Virtual World
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Author |
: Richard A. Bartle |
Publisher |
: New Riders |
Total Pages |
: 768 |
Release |
: 2004 |
ISBN-10 |
: 0131018167 |
ISBN-13 |
: 9780131018167 |
Rating |
: 4/5 (67 Downloads) |
Synopsis Designing Virtual Worlds by : Richard A. Bartle
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.
Author |
: David J. Chalmers |
Publisher |
: W. W. Norton & Company |
Total Pages |
: 544 |
Release |
: 2022-01-25 |
ISBN-10 |
: 9780393635812 |
ISBN-13 |
: 0393635813 |
Rating |
: 4/5 (12 Downloads) |
Synopsis Reality+: Virtual Worlds and the Problems of Philosophy by : David J. Chalmers
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.
Author |
: Thomas Malaby |
Publisher |
: Cornell University Press |
Total Pages |
: 179 |
Release |
: 2011-01-15 |
ISBN-10 |
: 9780801457753 |
ISBN-13 |
: 0801457750 |
Rating |
: 4/5 (53 Downloads) |
Synopsis Making Virtual Worlds by : Thomas Malaby
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.
Author |
: Edward Castronova |
Publisher |
: St. Martin's Press |
Total Pages |
: 268 |
Release |
: 2007-11-27 |
ISBN-10 |
: 9780230608610 |
ISBN-13 |
: 0230608612 |
Rating |
: 4/5 (10 Downloads) |
Synopsis Exodus to the Virtual World by : Edward Castronova
Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.
Author |
: Brian A. White |
Publisher |
: Que Publishing |
Total Pages |
: 982 |
Release |
: 2007-08-21 |
ISBN-10 |
: 9780132714495 |
ISBN-13 |
: 0132714493 |
Rating |
: 4/5 (95 Downloads) |
Synopsis Second Life by : Brian A. White
Live your Second Life to the fullest! Create Your Virtual Life in an Incredible Online World...Right Now! Imagine a virtual landscape where everything is created and owned entirely by residents like you. Imagine a place where you can enjoy sunsets, ride a jet ski, buy land, plant a garden, get a tattoo, go sky diving, spend an evening dancing the night away, or relax at home by the fire. Picture a world vividly developed, socially dynamic, and strikingly real where you can bring previously unimaginable things to life with friends from around the globe. This is Second Life®, the hottest Internet phenomenon in years…maybe ever! Now, there’s a totally real, totally independent guide to Second Life. This full-color book is as rich as Second Life itself! It’s packed with insider tips, easy step-by-step techniques, and interviews with dozens of SL residents telling you what they wished they knew when they started! Brian White pulls no punches: You’ll learn exactly what’s great and not so great about SL...how to thrive in its unique culture, and how to create your dreams! The more time you spend in Second Life, the more useful this book will become...teaching you more advanced skills; everything from vehicle construction, Linden Scripting Language, particle systems, to creating custom animations and the new sculpted prims! Visit the companion site in Second Life to find all the textures and objects from this book as well as the contributor’s gallery and other goodies: http://slurl.com/secondlife/humuli/222/123/29
Author |
: Tom Boellstorff |
Publisher |
: Princeton University Press |
Total Pages |
: 264 |
Release |
: 2024-08-06 |
ISBN-10 |
: 9780691264868 |
ISBN-13 |
: 0691264864 |
Rating |
: 4/5 (68 Downloads) |
Synopsis Ethnography and Virtual Worlds by : Tom Boellstorff
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
Author |
: Liz Falconer |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2018 |
ISBN-10 |
: 1536130990 |
ISBN-13 |
: 9781536130997 |
Rating |
: 4/5 (90 Downloads) |
Synopsis Virtual Worlds by : Liz Falconer
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.
Author |
: Bruce Damer |
Publisher |
: Addison Wesley Longman |
Total Pages |
: 604 |
Release |
: 1998 |
ISBN-10 |
: 0201688409 |
ISBN-13 |
: 9780201688405 |
Rating |
: 4/5 (09 Downloads) |
Synopsis Avatars! by : Bruce Damer
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.
Author |
: Chris Westwood |
Publisher |
: Viking Juvenile |
Total Pages |
: 0 |
Release |
: 1997 |
ISBN-10 |
: 0670875465 |
ISBN-13 |
: 9780670875467 |
Rating |
: 4/5 (65 Downloads) |
Synopsis Virtual World by : Chris Westwood
Fourteen-year-old Jack North finds himself literally drawn into the frightening world of what he thinks is a new virtual reality game.
Author |
: Jerina Stephy |
Publisher |
: The Little Booktique Hub |
Total Pages |
: 214 |
Release |
: |
ISBN-10 |
: 9789390487622 |
ISBN-13 |
: 9390487625 |
Rating |
: 4/5 (22 Downloads) |
Synopsis Virtual World by : Jerina Stephy
This anthology is a collection of views on "virtual world". This very title chosen not because of the hatred towards digital world on the contrary it's my anxiety. Somewhere in the future, I fear the days where virtuality exists no more as virtuality but has become so close to in achieving the essence of realness that no more it can't be differentiated from reality. Yeah... unlike that deceiving digital world, reality could be disappointing but it is the truth and nothing is more beautiful than the truth.