Online Worlds: Convergence of the Real and the Virtual

de

Éditeur :

Springer


Collection :

Human–Computer Interaction Series

Paru le : 2009-12-08

eBook Téléchargement , DRM LCP 🛈 DRM Adobe 🛈
Lecture en ligne (streaming)
94,94

Téléchargement immédiat
Dès validation de votre commande
Image Louise Reader présentation

Louise Reader

Lisez ce titre sur l'application Louise Reader.

Description
William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.
Pages
318 pages
Collection
Human–Computer Interaction Series
Parution
2009-12-08
Marque
Springer
EAN papier
9781848828247
EAN EPUB
9781848828254

Informations sur l'ebook
Nombre pages copiables
3
Nombre pages imprimables
31
Taille du fichier
2990 Ko
Prix
94,94 €