Author: Randy J. Hinrichs
Publisher: Information Age Publishing
ISBN: 9781617357510
Category : Business & Economics
Languages : en
Pages : 0
Book Description
This volume has a bold agenda, in which academics create immersive worlds where the avatar is the center of the universe. As the virtual world grows, avatars move away from quasi-human interactions within virtual domiciles, gardens, and businesses to being blood cells in the blood stream, or to be firing neurons in the human brain, or creatures competing on the ocean floor or the surface of Mars or just about anything that can be imagined using the magic of photographic and artistic images, programming, narrative and avatars. What are the frameworks and strategies for building these environments? What are the things the avatar adapts and learns from in its environment? This book will examine such frameworks, strategies, examples and feedback systems to explore what it takes to create a global education environment for learning. This starts with engaging your avatar and is completed in a transformation in how you interact with the internet. Whether using the visual internet to learn or to interact with a customer about a product or service, this immersive interface can be a world that knows you and forms around your unique needs and interests.
Engaging the Avatar
Author: Randy J. Hinrichs
Publisher: Information Age Publishing
ISBN: 9781617357510
Category : Business & Economics
Languages : en
Pages : 0
Book Description
This volume has a bold agenda, in which academics create immersive worlds where the avatar is the center of the universe. As the virtual world grows, avatars move away from quasi-human interactions within virtual domiciles, gardens, and businesses to being blood cells in the blood stream, or to be firing neurons in the human brain, or creatures competing on the ocean floor or the surface of Mars or just about anything that can be imagined using the magic of photographic and artistic images, programming, narrative and avatars. What are the frameworks and strategies for building these environments? What are the things the avatar adapts and learns from in its environment? This book will examine such frameworks, strategies, examples and feedback systems to explore what it takes to create a global education environment for learning. This starts with engaging your avatar and is completed in a transformation in how you interact with the internet. Whether using the visual internet to learn or to interact with a customer about a product or service, this immersive interface can be a world that knows you and forms around your unique needs and interests.
Publisher: Information Age Publishing
ISBN: 9781617357510
Category : Business & Economics
Languages : en
Pages : 0
Book Description
This volume has a bold agenda, in which academics create immersive worlds where the avatar is the center of the universe. As the virtual world grows, avatars move away from quasi-human interactions within virtual domiciles, gardens, and businesses to being blood cells in the blood stream, or to be firing neurons in the human brain, or creatures competing on the ocean floor or the surface of Mars or just about anything that can be imagined using the magic of photographic and artistic images, programming, narrative and avatars. What are the frameworks and strategies for building these environments? What are the things the avatar adapts and learns from in its environment? This book will examine such frameworks, strategies, examples and feedback systems to explore what it takes to create a global education environment for learning. This starts with engaging your avatar and is completed in a transformation in how you interact with the internet. Whether using the visual internet to learn or to interact with a customer about a product or service, this immersive interface can be a world that knows you and forms around your unique needs and interests.
Hello Avatar
Author: B. Coleman
Publisher: MIT Press
ISBN: 026230273X
Category : Computers
Languages : en
Pages : 214
Book Description
An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities—in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject—all of us who represent aspects of ourselves and our work across the mediascape.
Publisher: MIT Press
ISBN: 026230273X
Category : Computers
Languages : en
Pages : 214
Book Description
An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities—in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject—all of us who represent aspects of ourselves and our work across the mediascape.
Engaging with Videogames: Play, Theory and Practice
Author: Dawn Stobbart
Publisher: BRILL
ISBN: 1848882955
Category : Social Science
Languages : en
Pages : 297
Book Description
This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.
Publisher: BRILL
ISBN: 1848882955
Category : Social Science
Languages : en
Pages : 297
Book Description
This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.
