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Working Through Synthetic Worlds


Working Through Synthetic Worlds
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Working Through Synthetic Worlds


Working Through Synthetic Worlds
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Author : Kenneth W. Kisiel
language : en
Publisher: CRC Press
Release Date : 2018-04-17

Working Through Synthetic Worlds written by Kenneth W. Kisiel and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-04-17 with Computers categories.


Virtual environments (VE) are human-computer interfaces in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behaviour of the user. Since these technologies will continue to become more reliable, more resolute and more affordable, it's important to consider the advantages that VEs may offer to support business processes. The term 'synthetic world' refers to a subset of VEs, having a large virtual landscape and a set of rules that govern the interactions among participants. Currently, the primary motivators for participation in these synthetic worlds appear to be fun and novelty. As the novelty wears off, synthetic worlds will need to demonstrate a favourable value proposition if they are to survive. In particular, non-game-oriented worlds will need to facilitate business processes to a degree that exceeds their substantial costs for development and maintenance. Working Through Synthetic Worlds explores a variety of different tasks that might benefit by being performed within a synthetic world. The editors use a distinctive format for the book, consisting of a set of chapters composed of three parts: ¢ a story or vignette that describes work conducted within a synthetic world based loosely on the question, 'what will work be like in the year 2025?', founded on the expert authors' expectations of plausible future technologies ¢ a scholarly review of the technologies described by the stories and the current theories related to those technologies ¢ a prescription for future research required to bridge the current state-of-the-art with the notional worlds described in the stories. The book will appeal to undergraduate and graduate students, professors, scientists and engineers, managers in high-tech industries and software developers.



Synthetic Worlds


Synthetic Worlds
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Author : Esther Leslie
language : en
Publisher: Reaktion Books
Release Date : 2006-01-16

Synthetic Worlds written by Esther Leslie and has been published by Reaktion Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-01-16 with Science categories.


This revealing study considers the remarkable alliance between chemistry and art from the late eighteenth century to the period immediately following the Second World War. Synthetic Worlds offers fascinating new insights into the place of the material object and the significance of the natural, the organic, and the inorganic in Western aesthetics. Esther Leslie considers how radical innovations in chemistry confounded earlier alchemical and Romantic philosophies of science and nature while profoundly influencing the theories that developed in their wake. She also explores how advances in chemical engineering provided visual artists with new colors, surfaces, coatings, and textures, thus dramatically recasting the way painters approached their work. Ranging from Goethe to Hegel, Blake to the Bauhaus, Synthetic Worlds ultimately considers the astonishing affinities between chemistry and aesthetics more generally. As in science, progress in the arts is always assured, because the impulse to discover is as immutable and timeless as the drive to create.



Synthetic Worlds


Synthetic Worlds
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Author : Edward Castronova
language : en
Publisher: University of Chicago Press
Release Date : 2008-09-15

Synthetic Worlds written by Edward Castronova and has been published by University of Chicago Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-09-15 with Computers categories.


From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education



Virtuality And Virtualization


Virtuality And Virtualization
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Author : Kevin Crowston
language : en
Publisher: Springer
Release Date : 2007-10-05

Virtuality And Virtualization written by Kevin Crowston and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-10-05 with Computers categories.


In today's rapidly changing global work environment, all workers experience increased organizational complexity. Companies are functionally distributed, many across the globe. Intense competition for markets and margins makes adaptiveness and innovation imperative. Information and communication technologies are pervasive and fundamental infrastructures, their use deeply integrated into work processes. Workers collaborate electronically with co-workers or with employees of other companies. New boundaries of time, space, business unit, culture, company partnerships, and software tools are driving the adoption of novel organizational forms. On a macro level, these changes have started to reshape society. This book considers possible frameworks for understanding virtuality and virtualization; ways of analyzing virtual work in terms of work processes; group processes within virtual teams; the role of knowledge in virtual settings and other implications of the role of fiction in structuring virtuality.



Understanding Learning In Virtual Worlds


Understanding Learning In Virtual Worlds
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Author : Mark Childs
language : en
Publisher: Springer Science & Business Media
Release Date : 2013-08-27

Understanding Learning In Virtual Worlds written by Mark Childs 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 2013-08-27 with Computers categories.


Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range and number of educational initiatives taking place in virtual worlds, but also in the depth of analysis of the nature of that education. Understanding Learning in Virtual Worlds reflects those changes through a collection of chapters that are extended versions of research presented at the second Researching Learning in Virtual Environments conference (ReLIVE 11), an international conference hosted by the Open University UK. Included in this book are chapters that explore the philosophical and methodological underpinnings of understanding learning in virtual worlds, identify and analyse the factors that support learning in these environments, and present case studies that demonstrate some of the various ways in which virtual worlds can be applied to facilitate learning and teaching. The links between learning in a virtual world and learning in the physical world are made apparent throughout, and the authors reveal how understanding learning in one informs the other. Understanding Learning in Virtual Worlds is an important book not only to those who teach in virtual worlds, but to anyone for whom understanding learning, in all its forms, is of interest.



Quantitative Intelligence Analysis


Quantitative Intelligence Analysis
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Author : Edward Waltz
language : en
Publisher: Bloomsbury Publishing PLC
Release Date : 2014-10-16

Quantitative Intelligence Analysis written by Edward Waltz and has been published by Bloomsbury Publishing PLC this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-10-16 with Political Science categories.


