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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.
Virtual reality --- Communication --- Avatars (Virtual reality) --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Communication and culture --- Social aspects. --- Music --- Avatars
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Virtual reality. --- Avatars (Virtual reality) --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality
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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 (Virtual reality). --- SOCIAL SCIENCE / Media Studies. --- Avatar. --- Cinema. --- Computer Games. --- Fictionality. --- Media Aesthetics. --- Media Studies. --- Media Theory. --- Media. --- Virtual Reality. --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality
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Computer. Automation --- Mass communications --- Cyberspace --- Communication and technology --- Written communication --- Cyberspace. --- Avatars (Computer graphics) --- History. --- Avatars (Virtual reality) --- Lerarenopleiding --- (vak)didactiek talen --- Avatars (Virtual reality). --- (vak)didactiek talen. --- Space and time --- Computers --- Telematics --- Technology and communication --- Technology --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality --- History --- Communication and technology - History. --- Written communication - History. --- Communication en technologie --- Communication ecrite --- Histoire
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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.
Avatars (Virtual reality). --- Puppets. --- Robots. --- PHILOSOPHY / General. --- Avatars. --- Film. --- Media Philosophy. --- Media Studies. --- Media Theory. --- Media. --- Neuroscientific Investigations on Perception. --- Philosophy. --- Technological Others. --- Automata --- Automatons --- Robotics --- Manipulators (Mechanism) --- Mecha (Vehicles) --- Puppets and puppet-plays --- Puppet theater --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality
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Avatars (Virtual reality) --- Interactive multimedia --- Shared virtual environments --- #KVIV:BB --- Hypermedia systems --- Interactive media --- Computer software --- 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) --- Virtual reality --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Artificial intelligence. Robotics. Simulation. Graphics
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How a virtual journalist in the virtual world of online gaming landed on the real-world front page of the New York Times and how his virtual newspaper chronicled the emergence of the next generation of the World Wide Web.
Second Life (Game) --- Avatars (Virtual reality) --- Tabloid newspapers --- Shared virtual environments. --- Internet. --- DARPA Internet --- Internet (Computer network) --- Wide area networks (Computer networks) --- World Wide Web --- 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) --- Virtual reality --- Tabloids --- Newspapers --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Computer games --- Computer programs. --- Video games
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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.
Avatars (Virtual reality) --- Computer games. --- Distance education --- Education, Higher --- Second Life (Game) --- Shared virtual environments. --- Simulation games in education. --- Computer games --- Application software --- Electronic games --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality --- Education --- Educational gaming --- Gaming, Educational --- Educational games --- 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) --- Computer-assisted instruction. --- Simulation games --- Higher education --- Computer. Automation --- Video games --- Internet games --- Television games --- Videogames --- Games
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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.
Cross-cultural counseling. --- Culture. --- Multiculturalism. --- Avatars (Virtual reality) --- Cultural pluralism --- Engineering & Applied Sciences --- Computer Science --- Psychological aspects --- Cultural pluralism. --- Psychological aspects. --- Cultural diversity --- Diversity, Cultural --- Diversity, Religious --- Ethnic diversity --- Pluralism (Social sciences) --- Pluralism, Cultural --- Religious diversity --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Computer science. --- Artificial intelligence. --- Computer simulation. --- Computer Science. --- Simulation and Modeling. --- Artificial Intelligence (incl. Robotics). --- Culture --- Cultural fusion --- Ethnicity --- Multiculturalism --- Icons (Computer graphics) --- Virtual reality --- Artificial Intelligence. --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Electromechanical analogies --- Mathematical models --- Model-integrated computing
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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?
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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