Virtual Worlds

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Designing Virtual Worlds

Author : Richard A. Bartle
Publisher : New Riders
Page : 768 pages
File Size : 45,8 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.

Learning in Virtual Worlds

Author : Sue Gregory,Mark J.W. Lee,Barney Dalgarno,Belinda Tynan
Publisher : Athabasca University Press
Page : 347 pages
File Size : 45,6 Mb
Release : 2016-04-01
Category : Education
ISBN : 9781771991339

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Learning in Virtual Worlds by Sue Gregory,Mark J.W. Lee,Barney Dalgarno,Belinda Tynan Pdf

Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.

Reality+: Virtual Worlds and the Problems of Philosophy

Author : David J. Chalmers
Publisher : W. W. Norton & Company
Page : 544 pages
File Size : 52,5 Mb
Release : 2022-01-25
Category : Philosophy
ISBN : 9780393635812

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Reality+: Virtual Worlds and the Problems of Philosophy by David J. Chalmers Pdf

A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality; that’s the central thesis of Reality+. In a highly original work of “technophilosophy,” David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even be in a virtual world already. Along the way, Chalmers conducts a grand tour of big ideas in philosophy and science. He uses virtual reality technology to offer a new perspective on long-established philosophical questions. How do we know that there’s an external world? Is there a god? What is the nature of reality? What’s the relation between mind and body? How can we lead a good life? All of these questions are illuminated or transformed by Chalmers’ mind-bending analysis. Studded with illustrations that bring philosophical issues to life, Reality+ is a major statement that will shape discussion of philosophy, science, and technology for years to come.

Making Virtual Worlds

Author : Thomas Malaby
Publisher : Cornell University Press
Page : 176 pages
File Size : 49,7 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 as Philosophical Tools

Author : Stefano Gualeni
Publisher : Springer
Page : 194 pages
File Size : 50,5 Mb
Release : 2015-07-14
Category : Science
ISBN : 9781137521781

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Virtual Worlds as Philosophical Tools by Stefano Gualeni Pdf

Who are we in simulated worlds? Will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? Virtual Worlds as Philosophical Tools tries to answer these questions from a perspective that combines philosophy of technology with videogame design.

Virtual Worlds

Author : Benjamin Woolley
Publisher : Benjamin Woolley
Page : 217 pages
File Size : 40,5 Mb
Release : 1993
Category : Biography & Autobiography
ISBN : 9780140154399

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Virtual Worlds by Benjamin Woolley Pdf

In Virtual Worlds, Benjamin Woolley examines the reality of virtual reality. He looks at the dramatic intellectual and cultural upheavals that gave birth to it, the hype that surrounds it, the people who have promoted it, and the dramatic implications of its development. Virtual reality is not simply a technology, it is a way of thinking created and promoted by a group of technologists and thinkers that sees itself as creating our future. Virtual Worlds reveals the politics and culture of these virtual realists, and examines whether they are creating reality, or losing their grasp of it. 12 photographs.

Virtual Worlds

Author : Liz Falconer,Mari Carmen Gil Ortega
Publisher : Unknown
Page : 0 pages
File Size : 42,6 Mb
Release : 2018
Category : Virtual reality in education
ISBN : 1536130990

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Virtual Worlds by Liz Falconer,Mari Carmen Gil Ortega Pdf

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.

Ethnography and Virtual Worlds

Author : Tom Boellstorff,Bonnie Nardi,Celia Pearce,T. L. Taylor
Publisher : Princeton University Press
Page : 264 pages
File Size : 51,7 Mb
Release : 2024-08-06
Category : Social Science
ISBN : 9780691264851

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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

Distributed Virtual Worlds

Author : Stephan Diehl
Publisher : Springer Science & Business Media
Page : 188 pages
File Size : 48,8 Mb
Release : 2001-02-13
Category : Computers
ISBN : 3540676244

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Distributed Virtual Worlds by Stephan Diehl Pdf

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.

Spatial Augmented Reality

Author : Oliver Bimber,Ramesh Raskar
Publisher : CRC Press
Page : 386 pages
File Size : 52,5 Mb
Release : 2005-08-08
Category : Computers
ISBN : 9781439864944

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Spatial Augmented Reality by Oliver Bimber,Ramesh Raskar Pdf

Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented r

Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds

Author : Anna Peachey,Mark Childs
Publisher : Springer Science & Business Media
Page : 334 pages
File Size : 40,7 Mb
Release : 2011-07-07
Category : Computers
ISBN : 9780857293619

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Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds by Anna Peachey,Mark Childs Pdf

The proposed book explores the theme of identity, specifically as applied to its role and development in virtual worlds. Following the introduction, it is divided into four sections: identities, avatars and the relationship between them; factors that support the development of identity in virtual worlds; managing multiple identities across different environments and creating an online identity for a physical world purpose.

Emerging Ethical Issues of Life in Virtual Worlds

Author : Charles Wankel,Shaun Malleck
Publisher : IAP
Page : 233 pages
File Size : 45,5 Mb
Release : 2010-01-01
Category : Business & Economics
ISBN : 9781607523796

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Emerging Ethical Issues of Life in Virtual Worlds by Charles Wankel,Shaun Malleck Pdf

Virtual Worlds are being increasingly used in business and education. With each day more people are venturing into computer generated online persistent worlds such as Second Life for increasingly diverse reasons such as commerce, education, research, and entertainment. This book explores the emerging ethical issues associated with these novel environments for human interaction and cutting-edge approaches to these new ethical problems. This volume’s goal is to put forward a number of these virtual world ethical issues of which research is only commencing. The developing literature specifically regarding virtual world ethics is a recent phenomenon. Research based on the phenomenon of virtual world life has only been developing in the past four years. This volume introduces pathbreaking work in a field which is only just beginning to take shape. It is ideal as both as a library reference and a supplementary text in upper-division courses focused on the issues of applied ethics and new media. It is unique in being one of the first volumes specifically addressed to ethical problems of the “metaverse”. This volume includes articles from authors from around the world exploring topics such as: employing rationalist and casuistic approaches to the controversial topic of “virtual rape” yield an increased understanding of how virtual worlds ought to be designed, the relationship between the ethical and legal dimensions of virtual world users’ participation in “paratexts”, utilitarian consideration of harm and freedom in the case of virtual pedophilia, norms of research ethics in virtual worlds, the ethical implications of employing virtual worlds as tools for medical education and experimenting with healthcare services, the ethics of the collective action of virtual world communities, consideration of the virtue and potential of cosmopolitanism in virtual worlds, Deleuzian ethical approaches to the experience of the disabled in virtual worlds, the ethics of virtual world design, and the ethical implications of the “illusion of reality” presented by virtual worlds.

The Invisible Hand in Virtual Worlds

Author : Matthew McCaffrey
Publisher : Cambridge University Press
Page : 263 pages
File Size : 53,7 Mb
Release : 2022-02-03
Category : Business & Economics
ISBN : 9781108839716

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The Invisible Hand in Virtual Worlds by Matthew McCaffrey Pdf

Studies the economic order that governs virtual worlds and ways individuals work together to govern social relations in the digital space.

Avatars!

Author : Bruce Damer
Publisher : Addison Wesley Longman
Page : 604 pages
File Size : 50,5 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.

Social Interactions in Virtual Worlds

Author : Kiran Lakkaraju,Gita Sukthankar,Rolf T. Wigand
Publisher : Cambridge University Press
Page : 433 pages
File Size : 41,8 Mb
Release : 2018-07-05
Category : Computers
ISBN : 9781107128828

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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.