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 Interfacial Compatibility in Microelectronics by
Cover of the book Tips and Tricks in Endocrine Surgery by
Cover of the book Infected Total Joint Arthroplasty by
Cover of the book Transanal Stapling Techniques for Anorectal Prolapse by
Cover of the book GIS to Support Cost-effective Decisions on Renewable Sources by
Cover of the book Compression Schemes for Mining Large Datasets by
Cover of the book Wireless Sensor Networks by
Cover of the book Epidemiology of Peripheral Vascular Disease by
Cover of the book Parasitic Disease in Clinical Practice by
Cover of the book Urological Oncology by
Cover of the book Integrated Graphic and Computer Modelling by
Cover of the book Virtual Manufacturing by
Cover of the book PEM Fuel Cells with Bio-Ethanol Processor Systems by
Cover of the book Dynamics and Control of Switched Electronic Systems by
Cover of the book Asynchronous System-on-Chip Interconnect 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