Virtual worlds and metaverse platforms: new communication and identity paradigms
"This book presents foundational research, models, case studies and research results that researchers and scholars can port to their own environments to evolve their own research processes and studies, covering scenarios of intellectual disciplines and technological endeavors in which metaverse...
Gespeichert in:
Weitere Verfasser: | , , |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey PA
Information Science Reference
[2012]
|
Schriftenreihe: | Premier reference source
|
Schlagworte: | |
Online-Zugang: | DE-706 DE-1049 DE-898 DE-1050 DE-83 Volltext |
Zusammenfassung: | "This book presents foundational research, models, case studies and research results that researchers and scholars can port to their own environments to evolve their own research processes and studies, covering scenarios of intellectual disciplines and technological endeavors in which metaverse platforms are currently being used and will be used" - Provided by publisher |
Beschreibung: | Includes bibliographical references |
Beschreibung: | 1 Online-Ressource (xviii, 423 Seiten) |
ISBN: | 9781609608552 9781609608569 |
Internformat
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505 | 8 | |a 1. User-driven content creation in Second Life a source of innovation?: three case studies of business and public service / Sisse Siggaard -- 2. Procedural virtual worlds / Nuno Rodrigues ... [et al.] -- 3. Collective building projects in Second Life: user motives and strategies explained from an architectural and ethnographic perspective / Bjarke Liboriussen -- 4. The art and flux of Telepathy 2.0 in Second Life / Jacquelene Drinkall -- 5. The 3-D innovation sphere: exploring the use of second life for innovation communication / Katrin Tobies and Bettina Maisch -- 6. What's real?: presence, personality and identity in the real and online virtual world / Benjamin Gregor Aas -- 7. Verbal and non-verbal communication in Second Life / Sara Pita and Lu is Pedro -- 8. Virtual worlds and reception studies: comparing engagings / CarrieLynn D. Reinhard -- 9. Students' perceptions about delivery of game-based learning for virtual patients in Second Life / M. Toro-Troconis ... [et al.] -- 10. Virtual learning communities of practice in metaverse / Gaia Moretti and Eliane Schlemmer -- 11. Technological minimalism versus Second Life: time for content minimalism / Joao Mattar -- 12. The players' dimension: from virtual to physical / Michael Nitsche -- 13. Structures of agency in virtual worlds: fictional worlds and the shaping of an in-game social conduct / Thiago Falc ao -- 14. Is there a virtual socialization by acting virtual identities?: case study: the Sims / Pascaline Lorentz -- | |
505 | 8 | |a 15. The epistemological character of puzzles in the metaverse / Lu is Carlos Petry and Cristiano Natal Ton eis -- 16. Virtual simulations and the Second Life metaverse: paradigm shift in neuropsychological assessment / Thomas D. Parsons -- 17. Virtual worlds and health: healthcare delivery and simulation opportunities / David Holloway -- 18. Virtual worlds and behavioral change: overcoming time/ space constraints and exploring anonymity to overcome social stigma in the case of substance abuse / Ana Boa-Ventura -- 19. Finding liquid salvation: using the Cardean ethnographic method to document Second Life residents and religious cloud communities / Gregory Price Grieve and Kevin Heston -- 20. Second Life, second morality? / Katleen Gabriels Joke Bauwens and Karl Verstrynge -- 21. Virtual world professionals and the interloper effect in 3D virtual worlds / Victoria McArthur -- 22. One self to rule them all: a critical discourse analysis of French-speaking players' identity construction in World of Warcraft / Omar V. Rosas and Gr egory Dhen | |
520 | |a "This book presents foundational research, models, case studies and research results that researchers and scholars can port to their own environments to evolve their own research processes and studies, covering scenarios of intellectual disciplines and technological endeavors in which metaverse platforms are currently being used and will be used" - Provided by publisher | ||
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Datensatz im Suchindex
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adam_text | |
any_adam_object | |
author2 | Zagalo, Nelson Morgado, Leonel Boa-Ventura, Ana |
