Description |
1 online resource (xv, 277 pages) : illustrations |
Series |
Computer supported cooperative work ; v. 34 |
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Computer supported cooperative work ; v. 34.
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Contents |
Work and play in shared virtual environments : overlapping themes and intersecting research agendas / Ralph Schroeder and Ann-Sofie Axelsson -- Transformed social interaction : exploring the digital plasticity of avatars / Jeremy N. Bailenson and Andrew C. Beall -- Selective fidelity : investigating priorities for the creation of expressive avatars / Maia Garau -- Analysis and visualization of social diffusion patterns in three-dimensional virtual worlds / Shashikant Penumarthy and Katy Börner -- Collaborative virtual environments for scientific collaboration : technical and organizational design frameworks / Diane H. Sonnenwald -- Analyzing fragments of collaboration in distributed immersive virtual environments / Ilona Heldal [and others] -- The impact of display system and embodiment on closely coupled collaboration between remote users / David Roberts, Robin Wolff, and Oliver Otto -- The good inequality : supporting group-work in shared virtual environments / Maria Spante, Ann-Sofie Axelsson, and Ralph Schroeder -- Consequences of playing violent video games in immersive virtual environments / Susan Persky and Jim Blascovich -- The psychology of massively multi-user online role-playing games : motivations, emotional investment, relationships, and problematic usage / Nick Yee -- Questing for knowledge--virtual worlds as dynamic processes of social interaction / Mikael Jakobsson -- Play and sociability in There : some lessons from online games for collaborative virtual environments / Barry Brown and Marek Bell -- Digital dystopia : player control and strategic innovation in The sims online / Francis F. Steen [and others] |
Summary |
"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." "Avatars at Work and Play will be required reading for computer scientists and social scientists who are researching and developing virtual worlds. It will be useful on courses in New Media and human-computer interaction. It will also be of interest to new media students, whether in computer science (including Information Science) and social science (media and communication studies), at all levels, beginner to advanced - plus general public interested in new media developments; students in virtual environments and new media master's courses."--Jacket |
Bibliography |
Includes bibliographical references and index |
Notes |
Print version record |
Subject |
Avatars (Virtual reality)
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Shared virtual environments.
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Interactive multimedia.
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Virtual work teams.
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Human-computer interaction.
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Video games.
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COMPUTERS -- Image Processing.
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PHOTOGRAPHY -- Techniques -- Digital.
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TECHNOLOGY & ENGINEERING -- Imaging Systems.
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COMPUTERS -- Digital Media -- Graphics Applications.
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Shared virtual environments.
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Interactive multimedia.
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Virtual work teams.
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Human-computer interaction.
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Internet games.
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Avatars (Computer graphics)
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Informatique.
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Avatars (Virtual reality)
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Human-computer interaction
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Interactive multimedia
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Internet games
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Shared virtual environments
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Virtual work teams
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Form |
Electronic book
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Author |
Schroeder, Ralph.
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Axelsson, Ann-Sofie.
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ISBN |
9781402038983 |
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1402038984 |
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1402038836 |
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9781402038839 |
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