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Online Worlds Convergence Of The Real And The Virtual


Online Worlds Convergence Of The Real And The Virtual
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Online Worlds Convergence Of The Real And The Virtual


Online Worlds Convergence Of The Real And The Virtual
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Author : William Sims Bainbridge
language : en
Publisher: Springer Science & Business Media
Release Date : 2009-12-08

Online Worlds Convergence Of The Real And The Virtual written by William Sims Bainbridge 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 2009-12-08 with Computers categories.


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.



Egods


Egods
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Author : William Sims Bainbridge
language : en
Publisher: Oxford University Press
Release Date : 2013-04-04

Egods written by William Sims Bainbridge 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 2013-04-04 with Computers categories.


William Bainbridge contends that the worlds of massively multiplayer online roleplaying games provide a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles.



Virtually Sacred


Virtually Sacred
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Author : Robert M. Geraci
language : en
Publisher: Oxford University Press
Release Date : 2014-06-13

Virtually Sacred written by Robert M. Geraci 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 2014-06-13 with Religion categories.


Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.



Encyclopedia Of Computer Graphics And Games


Encyclopedia Of Computer Graphics And Games
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Author : Newton Lee
language : en
Publisher: Springer Nature
Release Date : 2024-01-10

Encyclopedia Of Computer Graphics And Games written by Newton Lee and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-10 with Computers categories.


Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA



Human No More


Human No More
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Author : Neil L. Whitehead
language : en
Publisher: University Press of Colorado
Release Date : 2012-08-15

Human No More written by Neil L. Whitehead and has been published by University Press of Colorado this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-08-15 with Social Science categories.


Turning an anthropological eye toward cyberspace, Human No More explores how conditions of the online world shape identity, place, culture, and death within virtual communities. Online worlds have recently thrown into question the traditional anthropological conception of place-based ethnography. They break definitions, blur distinctions, and force us to rethink the notion of the “subject.” Human No More asks how digital cultures can be integrated and how the ethnography of both the “unhuman” and the “digital” could lead to possible reconfiguring the notion of the “human.” This provocative and groundbreaking work challenges fundamental assumptions about the entire field of anthropology. Cross-disciplinary research from well-respected contributors makes this volume vital to the understanding of contemporary human interaction. It will be of interest not only to anthropologists but also to students and scholars of media, communication, popular culture, identity, and technology.



Social Computing Behavioral Cultural Modeling And Prediction


Social Computing Behavioral Cultural Modeling And Prediction
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Author : Nitin Agarwal
language : en
Publisher: Springer
Release Date : 2015-03-16

Social Computing Behavioral Cultural Modeling And Prediction written by Nitin Agarwal and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-03-16 with Computers categories.


This book constitutes the refereed proceedings of the 8th International Conference on Social Computing, Behavioral-Cultural Modeling, and Prediction, SBP 2015, held in Washington, DC, USA, in March/April 2015. The 24 full papers presented together with 36 poster papers were carefully reviewed and selected from 118 submissions. The goal of the conference was to advance our understanding of human behavior through the development and application of mathematical, computational, statistical, simulation, predictive and other models that provide fundamental insights into factors contributing to human socio-cultural dynamics. The topical areas addressed by the papers are social and behavioral sciences, health sciences, engineering, computer and information science.



Digital Death


Digital Death
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Author : Christopher M. Moreman
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2014-10-20

Digital Death written by Christopher M. Moreman and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-10-20 with Social Science categories.


This fascinating work explores the meaning of death in the digital age, showing readers the new ways digital technology allows humans to approach, prepare for, and handle their ultimate destiny. With DeadSocialTM one can create messages to be published to social networks after death. Facebook's "If I Die" enables users to create a video or text message for posthumous publication. Twitter _LIVESON accounts will keep tweeting even after the user is gone. There is no doubt that the digital age has radically changed options related to death, dying, grieving, and remembering, allowing people to say goodbye in their own time and their own unique way. Drawing from a range of academic perspectives, this book is the only serious study to focus on the ways in which death, dying, and memorialization appear in and are influenced by digital technology. The work investigates phenomena, devices, and audiences as they affect mortality, remembrances, grieving, posthumous existence, and afterlife experience. It examines the markets to which the providers of such services are responding, and it analyzes the degree to which digital media is changing views and expectations related to death. Ultimately, the contributors seek to answer an even more important question: how digital existences affect both real-world perceptions of life's end and the way in which lives are actually lived.



The Sage Encyclopedia Of The Sociology Of Religion


The Sage Encyclopedia Of The Sociology Of Religion
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Author : Adam Possamai
language : en
Publisher: SAGE
Release Date : 2020-02-14

The Sage Encyclopedia Of The Sociology Of Religion written by Adam Possamai and has been published by SAGE this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02-14 with Social Science categories.


The SAGE Encyclopedia of the Sociology of Religion takes a look at the role of religion in society; unpacking and evaluating the significance of religion in and on human history; and tracing and outlining the social forces and influences that shape religion.



Handbook Of Research On Teaching With Virtual Environments And Ai


Handbook Of Research On Teaching With Virtual Environments And Ai
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Author : Panconesi, Gianni
language : en
Publisher: IGI Global
Release Date : 2021-02-19

Handbook Of Research On Teaching With Virtual Environments And Ai written by Panconesi, Gianni and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-02-19 with Education categories.


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.



The Virtual Future


The Virtual Future
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Author : William Sims Bainbridge
language : en
Publisher: Springer Science & Business Media
Release Date : 2011-09-06

The Virtual Future written by William Sims Bainbridge 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 2011-09-06 with Computers categories.


The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds remain mysterious. The Virtual Future employs theories and methods from social science to explore nine very different virtual futures: The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick. Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home. All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future.