Avatars At Work And Play


Avatars At Work And Play
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Avatars At Work And Play


Avatars At Work And Play
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Author : Ralph Schroeder
language : en
Publisher: Springer Science & Business Media
Release Date : 2006-07-08

Avatars At Work And Play written by Ralph Schroeder and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-07-08 with Computers categories.


Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?



Being There Together


Being There Together
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Author : Ralph Schroeder
language : en
Publisher: Oxford University Press
Release Date : 2010-11-04

Being There Together written by Ralph Schroeder and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-11-04 with Psychology categories.


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.



Work And Play In Shared Virtual Environments


Work And Play In Shared Virtual Environments
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Author : Ralph Schroeder
language : en
Publisher:
Release Date : 2005-09-01

Work And Play In Shared Virtual Environments written by Ralph Schroeder and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005-09-01 with Computers categories.


Work and Play in Shared Virtual Environments brings together contributions from leading social scientists and computer scientists who have conducted research on online gaming and practical applications in various types of virtual environments. Presenting a well-rounded overview of current applications, the book is focused on practical and empirical findings that are relevant to future research, development, and exploitation of this technology. This book focuses specifically on the 2 main areas of application: Work or other practical settings e.g. training, distributed meetings, building models together, etc. and Online gaming, also a field of study with many implications beyond leisure, including trust, community building, and the relation between online and offline behaviours. Offering a comprehensive outlook on these emerging areas of applications of shared virtual environments, these findings will be useful to students in Media Studies and Digital Arts and to practitioners who are developing systems and applications



Immersed In Media


Immersed In Media
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Author : Matthew Lombard
language : en
Publisher: Springer
Release Date : 2015-06-18

Immersed In Media written by Matthew Lombard and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-06-18 with Computers categories.


Highlights key research currently being undertaken within the field of telepresence, providing the most detailed account of the field to date, advancing our understanding of a fundamental property of all media - the illusion of presence; the sense of “being there” inside a virtual environment, with actual or virtual others. This collection has been put together by leading international scholars from America, Europe, and Asia. Together, they describe the state-of-the-art in presence theory, research and technology design for an advanced academic audience. Immersed in Media provides research that can help designers optimize presence for users of advanced media technologies such as virtual and augmented reality, collaborative social media, robotics, and artificial intelligence and lead us to better understand human cognition, emotion and behaviour.



The Sage Handbook Of Online Research Methods


The Sage Handbook Of Online Research Methods
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Author : Nigel G Fielding
language : en
Publisher: SAGE
Release Date : 2008-06-24

The Sage Handbook Of Online Research Methods written by Nigel G Fielding and has been published by SAGE this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-06-24 with Social Science categories.


This handbook is the first to provide comprehensive, up-to-the-minute coverage of contemporary and developing Internet and online social research methods, spanning both quantitative and qualitative research applications. The editors have brought together leading names in the field of online research to give a thoroughly up to date, practical coverage, richly illustrated with examples. The chapters cover both methodological and procedural themes, offering readers a sophisticated treatment of the practice and uses of Internet and online research that is grounded in the principles of research methodology. Beginning with an examination of the significance of the Internet as a research medium, the book goes on to cover research design, data capture, online surveys, virtual ethnography, and the internet as an archival resource, and concludes by looking at potential directions for the future of Internet and online research. The SAGE Handbook of Internet and Online Research Methods will be welcomed by anyone interested in the contemporary practice of computer-mediated research and scholarship. Postgraduates, researchers and methodologists from disciplines across the social sciences will find this an invaluable source of reference.



Informal Learning And Digital Media


Informal Learning And Digital Media
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Author : Kirsten Drotner
language : en
Publisher: Cambridge Scholars Publishing
Release Date : 2009-12-14

Informal Learning And Digital Media written by Kirsten Drotner and has been published by Cambridge Scholars Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-12-14 with Education categories.


The book provides an engaging overview of the ways in which digital media impact on current understandings of informal learning, and it offes a range of grounded studies of the changing relations between digital media and informal learning processes with a particular focus on young people. A variety of international scholars examine these processes across a number of sites and settings, from Japan to Finland and the USA, and they discuss their implications for education, ICT and media. The volume is an ideal resource for graduate students as well as for practitioners and policy-makers.



Organizing And Learning Through Gaming And Simulation


Organizing And Learning Through Gaming And Simulation
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Author :
language : en
Publisher: Eburon Uitgeverij B.V.
Release Date : 2007

Organizing And Learning Through Gaming And Simulation written by and has been published by Eburon Uitgeverij B.V. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Simulation games in education categories.


45 edited articles, originally presented at the 38th edition of the International Simulation and Gaming Association conference 2007.



Handbook Of Research On Technoself Identity In A Technological Society


Handbook Of Research On Technoself Identity In A Technological Society
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Author : Luppicini, Rocci
language : en
Publisher: IGI Global
Release Date : 2012-10-31

Handbook Of Research On Technoself Identity In A Technological Society written by Luppicini, Rocci and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-10-31 with Computers categories.


"This book provides insights to better enhance the understanding of technology's widespread intertwinement with human identity within an advancing technological society"--Provided by publisher.



Total Engagement


Total Engagement
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Author : Byron Reeves
language : en
Publisher: Harvard Business Press
Release Date : 2009-11-03

Total Engagement written by Byron Reeves and has been published by Harvard Business Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-11-03 with Business & Economics categories.


Can the workplace be more productive by including avatars, three-dimensional environments, and participant-driven outcomes? This grounded and thought-provoking book by Byron Reeves and Leighton Read proves that it is not only possible, it is inevitable. Implementing components of multiplayer computer games in the workplace will address a host of age-old problems. Games can not only stem boredom and decrease turnover, but also enhancee collaboration and encourage creative leadership. Games require extraordinary teamwork, elaborate data analysis and strategy, recruitment and retention of top players, and quick decision making. Recreating some elements of games - such as positioning tasks within stories, creating internal economies, and implementing participant-driven communication systems - can not only boost employee engagement but overall productivity. Of course, the strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning - and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement will completely change the way you view both work and play.



Digital Games And Learning


Digital Games And Learning
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Author : Nicola Whitton
language : en
Publisher: Routledge
Release Date : 2014-03-26

Digital Games And Learning written by Nicola Whitton and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-03-26 with Education categories.


In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.