Virtual Worlds: Synthetic Universes, Digital Life, And Complexity (New England Complex Systems Institute Series on Complexity)
This interdisciplinary volume aims to provoke a new understanding of the important role that computer-generated "virtual worlds" will play in domains such as science, business, computer games, education, training, and simulation. Get and download textbook Virtual Worlds: Synthetic Universes, Digital Life, And Complexity (New England Complex Systems Institute Series on Complexity) for free
Designing Virtual Worlds: Richard Bartle
It introduces virtual worlds as a field, and reviews its historical roots, its goals, and its methodological approaches. Virtual worlds enable the study of a wide variety of "what if" questions relevant to our understanding of the world around us, by using image synthesis, modeling, multimedia, and virtual reality. The contributors to this volume investigate the relationships between the natural and the artificial from both theoretical and philosophical points of view. They also address technical developments and prac Virtual Worlds new edition
Download free books for Researching Learning in Virtual Worlds
Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds.
The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, mak
The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, mak
Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms presents foundational research, models, case studies and research results that researchers and scholars can port to their own environments to evolve their own research processes and studies. The chapters cover scenarios of intellectual disciplines and technological endeavors in which metaverse platforms are currently being used and will be used, including: computation, human-computer interaction, design, media and communication, anthropology, sociology, psychology, education, philosophy, theology, arts, and aesthe
"Economics and social conflict" eventually brings to life the classic thought experiment of a natural state. Examining the behavior of almost 400.000 people living in the virtual anarchy of the online computer game "EVE Online," it highlights the economic aspects of these people's 'evil" behavior. The social conflict the players are engaging in is characterized by non-instrumental violence, a phenomenon that has not been in the focus of economic research yet. The book shows that evil actions seemingly motivated by a "taste for harming" are of high relevance for the performance of the online ec
Categories: Virtual reality->Social aspects, Second Life (Virtual World)->Hintbooks and reference, Virtual reality->Social aspects. Contributors: Tim Guest - Author. Format: NOOK Book
Virtual Worlds Textbook
They also address technical developments and prac