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Band 34

Avatars at Work and Play Collaboration and Interaction in Shared Virtual Environments

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

22.11.2010

Herausgeber

Ralph Schroeder + weitere

Verlag

Springer Netherland

Seitenzahl

278

Maße (L/B/H)

23,5/15,5/1,7 cm

Gewicht

475 g

Auflage

Softcover reprint of hardcover 1st ed. 2006

Sprache

Englisch

ISBN

978-90-481-6989-4

Beschreibung

Portrait

Work and Play in Shared Virtual Environments brings together contributions from leading social scientists and computer scientists who have conducted research on online gaming and practical applications in various types of virtual environments. It includes a variety of research perspectives and among the contributors are social psychologists and systems developers. The book presents a well-rounded overview of current applications, which fall mainly into the gaming and several distinct practical applications. This volume focuses on practical and empirical findings that are relevant to future research, development, and exploitation of this technology.
Useful to students in media studies and digital arts, to practitioners who are developing systems and applications, and to a wider public whose daily lives are affected by current and future forms of computer-mediated-communication and new media technologies.

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

22.11.2010

Herausgeber

Verlag

Springer Netherland

Seitenzahl

278

Maße (L/B/H)

23,5/15,5/1,7 cm

Gewicht

475 g

Auflage

Softcover reprint of hardcover 1st ed. 2006

Sprache

Englisch

ISBN

978-90-481-6989-4

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: GPSR Kontakt

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  • Produktbild: Avatars at Work and Play
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  • Transformed Social Interaction: Exploring the Digital Plasticity of Avatars.- Selective Fidelity: Investigating Priorities for the Creation of Expressive Avatars.- Analysis and Visualization of Social Diffusion Patterns in Three-Dimensional Virtual Worlds.- Collaborative Virtual Environments for Scientific Collaboration: Technical and Organizational Design Frameworks.- Analyzing Fragments of Collaboration in Distributed Immersive Virtual Environments.- The Impact of Display System and Embodiment on Closely Coupled Collaboration Between Remote Users.- The Good Inequality: Supporting Group-Work in Shared Virtual Environments.- Consequences of Playing Violent Video Games in Immersive Virtual Environments.- The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage.- Questing for Knowledge—Virtual Worlds as Dynamic Processes of Social Interaction.- Play and Sociability in There: Some Lessons from Online Games for Collaborative Virtual Environments.- Digital Dystopia: Player Control and Strategic Innovation in the Sims Online.