The Oxford Handbook of Entertainment Theory
Author: Peter Vorderer
Publisher: Oxford University Press
ISBN: 0190072237
Category : Music
Languages : en
Pages : 890
Book Description
The proliferation of new digital technologies has given rise to an entirely changed media landscape and revolutionized how we seek entertainment. Older entertainment media like novels, radio, and film have been joined by a host of digital media that smartphones allow us to carry almost anywhere and at all times, from video games and social media to video on demand services. This unprecedented ubiquity of entertainment media calls for new and more sophisticated theories that help us understand the fascination that different entertainment media exert on us and how they change the human experience. The Oxford Handbook of Entertainment Theory surveys and furthers the most influential psychology-driven research on media entertainment to illuminate how people are drawn into media experiences. The 41 chapters in this Handbook not only offer fresh perspectives on established theories but also introduce emerging models and highlight the importance of considering the diverse backgrounds of media users when conducting research. They also cover the motivations and reactions of media users in relationship to different types of media, the trend towards interactive media such as video games and virtual reality, and particularly popular media contents like sexuality, violence, sports, and the news. As the most comprehensive overview of psychology-based research on media entertainment available, this Handbook is an invaluable resource for seasoned researchers and those beginning to learn about the field alike.
Publisher: Oxford University Press
ISBN: 0190072237
Category : Music
Languages : en
Pages : 890
Book Description
The proliferation of new digital technologies has given rise to an entirely changed media landscape and revolutionized how we seek entertainment. Older entertainment media like novels, radio, and film have been joined by a host of digital media that smartphones allow us to carry almost anywhere and at all times, from video games and social media to video on demand services. This unprecedented ubiquity of entertainment media calls for new and more sophisticated theories that help us understand the fascination that different entertainment media exert on us and how they change the human experience. The Oxford Handbook of Entertainment Theory surveys and furthers the most influential psychology-driven research on media entertainment to illuminate how people are drawn into media experiences. The 41 chapters in this Handbook not only offer fresh perspectives on established theories but also introduce emerging models and highlight the importance of considering the diverse backgrounds of media users when conducting research. They also cover the motivations and reactions of media users in relationship to different types of media, the trend towards interactive media such as video games and virtual reality, and particularly popular media contents like sexuality, violence, sports, and the news. As the most comprehensive overview of psychology-based research on media entertainment available, this Handbook is an invaluable resource for seasoned researchers and those beginning to learn about the field alike.
Navigating the Digital Landscape
Author: Nripendra Singh
Publisher: Emerald Group Publishing
ISBN: 183549272X
Category : Business & Economics
Languages : en
Pages : 249
Book Description
Rapid digitalization has led to the evolution of customer behaviour and for any business it has become imperative to understand customer behaviour in the digital world – Navigating the Digital Landscape explores a wide range of topics to help the reader harness the positive aspects of digital commerce and mitigate risks.
Publisher: Emerald Group Publishing
ISBN: 183549272X
Category : Business & Economics
Languages : en
Pages : 249
Book Description
Rapid digitalization has led to the evolution of customer behaviour and for any business it has become imperative to understand customer behaviour in the digital world – Navigating the Digital Landscape explores a wide range of topics to help the reader harness the positive aspects of digital commerce and mitigate risks.
Stem, steam, computational thinking and coding: Evidence-based research and practice in children’s development
Author: Stamatios Papadakis
Publisher: Frontiers Media SA
ISBN: 2832511686
Category : Science
Languages : en
Pages : 283
Book Description
Publisher: Frontiers Media SA
ISBN: 2832511686
Category : Science
Languages : en
Pages : 283
Book Description
The Psychology of Social Networking Vol. 2
Author: Giuseppe Riva
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110473852
Category : Business & Economics
Languages : en
Pages : 246
Book Description
This book describe the Psychology of Social Networking. In order to 'be online', an individual has to create an online presence. This online self is presented in different ways, with diverse goals and aims in order to engage in different social media activities and to achieve desired outcomes. The authors propose a wide overview of the psychology of social networking and the several implications of new media in our lives.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110473852
Category : Business & Economics
Languages : en
Pages : 246
Book Description
This book describe the Psychology of Social Networking. In order to 'be online', an individual has to create an online presence. This online self is presented in different ways, with diverse goals and aims in order to engage in different social media activities and to achieve desired outcomes. The authors propose a wide overview of the psychology of social networking and the several implications of new media in our lives.
