

Technology has had direct impact on education in increasing the way that society continues to learn. Applications of immersive environments, virtual worlds, and augmented reality have significant implications for how teaching and learning are achieved in contemporary education. Immersive Environments, Augmented Realities and Virtual Worlds: Assessing Future Trends in Education brings together current research and performance in trends in education. While examining cyber behavior and the use of virtual worlds, immersive technologies and augmented realities aim to improve teaching and enhancing learning.

Researching Learning in Virtual Worlds

Author : Anna Peachey,Julia Gillen,Daniel Livingstone,Sarah Smith-Robbins
Publisher : Springer Science & Business Media
Page : 222 pages
File Size : 51,8 Mb
Release : 2010-02-05
Category : Computers
ISBN : 9781849960472

Get Book

Researching Learning in Virtual Worlds by Anna Peachey,Julia Gillen,Daniel Livingstone,Sarah Smith-Robbins Pdf

Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments

Author : Yang, Harrison Hao
Publisher : IGI Global
Page : 404 pages
File Size : 41,8 Mb
Release : 2011-07-31
Category : Computers
ISBN : 9781609607630

Get Book

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments by Yang, Harrison Hao Pdf

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments not only presents experienced professionals with the most recent and advanced developments in the field, but it also provides clear and comprehensive information for novice readers. The handbook introduces theoretical aspects of virtual worlds, disseminates cutting-edge research, and presents first-hand practices in virtual world development and use. The balance of research, theory, and applications includes exploration of design innovations, new virtual reality technologies, virtual communities, pedagogical design, and the future of virtual worlds and environments.

Perspectives on Human-Computer Interaction Research with Older People

Author : Sergio Sayago
Publisher : Springer
Page : 261 pages
File Size : 40,7 Mb
Release : 2019-02-20
Category : Computers
ISBN : 9783030060763

Get Book

Perspectives on Human-Computer Interaction Research with Older People by Sergio Sayago Pdf

This book promotes a critical reflection about the research conducted so far in Human-Computer Interaction (HCI) with older people, whose predominant perspective focuses on decline, health, and help. It introduces a new (or different) perspective, which is grounded in interdisciplinary research on older people and digital technologies. Key elements are to (i) address topics that include, but also go beyond decline, health, and help, such as leisure, fun, creativity and culture, to delve more deeply into the role of digital technologies in multiple facets of older people’s lives; (ii) focus on doing research and designing technologies with and for older adults, and their communities, to avoid and fight against negative social conceptions of ageing; and (iii) examine older people’s life course, strengths, interests, and values, as well as their limitations and needs, to design technologies that not only help but also empower them, extending their abilities and acquiring new knowledge, beyond technology use. This perspective aims to help us better understand, design, and evaluate older people’s interactions with digital technologies in the early 21st century.

Online Worlds: Convergence of the Real and the Virtual

Author : William Sims Bainbridge
Publisher : Springer Science & Business Media
Page : 318 pages
File Size : 51,5 Mb
Release : 2009-12-08
Category : Computers
ISBN : 9781848828254

Get Book

Online Worlds: Convergence of the Real and the Virtual by William Sims Bainbridge Pdf

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.