Online Worlds: Convergence of the Real and the Virtual

von: William Sims Bainbridge

Springer-Verlag, 2009

ISBN: 9781848828254 , 318 Seiten

Format: PDF, OL

Kopierschutz: Wasserzeichen

Windows PC,Mac OSX für alle DRM-fähigen eReader Apple iPad, Android Tablet PC's Online-Lesen für: Windows PC,Mac OSX,Linux

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    Formal Methods: State of the Art and New Directions
    Awareness Systems - Advances in Theory, Methodology and Design
    Electronic Value Exchange - Origins of the VISA Electronic Payment System
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    User-Centered Interaction Design Patterns for Interactive Digital Television Applications
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    Multimedia Interaction and Intelligent User Interfaces - Principles, Methods and Applications
    Distributed Video Sensor Networks
    Designing User Friendly Augmented Work Environments
 

Mehr zum Inhalt

Online Worlds: Convergence of the Real and the Virtual


 

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.