Avatars At Work And Play
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Author |
: Ralph Schroeder |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 306 |
Release |
: 2006-02-06 |
ISBN-10 |
: 1402038836 |
ISBN-13 |
: 9781402038839 |
Rating |
: 4/5 (36 Downloads) |
Synopsis Avatars at Work and Play by : Ralph Schroeder
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?
Author |
: Ralph Schroeder |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 287 |
Release |
: 2006-07-08 |
ISBN-10 |
: 9781402038983 |
ISBN-13 |
: 1402038984 |
Rating |
: 4/5 (83 Downloads) |
Synopsis Avatars at Work and Play by : Ralph Schroeder
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?
Author |
: Byron Reeves |
Publisher |
: Harvard Business Press |
Total Pages |
: 286 |
Release |
: 2009-11-03 |
ISBN-10 |
: 9781422155134 |
ISBN-13 |
: 1422155137 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Total Engagement by : Byron Reeves
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.
Author |
: Zach Waggoner |
Publisher |
: McFarland |
Total Pages |
: 209 |
Release |
: 2014-01-10 |
ISBN-10 |
: 9780786454099 |
ISBN-13 |
: 0786454091 |
Rating |
: 4/5 (99 Downloads) |
Synopsis My Avatar, My Self by : Zach Waggoner
With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.
Author |
: David Owen |
Publisher |
: McFarland |
Total Pages |
: 239 |
Release |
: 2017-06-19 |
ISBN-10 |
: 9781476629421 |
ISBN-13 |
: 1476629420 |
Rating |
: 4/5 (21 Downloads) |
Synopsis Player and Avatar by : David Owen
Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."
Author |
: Nicola Whitton |
Publisher |
: Routledge |
Total Pages |
: 231 |
Release |
: 2014-03-26 |
ISBN-10 |
: 9781136216442 |
ISBN-13 |
: 1136216448 |
Rating |
: 4/5 (42 Downloads) |
Synopsis Digital Games and Learning by : Nicola Whitton
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.
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 |
: Matthew Lombard |
Publisher |
: Springer |
Total Pages |
: 338 |
Release |
: 2015-06-18 |
ISBN-10 |
: 9783319101903 |
ISBN-13 |
: 3319101900 |
Rating |
: 4/5 (03 Downloads) |
Synopsis Immersed in Media by : Matthew Lombard
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.
Author |
: David Owen |
Publisher |
: McFarland |
Total Pages |
: 239 |
Release |
: 2017-07-03 |
ISBN-10 |
: 9781476667195 |
ISBN-13 |
: 1476667195 |
Rating |
: 4/5 (95 Downloads) |
Synopsis Player and Avatar by : David Owen
Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."
Author |
: Kirsten Drotner |
Publisher |
: Cambridge Scholars Publishing |
Total Pages |
: 270 |
Release |
: 2009-12-14 |
ISBN-10 |
: 9781443817943 |
ISBN-13 |
: 1443817945 |
Rating |
: 4/5 (43 Downloads) |
Synopsis Informal Learning and Digital Media by : Kirsten Drotner
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.