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The cylindrical component methodology evaluation module for MUVES-S2 : by David S Butler, Marianne Kunkel, and Brian G Smith.
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Year: 2017 Publisher: Aberdeen Proving Ground, MD : US Army Research Laboratory,

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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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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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IPT/EGVE 2003
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Year: 2003 Publisher: [Place of publication not identified] Association for Computing Machinery

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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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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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The law of virtual worlds and internet networks
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ISBN: 9780566088506 0566088509 Year: 2010 Publisher: Aldershot: Ashgate,

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Virtual worlds are the latest manifestation of the internet's inexorable appetite for development. Organisations of all kinds are enthusiastically pursuing the commercial opportunities offered by the growth of this phenomenon. But if you believe that there are no laws which govern internet social networks and virtual worlds, this book will persuade you otherwise. There is law, and a good deal of it. Why would there not be? As with many other aspects of the world wide web, this new medium is unregulated and offers many opportunities for companies to damage their reputation, run into a whole host of problems relating to intellectual property, trade marks and copyrights, and compromise the rights of individuals participating within the virtual environment. By reading "The Law of Virtual Worlds and Internet Social Networks", you will gain a good understanding of the legal issues which govern this expanding and fascinating world - are you ready for the leap from internet plaything to meaningful social and business tool? "The Law of Virtual Worlds and Internet Social Networks" is an essential reference for advertising and media agencies; television broadcast producers; and, academic institutions including university law, knowledge and information departments. In fact, it has been written for anyone interested in virtual worlds and social networks whether commercially because you want to explore the possibilities such environments present, or for academic curiosity.

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