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 Practical Procedures in Elective Orthopaedic Surgery by
Cover of the book Stochastic Analysis of Offshore Steel Structures by
Cover of the book Computational Intelligence by
Cover of the book Atlas of Heart Anatomy and Development by
Cover of the book Sports Medicine and Arthroscopic Surgery of the Foot and Ankle by
Cover of the book Symmetry and Pattern in Projective Geometry by
Cover of the book Pelvic Floor Re-education by
Cover of the book Elementary Number Theory by
Cover of the book Atlas of Anatomic Pathology with Imaging by
Cover of the book Heart Failure in Congenital Heart Disease: by
Cover of the book Principles of Health Interoperability HL7 and SNOMED by
Cover of the book Crohn’s Disease and Ulcerative Colitis by
Cover of the book Design for Micro-Combined Cooling, Heating and Power Systems by
Cover of the book Transesophageal Echocardiography in Clinical Practice by
Cover of the book Coordinative Practices in the Building Process 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