Online Worlds: Convergence of the Real and the Virtual

Nonfiction, Computers, Advanced Computing, Programming, User Interfaces, Application Software, Computer Graphics, General Computing
Cover of the book Online Worlds: Convergence of the Real and the Virtual by , Springer London
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9781848828254
Publisher: Springer London Publication: December 8, 2009
Imprint: Springer Language: English
Author:
ISBN: 9781848828254
Publisher: Springer London
Publication: December 8, 2009
Imprint: Springer
Language: English

William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.

More books from Springer London

Cover of the book Pruritus by
Cover of the book Highlights in Coloproctology by
Cover of the book HCI and User-Experience Design by
Cover of the book Guide to Biometric Reference Systems and Performance Evaluation by
Cover of the book Coloproctology by
Cover of the book Rural Electrification Through Decentralised Off-grid Systems in Developing Countries by
Cover of the book Cardiac CT Imaging by
Cover of the book Practical Procedures in Elective Orthopaedic Surgery by
Cover of the book Control and Monitoring of Chemical Batch Reactors by
Cover of the book International Yearbook of Nephrology 1993 by
Cover of the book Engineering Asset Management and Infrastructure Sustainability by
Cover of the book The Elephant in the Room by
Cover of the book Moving Targets by
Cover of the book Mathematics for Computer Graphics by
Cover of the book The ACL-Deficient Knee by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy