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The Oxford handbook of virtuality
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ISBN: 0199984980 0199826242 9780199984985 9780199826162 0199826161 Year: 2013 Publisher: New York : Oxford University Press,

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An anthology of thinking on virtuality from the perspective of a variety of philosophical and applied fields of study, the Oxford Handbook of Virtuality comprises 44 chapters covering topics such as presence, immersion, emotion, ethics, virtual utopias and dystopias, image, sound, literature, AI, law, economics, education, medical and military applications, religion, and sex. A variety of views on virtuality is offered from each discipline represented, and the relationships between virtuality and reality and actuality are extensively debated.


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Ways of virtual world-making : actors and avatars
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ISBN: 8778673909 9788778673909 Year: 2012 Publisher: [Frederiksberg] : Roskilde University Press,


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What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition
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ISBN: 3839445795 3837645797 Year: 2022 Publisher: Bielefeld transcript Verlag

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What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch.

Avatars of the word : from papyrus to cyberspace
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ISBN: 0674055454 067400194X 9780674055452 Year: 1998 Publisher: Cambridge (MA) : Harvard University Press,


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Actor & Avatar : A Scientific and Artistic Catalog

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What kind of relationship do we have with artificial beings (avatars, puppets, robots, etc.)? What does it mean to mirror ourselves in them, to perform them or to play trial identity games with them? This volume addresses these questions from artistic and scholarly angles. Contributions on the making of »technical others« and philosophical reflections on artificial alterity are flanked by neuroscientific studies on different ways of perceiving living persons and artificial counterparts. The contributors have achieved a successful artistic-scientific collaboration with extensive visual material.

The Second Life Herald : the virtual tabloid that witnessed the dawn of the metaverse
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ISBN: 1282099175 9786612099175 0262278634 1435606027 9780262278638 9781435606029 0262122944 9780262122948 9781282099173 9780262513227 0262513226 6612099178 Year: 2007 Publisher: Cambridge, MA : The MIT Press,


Book
Higher education in virtual worlds
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ISBN: 1282457527 9786612457524 1849506108 9781849506106 1849506094 9781849506090 Year: 2009 Publisher: Bingley, U.K. Emerald Group Pub.

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Targeted at educators and researchers wishing to use virtual environments in their teaching practice, this work provides practical advice specifically for educators in higher education. It focuses on the use of Second Life - a free, readily-accessible virtual world which is increasingly being used for both formal and informal learning.


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Cultural Diversity for Virtual Characters : Investigating Behavioral Aspects across Cultures
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ISBN: 365804909X 3658049103 Year: 2014 Publisher: Wiesbaden : Springer Fachmedien Wiesbaden : Imprint: Springer Vieweg,

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Culture plays a crucial role in our lives. Depending on our cultural background, we judge on and react to everything that we encounter. Subtle differences in behavior can lead to misunderstandings or even culture shock. In a similar manner, virtual characters can be declined by certain user groups when showing culturally inappropriate behavior. But how can social aspects such as culture be integrated into the behavioral models of virtual characters? Birgit Endrass addresses this question by carrying out a hybrid approach that is based on theoretical background from the social sciences as well as a multimodal corpus analysis, and exemplified the approach for the German and Japanese cultures. For this purpose, different methods from artificial intelligence and multiagent systems are applied and simulated with a virtual character system.   Contents Virtual Agents Behavioral Models Culture: The German and Japanese Cultures    Target Groups Academics and practitioners in the fields of Virtual Agents, Autonomous Agents, Human Factors, Multimedia.

Avatars at Work and Play : Collaboration and Interaction in Shared Virtual Environments
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ISBN: 1402038984 1402038836 9048169895 Year: 2006 Volume: v. 34 Publisher: Dordrecht : Springer Netherlands : Imprint: Springer,

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Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

Keywords

Shared virtual environments. --- Avatars (Virtual reality) --- Virtual work teams. --- Human-computer interaction. --- Internet games. --- Computer science. --- Special purpose computers. --- User interfaces (Computer systems). --- Computers and civilization. --- Multimedia systems. --- Social sciences. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Special Purpose and Application-Based Systems. --- Computers and Society. --- Media Design. --- Social Sciences, general. --- Behavioral sciences --- Human sciences --- Sciences, Social --- Social science --- Social studies --- Civilization --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Civilization and computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Special purpose computers --- Computers --- Informatics --- Science --- Electronic games --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- Eteams (Virtual work teams) --- Virtual teams (Work teams) --- VTeams (Virtual work teams) --- Teams in the workplace --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Software engineering. --- Computer software engineering --- Engineering --- Multimedia systems .

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