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contents | 1. User-driven content creation in Second Life a source of innovation?: three case studies of business and public service / Sisse Siggaard -- 2. Procedural virtual worlds / Nuno Rodrigues ... [et al.] -- 3. Collective building projects in Second Life: user motives and strategies explained from an architectural and ethnographic perspective / Bjarke Liboriussen -- 4. The art and flux of Telepathy 2.0 in Second Life / Jacquelene Drinkall -- 5. The 3-D innovation sphere: exploring the use of second life for innovation communication / Katrin Tobies and Bettina Maisch -- 6. What's real?: presence, personality and identity in the real and online virtual world / Benjamin Gregor Aas -- 7. Verbal and non-verbal communication in Second Life / Sara Pita and Lu is Pedro -- 8. Virtual worlds and reception studies: comparing engagings / CarrieLynn D. Reinhard -- 9. Students' perceptions about delivery of game-based learning for virtual patients in Second Life / M. Toro-Troconis ... [et al.] -- 10. Virtual learning communities of practice in metaverse / Gaia Moretti and Eliane Schlemmer -- 11. Technological minimalism versus Second Life: time for content minimalism / Joao Mattar -- 12. The players' dimension: from virtual to physical / Michael Nitsche -- 13. Structures of agency in virtual worlds: fictional worlds and the shaping of an in-game social conduct / Thiago Falc ao -- 14. Is there a virtual socialization by acting virtual identities?: case study: the Sims / Pascaline Lorentz -- 15. The epistemological character of puzzles in the metaverse / Lu is Carlos Petry and Cristiano Natal Ton eis -- 16. Virtual simulations and the Second Life metaverse: paradigm shift in neuropsychological assessment / Thomas D. Parsons -- 17. Virtual worlds and health: healthcare delivery and simulation opportunities / David Holloway -- 18. Virtual worlds and behavioral change: overcoming time/ space constraints and exploring anonymity to overcome social stigma in the case of substance abuse / Ana Boa-Ventura -- 19. Finding liquid salvation: using the Cardean ethnographic method to document Second Life residents and religious cloud communities / Gregory Price Grieve and Kevin Heston -- 20. Second Life, second morality? / Katleen Gabriels Joke Bauwens and Karl Verstrynge -- 21. Virtual world professionals and the interloper effect in 3D virtual worlds / Victoria McArthur -- 22. One self to rule them all: a critical discourse analysis of French-speaking players' identity construction in World of Warcraft / Omar V. Rosas and Gr egory Dhen |
ctrlnum | (OCoLC)890472115 (DE-599)BVBBV044318090 |
format | Electronic eBook |
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genre_facet | Aufsatzsammlung |
id | DE-604.BV044318090 |
illustrated | Not Illustrated |
indexdate | 2024-08-23T01:07:36Z |
institution | BVB |
isbn | 9781609608552 9781609608569 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029721616 |
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spelling | Virtual worlds and metaverse platforms new communication and identity paradigms Nelson Zagalo (Universidade do Minho, Portugal), Leonel Morgado (University of Trás-os-Montes e Alto Douro, Portugal), Ana Boa-Ventura (University of Texas at Austin, USA) Hershey PA Information Science Reference [2012] © 2012 1 Online-Ressource (xviii, 423 Seiten) txt rdacontent c rdamedia cr rdacarrier Premier reference source Includes bibliographical references 1. User-driven content creation in Second Life a source of innovation?: three case studies of business and public service / Sisse Siggaard -- 2. Procedural virtual worlds / Nuno Rodrigues ... [et al.] -- 3. Collective building projects in Second Life: user motives and strategies explained from an architectural and ethnographic perspective / Bjarke Liboriussen -- 4. The art and flux of Telepathy 2.0 in Second Life / Jacquelene Drinkall -- 5. The 3-D innovation sphere: exploring the use of second life for innovation communication / Katrin Tobies and Bettina Maisch -- 6. What's real?: presence, personality and identity in the real and online virtual world / Benjamin Gregor Aas -- 7. Verbal and non-verbal communication in Second Life / Sara Pita and Lu is Pedro -- 8. Virtual worlds and reception studies: comparing engagings / CarrieLynn D. Reinhard -- 9. Students' perceptions about delivery of game-based learning for virtual patients in Second Life / M. Toro-Troconis ... [et al.] -- 10. Virtual learning communities of practice in metaverse / Gaia Moretti and Eliane Schlemmer -- 11. Technological minimalism versus Second Life: time for content minimalism / Joao Mattar -- 12. The players' dimension: from virtual to physical / Michael Nitsche -- 13. Structures of agency in virtual worlds: fictional worlds and the shaping of an in-game social conduct / Thiago Falc ao -- 14. Is there a virtual socialization by acting virtual identities?: case study: the Sims / Pascaline Lorentz -- 15. The epistemological character of puzzles in the metaverse / Lu is Carlos Petry and Cristiano Natal Ton eis -- 16. Virtual simulations and the Second Life metaverse: paradigm shift in neuropsychological assessment / Thomas D. Parsons -- 17. Virtual worlds and health: healthcare delivery and simulation opportunities / David Holloway -- 18. Virtual worlds and behavioral change: overcoming time/ space constraints and exploring anonymity to overcome social stigma in the case of substance abuse / Ana Boa-Ventura -- 19. Finding liquid salvation: using the Cardean ethnographic method to document Second Life residents and religious cloud communities / Gregory Price Grieve and Kevin Heston -- 20. Second Life, second morality? / Katleen Gabriels Joke Bauwens and Karl Verstrynge -- 21. Virtual world professionals and the interloper effect in 3D virtual worlds / Victoria McArthur -- 22. One self to rule them all: a critical discourse analysis of French-speaking