Quantitative Intelligence Analysis describes the model-based method of intelligence analysis that represents the analyst’s mental models of a subject, as well as the analyst’s reasoning process exposing what the analyst believes about the subject, and how they arrived at those beliefs and converged on analytic judgments. It includes: Specific methods of explicitly representing the analyst’s mental models as computational models;dynamic simulations and interactive analytic games;the structure of an analyst’s mental model and the theoretical basis for capturing and representing the tacit knowledge of these models explicitly as computational models detailed description of the use of these models in rigorous, structured analysis of difficult targets;model illustrations and simulation descriptions;the role of models in support of collection and operations;case studies that illustrate a wide range of intelligence problems;And a recommended curriculum for technical analysts.



Augmented Reality Law Privacy And Ethics


Augmented Reality Law Privacy And Ethics
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Author : Brian Wassom
language : en
Publisher: Syngress
Release Date : 2014-12-09

Augmented Reality Law Privacy And Ethics written by Brian Wassom and has been published by Syngress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-12-09 with Computers categories.


Augmented Reality (AR) is the blending of digital information in a real-world environment. A common example can be seen during any televised football game, in which information about the game is digitally overlaid on the field as the players move and position themselves. Another application is Google Glass, which enables users to see AR graphics and information about their location and surroundings on the lenses of their "digital eyewear", changing in real-time as they move about. Augmented Reality Law, Privacy, and Ethics is the first book to examine the social, legal, and ethical issues surrounding AR technology. Digital eyewear products have very recently thrust this rapidly-expanding field into the mainstream, but the technology is so much more than those devices. Industry analysts have dubbed AR the "eighth mass medium" of communications. Science fiction movies have shown us the promise of this technology for decades, and now our capabilities are finally catching up to that vision. Augmented Reality will influence society as fundamentally as the Internet itself has done, and such a powerful medium cannot help but radically affect the laws and norms that govern society. No author is as uniquely qualified to provide a big-picture forecast and guidebook for these developments as Brian Wassom. A practicing attorney, he has been writing on AR law since 2007 and has established himself as the world's foremost thought leader on the intersection of law, ethics, privacy, and AR. Augmented Reality professionals around the world follow his Augmented Legality® blog. This book collects and expands upon the best ideas expressed in that blog, and sets them in the context of a big-picture forecast of how AR is shaping all aspects of society. - Augmented reality thought-leader Brian Wassom provides you with insight into how AR is changing our world socially, ethically, and legally. - Includes current examples, case studies, and legal cases from the frontiers of AR technology. - Learn how AR is changing our world in the areas of civil rights, privacy, litigation, courtroom procedure, addition, pornography, criminal activity, patent, copyright, and free speech. - An invaluable reference guide to the impacts of this cutting-edge technology for anyone who is developing apps for it, using it, or affected by it in daily life.



Handbook Of Research On Digital Media And Advertising User Generated Content Consumption


Handbook Of Research On Digital Media And Advertising User Generated Content Consumption
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Author : Eastin, Matthew S.
language : en
Publisher: IGI Global
Release Date : 2010-07-31

Handbook Of Research On Digital Media And Advertising User Generated Content Consumption written by Eastin, Matthew S. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-07-31 with Business & Economics categories.


"This book bridges the gap between professional and academic perceptions of advertising in new media environments, defining the evolution of consumerism within the context of media change and establishing the practical issues related to consumer power shifts from supplier to user"--Provided by publisher.



Integrating Cognitive Architectures Into Virtual Character Design


Integrating Cognitive Architectures Into Virtual Character Design
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Author : Turner, Jeremy Owen
language : en
Publisher: IGI Global
Release Date : 2016-06-06

Integrating Cognitive Architectures Into Virtual Character Design written by Turner, Jeremy Owen and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-06-06 with Computers categories.


Cognitive architectures represent an umbrella term to describe ways in which the flow of thought can be engineered towards cerebral and behavioral outcomes. Cognitive Architectures are meant to provide top-down guidance, a knowledge base, interactive heuristics and concrete or fuzzy policies for which the virtual character can utilize for intelligent interaction with his/her/its situated virtual environment. Integrating Cognitive Architectures into Virtual Character Design presents emerging research on virtual character artificial intelligence systems and procedures and the integration of cognitive architectures. Emphasizing innovative methodologies for intelligent virtual character integration and design, this publication is an ideal reference source for graduate-level students, researchers, and professionals in the fields of artificial intelligence, gaming, and computer science.



Working Through Synthetic Worlds


Working Through Synthetic Worlds
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Author : Dr C A P Smith
language : en
Publisher: Ashgate Publishing, Ltd.
Release Date : 2012-10-01

Working Through Synthetic Worlds written by Dr C A P Smith and has been published by Ashgate Publishing, Ltd. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-10-01 with Psychology categories.


Virtual environments (VE) are human-computer interfaces in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behaviour of the user. Since these technologies will continue to become more reliable, more resolute and more affordable, it's important to consider the advantages that VEs may offer to support business processes. The term 'synthetic world' refers to a subset of VEs, having a large virtual landscape and a set of rules that govern the interactions among participants. Currently, the primary motivators for participation in these synthetic worlds appear to be fun and novelty. As the novelty wears off, synthetic worlds will need to demonstrate a favourable value proposition if they are to survive. In particular, non-game-oriented worlds will need to facilitate business processes to a degree that exceeds their substantial costs for development and maintenance. Working Through Synthetic Worlds explores a variety of different tasks that might benefit by being performed within a synthetic world. The editors use a distinctive format for the book, consisting of a set of chapters composed of three parts: • a story or vignette that describes work conducted within a synthetic world based loosely on the question, 'what will work be like in the year 2025?', founded on the expert authors' expectations of plausible future technologies • a scholarly review of the technologies described by the stories and the current theories related to those technologies • a prescription for future research required to bridge the current state-of-the-art with the notional worlds described in the stories. The book will appeal to undergraduate and graduate students, professors, scientists and engineers, managers in high-tech industries and software developers.