Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments: Computer Supported Cooperative Work, cartea 34
Editat de Ralph Schroeder, Ann-Sofie Axelssonen Limba Engleză Paperback – 22 noi 2010
What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?
Toate formatele și edițiile | Preț | Express |
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Paperback (1) | 682.25 lei 6-8 săpt. | |
SPRINGER NETHERLANDS – 22 noi 2010 | 682.25 lei 6-8 săpt. | |
Hardback (1) | 967.31 lei 6-8 săpt. | |
SPRINGER NETHERLANDS – 6 feb 2006 | 967.31 lei 6-8 săpt. |
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Specificații
ISBN-13: 9789048169894
ISBN-10: 9048169895
Pagini: 296
Ilustrații: XVI, 278 p.
Dimensiuni: 160 x 240 x 16 mm
Greutate: 0.42 kg
Ediția:Softcover reprint of hardcover 1st ed. 2006
Editura: SPRINGER NETHERLANDS
Colecția Springer
Seria Computer Supported Cooperative Work
Locul publicării:Dordrecht, Netherlands
ISBN-10: 9048169895
Pagini: 296
Ilustrații: XVI, 278 p.
Dimensiuni: 160 x 240 x 16 mm
Greutate: 0.42 kg
Ediția:Softcover reprint of hardcover 1st ed. 2006
Editura: SPRINGER NETHERLANDS
Colecția Springer
Seria Computer Supported Cooperative Work
Locul publicării:Dordrecht, Netherlands
Public țintă
Professional/practitionerCuprins
Transformed Social Interaction: Exploring the Digital Plasticity of Avatars.- Selective Fidelity: Investigating Priorities for the Creation of Expressive Avatars.- Analysis and Visualization of Social Diffusion Patterns in Three-Dimensional Virtual Worlds.- Collaborative Virtual Environments for Scientific Collaboration: Technical and Organizational Design Frameworks.- Analyzing Fragments of Collaboration in Distributed Immersive Virtual Environments.- The Impact of Display System and Embodiment on Closely Coupled Collaboration Between Remote Users.- The Good Inequality: Supporting Group-Work in Shared Virtual Environments.- Consequences of Playing Violent Video Games in Immersive Virtual Environments.- The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage.- Questing for Knowledge—Virtual Worlds as Dynamic Processes of Social Interaction.- Play and Sociability in There: Some Lessons from Online Games for Collaborative Virtual Environments.- Digital Dystopia: Player Control and Strategic Innovation in the Sims Online.
Caracteristici
First book to deal with applications of shared or collaborative virtual environments High relevance to new media and computer-mediated communication developments Essential reading for anyone researching and working in shared or collaborative virtual environments