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13,708 result(s) for "Virtual environments"
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Integrating multi-user virtual environments in modern classrooms
\"This book explores and identify the unique technological affordances and distinct instructional benefits of MUVE that distinguish itself from other emerging technologies, examines the pedagogical underpinnings and frameworks that guide the design, development, and implementation of MUVE in education, and identifies current exemplary uses of MUVE in various fields across different educational settings\"-- Provided by publisher.
The Proteus Paradox
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.
The metaverse : and how it will revolutionize everything
\"From the leading theorist of the Metaverse comes the definitive account of the next internet: what the Metaverse is, what it will take to build it, and what it means for all of us. The term \"Metaverse\" is suddenly everywhere, from the front pages of national newspapers and the latest fashion trends to the plans of the most powerful companies in history. It is already shaping the policy platforms of the US government, the European Union, and the Chinese Communist Party. But what, exactly, is the Metaverse? As pioneering theorist and venture capitalist Matthew Ball explains, it is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences, and also underpin much of the physical world. For decades, these ideas have been limited to science fiction and video games, but they are now poised to revolutionize every industry and function, from finance and healthcare to education, consumer products, city planning, dating, and well beyond. Taking us on an expansive tour of the \"next internet,\" Ball demonstrates that many proto-Metaverses are already here, such as Fortnite, Minecraft, and Roblox. Yet these offer only a glimpse of what is to come. Ball presents a comprehensive definition of the Metaverse before explaining the technologies that will power it-and the breakthroughs that will be necessary to fully realize it. He addresses the governance challenges the Metaverse entails; investigates the role of Web3, blockchains, and NFTs; and predicts Metaverse winners and losers. Most importantly, he examines many of the Metaverse's almost unlimited applications. The internet will no longer be at arm's length; instead, it will surround us, with much of our lives, labor, and leisure taking place inside the Metaverse. Bringing clarity and authority to a frequently misunderstood concept, Ball foresees trillions of dollars in new value-and the radical reshaping of society\"-- Provided by publisher.
Going Virtual
The creative programs shared in this book vividly demonstrate the ways in which library programming can make communities stronger and more resilient by creating lifelong learners, fostering conversation, and forging connections.
Communities of Play
The odyssey of a group of \"refugees\" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.
E-sports game design
\"Explores professional electronic sports game design and what is involved in creating some of the best games available. Topics include the technology used and the importance of developing the game's story, characters, graphics, and sound. Includes glossary, index, and bibliography for further reading\"-- Provided by publisher.
Making Virtual Worlds
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? \"Lindens\"-as the Linden Lab employees call themselves-found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. InMaking Virtual Worlds, Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
Understanding the metaverse : a business and ethical survival guide
\"Together we will explore what the Metaverse is, how it works, the many use cases we are already aware of in the Metaverse, as well as look at why there are so many more we cannot yet see. I will also introduce you to some of the main threats and challenges businesses and individuals face as the Metaverse evolves and grows, sharing potential solutions to make this an inclusive virtual world that all of us can enjoy and use to its full potential. I will also explain some of the key elements of technology that underpin the Metaverse in its current form and that will provide the necessary foundations for its growth and evolution in the future -- such as blockchain, cryptocurrency, AI and deep learning. I will build out the picture with you, helping you to turn some of the greyed-out map into a world filled with technicolour and exciting opportunities. By the end of this book, I hope you will feel confident to set out and explore more of this uncharted territory on your own\"-- Provided by publisher.
How meetings could look in the Metaverse
Intel CEO Pat Gelsinger speaks to Emily Chang about the new opportunities and technologies that will underpin the metaverse and how Intel will play a role in its future evolution. He's on \"Bloomberg Studio 1.0.\"