書(shū)目名稱 | Online Worlds: Convergence of the Real and the Virtual | 編輯 | William Sims Bainbridge | 視頻video | http://file.papertrans.cn/702/701584/701584.mp4 | 概述 | Online Worlds" is a landmark publication about virtual worlds, exploring the cutting edge of social computing, and based on solid scientific research.It is based on solid methodological approaches inc | 叢書(shū)名稱 | Human–Computer Interaction Series | 圖書(shū)封面 |  | 描述 | 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. | 出版日期 | Book 2010 | 關(guān)鍵詞 | Content; Human-computer Interaction; Online community; Virtual world; collaboration; trust; virtual realit | 版次 | 1 | doi | https://doi.org/10.1007/978-1-84882-825-4 | isbn_softcover | 978-1-84882-824-7 | isbn_ebook | 978-1-84882-825-4Series ISSN 1571-5035 Series E-ISSN 2524-4477 | issn_series | 1571-5035 | copyright | Springer-Verlag London 2010 |
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