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003 DE-He213
005 20170628033443.0
007 cr nn 008mamaa
008 100301s2006 ne | s |||| 0|eng d
020 _a9781402038983
_9978-1-4020-3898-3
024 7 _a10.1007/1-4020-3898-4
_2doi
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
072 7 _aUYZG
_2bicssc
072 7 _aCOM070000
_2bisacsh
082 0 4 _a005.437
_223
082 0 4 _a4.019
_223
100 1 _aSchroeder, Ralph.
_eeditor.
245 1 0 _aAvatars at Work and Play
_h[electronic resource] :
_bCollaboration and Interaction in Shared Virtual Environments /
_cedited by Ralph Schroeder, Ann-Sofie Axelsson.
264 1 _aDordrecht :
_bSpringer Netherlands,
_c2006.
300 _aXVI, 278 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aComputer Supported Cooperative Work,
_x1431-1496 ;
_v34
505 0 _aTransformed 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.
520 _aAvatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. 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. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: 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?
650 0 _aComputer science.
650 0 _aSoftware engineering.
650 0 _aSocial sciences.
650 1 4 _aComputer Science.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aSpecial Purpose and Application-Based Systems.
650 2 4 _aComputers and Society.
650 2 4 _aMedia Design.
650 2 4 _aSocial Sciences, general.
700 1 _aAxelsson, Ann-Sofie.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781402038839
830 0 _aComputer Supported Cooperative Work,
_x1431-1496 ;
_v34
856 4 0 _uhttp://dx.doi.org/10.1007/1-4020-3898-4
912 _aZDB-2-SCS
999 _c15270
_d15270