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ImmersiveMe '15 : proceedings of the 3rd International Workshop on Immersive Media Experiences : October 30, 2015, Brisbane, Australia
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ISBN: 1450337457 Year: 2015 Publisher: New York : ACM,


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2016 IEEE Virtual Humans and Crowds for Immersive Environments : 20-20 March 2016, Greenville, S.C., USA
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ISBN: 1509008292 1509008306 Year: 2016 Publisher: Piscataway, New Jersey : Institute of Electrical and Electronics Engineers,


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3DCVE : 2018 IEEE fourth VR International Workshop on Collaborative Virtual Environments : 19 March 2018, Reutlingen, Germany
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ISBN: 1538651327 1538651335 Year: 2018 Publisher: Piscataway, New Jersey : Institute of Electrical and Electronics Engineers,


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VHCIE : 2019 IEEE Virtual Humans and Crowds for Immersive Environments : 24th of March 2019, Osaka, Japan
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ISBN: 1728132193 1728132207 Year: 2019 Publisher: Piscataway, New Jersey : Institute of Electrical and Electronics Engineers,


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Metaverse - metaverse 2022 : 18th international conference, held as part of the services conference federation, SCF 2022, Honolulu, HI, USA, December 10-14, 2022, proceedings
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ISBN: 9783031235184 Year: 2022 Publisher: Cham, Switzerland : Springer Nature Switzerland AG,


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Teaching Health Care in Virtual Space : Best Practices for Educators in Multi-User Virtual Environments
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ISBN: 0824882520 0824858034 0824858018 082485800X Year: 2016 Publisher: Honolulu : University of Hawaiʻi Press,

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Abstract

Teaching Health Care in Virtual Space is the first “how-to” manual for health educators on the instructional use of three-dimensional, computer-generated virtual environments that can be inhabited simultaneously by many participants; commonly called “multi-user virtual learning environments” or MUVE. Based on her experience supervising more than 400 learning activities in Second Life®—as of 2014, the largest public (free) MUVE—Dr. Estelle Codier has written a step-by-step handbook for novice and experienced MUVE teachers alike. The book provides those new to virtual teaching with specific steps to assess their own instructional readiness, guidance for assessing student and class readiness, as well as detailed descriptions of problem prevention and solutions. The text is accompanied by lively case studies of both success and failure in virtual learning environments. Inspiring stories of student learning illustrate the power of MUVE to transform health care education. This innovative handbook presents an extended discussion of the pedagogical advantages for learning in multi-user virtual environments, along with a history of learning in Second Life®. The text includes an appendix of supporting materials for MUVE learning activities: evaluation grids, grading matrices, syllabus descriptions, and detailed orientation materials for both faculty and students. While the sample learning activities were designed for nurses, instructors in other disciplines could easily adapt them for use in any MUVE setting.


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2016 IEEE Third VR International Workshop on Collaborative Virtual Environments : 20-20 March 2016, Greenville, SC, USA
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ISBN: 1509021388 1509021396 Year: 2016 Publisher: Piscataway, New Jersey : Institute of Electrical and Electronics Engineers,


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Proteus paradox
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ISBN: 0300199295 9780300199291 1306209110 9781306209113 9780300190991 Year: 2014 Publisher: New Haven

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Abstract

Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled-but rarely recognized-tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.

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