Intersections in Simulation and Gaming
Author: Anjum Naweed
Publisher: Springer
ISBN: 3319787950
Category : Computers
Languages : en
Pages : 419
Book Description
This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game.
Publisher: Springer
ISBN: 3319787950
Category : Computers
Languages : en
Pages : 419
Book Description
This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game.
Artificial Intelligence Tools Book
Author: Manish Soni
Publisher:
ISBN:
Category : Study Aids
Languages : en
Pages : 295
Book Description
Welcome to the exciting and rapidly evolving world of artificial intelligence (AI). This book, "Artificial Intelligence Tools: Unlocking the Power of Intelligent Systems," is designed to be your comprehensive guide to understanding, implementing, and leveraging the cutting-edge tools that drive the advancements in AI. Whether you are a seasoned professional in the field or a curious newcomer, this book aims to provide you with valuable insights and practical knowledge to navigate the multifaceted landscape of AI tools. From machine learning algorithms to neural networks, readers will gain insights into the core concepts that form the backbone of intelligent systems. We aim to make complex ideas accessible, ensuring that readers, regardless of their technical background, can grasp the essentials of AI.
Publisher:
ISBN:
Category : Study Aids
Languages : en
Pages : 295
Book Description
Welcome to the exciting and rapidly evolving world of artificial intelligence (AI). This book, "Artificial Intelligence Tools: Unlocking the Power of Intelligent Systems," is designed to be your comprehensive guide to understanding, implementing, and leveraging the cutting-edge tools that drive the advancements in AI. Whether you are a seasoned professional in the field or a curious newcomer, this book aims to provide you with valuable insights and practical knowledge to navigate the multifaceted landscape of AI tools. From machine learning algorithms to neural networks, readers will gain insights into the core concepts that form the backbone of intelligent systems. We aim to make complex ideas accessible, ensuring that readers, regardless of their technical background, can grasp the essentials of AI.
Virtual Reality
Author: Lila Bozgeyikli
Publisher: CRC Press
ISBN: 100079301X
Category : Technology & Engineering
Languages : en
Pages : 295
Book Description
Although the emergence of virtual reality (VR) goes back to the 1960s, with the recent availability of low-cost and high-accuracy systems it has become increasingly prevalent in a wide variety of areas; with uses ranging from training and education to rehabilitation and entertainment. Nowadays, there are many companies that have their own VR systems with various types of headsets and controllers. This has shaped how VR is being used today and how we interact with the latest generation VR systems. With the rapidly evolving dynamics gained through technological advancements, VR is projected to grow and transform the way humans do everyday tasks both in the workplace and in personal lives. In addition to the VR headsets, there are now augmented reality (AR) headsets that allow the user to see their real-world surroundings while also viewing computer generated imagery. This leads to an enhanced user experience. This book aims to provide a comprehensive update of the latest scientific research, mainly in VR and partly in AR, from the last five years. The content is themed around the application areas of training, education, robotics, health and well-being, and user experience.
Publisher: CRC Press
ISBN: 100079301X
Category : Technology & Engineering
Languages : en
Pages : 295
Book Description
Although the emergence of virtual reality (VR) goes back to the 1960s, with the recent availability of low-cost and high-accuracy systems it has become increasingly prevalent in a wide variety of areas; with uses ranging from training and education to rehabilitation and entertainment. Nowadays, there are many companies that have their own VR systems with various types of headsets and controllers. This has shaped how VR is being used today and how we interact with the latest generation VR systems. With the rapidly evolving dynamics gained through technological advancements, VR is projected to grow and transform the way humans do everyday tasks both in the workplace and in personal lives. In addition to the VR headsets, there are now augmented reality (AR) headsets that allow the user to see their real-world surroundings while also viewing computer generated imagery. This leads to an enhanced user experience. This book aims to provide a comprehensive update of the latest scientific research, mainly in VR and partly in AR, from the last five years. The content is themed around the application areas of training, education, robotics, health and well-being, and user experience.