players' identity construction in World of Warcraft / Omar V. Rosas and Gr egory Dhen "This book presents foundational research, models, case studies and research results that researchers and scholars can port to their own environments to evolve their own research processes and studies, covering scenarios of intellectual disciplines and technological endeavors in which metaverse platforms are currently being used and will be used" - Provided by publisher Human-computer interaction Virtual reality Computer simulation (DE-588)4143413-4 Aufsatzsammlung gnd-content Zagalo, Nelson (DE-588)1070951668 edt Morgado, Leonel edt Boa-Ventura, Ana edt Erscheint auch als Druck-Ausgabe 978-1-60960-854-5 Erscheint auch als Druck-Ausgabe 1-60960-854-2 http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-60960-854-5 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Virtual worlds and metaverse platforms new communication and identity paradigms 1. User-driven content creation in Second Life a source of innovation?: three case studies of business and public service / Sisse Siggaard -- 2. Procedural virtual worlds / Nuno Rodrigues ... [et al.] -- 3. Collective building projects in Second Life: user motives and strategies explained from an architectural and ethnographic perspective / Bjarke Liboriussen -- 4. The art and flux of Telepathy 2.0 in Second Life / Jacquelene Drinkall -- 5. The 3-D innovation sphere: exploring the use of second life for innovation communication / Katrin Tobies and Bettina Maisch -- 6. What's real?: presence, personality and identity in the real and online virtual world / Benjamin Gregor Aas -- 7. Verbal and non-verbal communication in Second Life / Sara Pita and Lu is Pedro -- 8. Virtual worlds and reception studies: comparing engagings / CarrieLynn D. Reinhard -- 9. Students' perceptions about delivery of game-based learning for virtual patients in Second Life / M. Toro-Troconis ... [et al.] -- 10. Virtual learning communities of practice in metaverse / Gaia Moretti and Eliane Schlemmer -- 11. Technological minimalism versus Second Life: time for content minimalism / Joao Mattar -- 12. The players' dimension: from virtual to physical / Michael Nitsche -- 13. Structures of agency in virtual worlds: fictional worlds and the shaping of an in-game social conduct / Thiago Falc ao -- 14. Is there a virtual socialization by acting virtual identities?: case study: the Sims / Pascaline Lorentz -- 15. The epistemological character of puzzles in the metaverse / Lu is Carlos Petry and Cristiano Natal Ton eis -- 16. Virtual simulations and the Second Life metaverse: paradigm shift in neuropsychological assessment / Thomas D. Parsons -- 17. Virtual worlds and health: healthcare delivery and simulation opportunities / David Holloway -- 18. Virtual worlds and behavioral change: overcoming time/ space constraints and exploring anonymity to overcome social stigma in the case of substance abuse / Ana Boa-Ventura -- 19. Finding liquid salvation: using the Cardean ethnographic method to document Second Life residents and religious cloud communities / Gregory Price Grieve and Kevin Heston -- 20. Second Life, second morality? / Katleen Gabriels Joke Bauwens and Karl Verstrynge -- 21. Virtual world professionals and the interloper effect in 3D virtual worlds / Victoria McArthur -- 22. One self to rule them all: a critical discourse analysis of French-speaking players' identity construction in World of Warcraft / Omar V. Rosas and Gr egory Dhen Human-computer interaction Virtual reality Computer simulation |
subject_GND | (DE-588)4143413-4 |
title | Virtual worlds and metaverse platforms new communication and identity paradigms |
title_auth | Virtual worlds and metaverse platforms new communication and identity paradigms |
title_exact_search | Virtual worlds and metaverse platforms new communication and identity paradigms |
title_full | Virtual worlds and metaverse platforms new communication and identity paradigms Nelson Zagalo (Universidade do Minho, Portugal), Leonel Morgado (University of Trás-os-Montes e Alto Douro, Portugal), Ana Boa-Ventura (University of Texas at Austin, USA) |
title_fullStr | Virtual worlds and metaverse platforms new communication and identity paradigms Nelson Zagalo (Universidade do Minho, Portugal), Leonel Morgado (University of Trás-os-Montes e Alto Douro, Portugal), Ana Boa-Ventura (University of Texas at Austin, USA) |
title_full_unstemmed | Virtual worlds and metaverse platforms new communication and identity paradigms Nelson Zagalo (Universidade do Minho, Portugal), Leonel Morgado (University of Trás-os-Montes e Alto Douro, Portugal), Ana Boa-Ventura (University of Texas at Austin, USA) |
title_short | Virtual worlds and metaverse platforms |
title_sort | virtual worlds and metaverse platforms new communication and identity paradigms |
title_sub | new communication and identity paradigms |
topic | Human-computer interaction Virtual reality Computer simulation |
topic_facet | Human-computer interaction Virtual reality Computer simulation Aufsatzsammlung |
url | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-60960-854-5 |
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