Virtual reality (VR) technology has been developed commercially since the early 1990s [1]. Yet it is only with the growth of the Internet and other high-bandwidth links that VR systems have increasingly become networked to allow users to share the same virtual environment (VE). Shared YEs raise a number of interesting questions: what is the difference between face-to-face interaction and interaction between persons inside YEs? How does the appearance of the "avatar" - as the graphical representation of the user has become known - change the nature of interaction? And what governs the formation of virtual communities? This volume brings together contributions from social scientists and computer scientists who have conducted research on social interaction in various types of YEs. Two previous volumes in this CSCW book series [2, 3] have examined related aspects of research on YEs - social navigation and collaboration - although they do not always deal with VRIVEs in the sense that it is used here (see the definition in Chapter 1). The aim of this volume is to explore how people interact with each other in computer-generated virtual worlds.
"synopsis" may belong to another edition of this title.
From the reviews:
"At the heart of this book is a simple question: how do people who meet in computer-generated worlds interact? ... The strengths of this book lie in what it reveals of the orderliness of interaction in virtual environments. ... If you work in this domain, should you have it on your bookshelf? Yes, of course." (Peter Tolmie, New Media & Society, Vol. 6 (3), 2004)
"If you are interested in virtual environment (VE) and social interaction in various types of VEs, this book is an excellent resource. This book focuses on how people interact with each other in computer-generated virtual worlds. ... The Social Life of Avatars gives readers two valuable points: how to improve the VEs and the potential that social interaction in virtual environments can be applied in various forms of computer-mediated interaction. Finally, let me recommend this book to you." (Sally Hong, Educational Technology and Society, Vol. 5 (4), 2002)
Virtual reality technology has been developed commercially since the early 1990s but it is only recently, with the popularity of the internet, that it has become feasible to link many users simultaneously in shared virtual environments. This raises a number of interesting questions such as: what is the difference between face-to-face and avatar-to-avatar interaction? What patterns govern the formation of virtual communities? How does the appearance of the avatar change the nature of the communication? There has been much speculation about issues such as these but research is still at a relatively early stage. This is the first book to bring together work from relevant disciplines to form a reference guide for practitioners, students and researchers interested in how we interact in computer-generated environments. It contains contributions from most of the key people in this area (including Microsoft Research's Virtual Worlds Group) and presents their findings in a way which is accessible to readers who are new to this field or who come from related areas.
It is divided into 2 parts; chapters 2-6 deal with internet-based virtual worlds which have been widely used by the public; chapters 7-10 deal with networked VR systems which have been primarily used in pilot studies and research. Some chapters take the viewpoint of a participant observer, whilst others take a more experimental approach and assess the results of relevant trials. This book will be essential reading for anyone involved in developing, using or researching virtual worlds, and will also be of interest to students on courses such as VR and Computer-mediated communication."About this title" may belong to another edition of this title.
Seller: Moe's Books, Berkeley, CA, U.S.A.
Soft cover. Condition: Very good. No jacket. Corners lightly bumped, clean and unmarked throughout. Seller Inventory # 1123686
Seller: Anybook.com, Lincoln, United Kingdom
Condition: Fair. This is an ex-library book and may have the usual library/used-book markings inside.This book has soft covers. Book contains pencil markings. In fair condition, suitable as a study copy. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,450grams, ISBN:9781852334611. Seller Inventory # 8614476
Quantity: 1 available
Seller: BennettBooksLtd, Los Angeles, CA, U.S.A.
Paperback. Condition: New. In shrink wrap. Looks like an interesting title! Seller Inventory # Q-1852334614
Seller: Feldman's Books, Menlo Park, CA, U.S.A.
Paper Bound. Condition: Fine. First Edition. A very clean, unmarked copy. Seller Inventory # 00033837
Seller: Basi6 International, Irving, TX, U.S.A.
Condition: Brand New. New. US edition. Print on demand title. Delivery takes 20-25 days. Excellent Customer Service. Seller Inventory # POD-67736
Seller: Ria Christie Collections, Uxbridge, United Kingdom
Condition: New. In. Seller Inventory # ria9781852334611_new
Quantity: Over 20 available
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany
Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Virtual reality (VR) technology has been developed commercially since the early 1990s [1]. Yet it is only with the growth of the Internet and other high-bandwidth links that VR systems have increasingly become networked to allow users to share the same virtual environment (VE). Shared YEs raise a number of interesting questions: what is the difference between face-to-face interaction and interaction between persons inside YEs How does the appearance of the 'avatar' - as the graphical representation of the user has become known - change the nature of interaction And what governs the formation of virtual communities This volume brings together contributions from social scientists and computer scientists who have conducted research on social interaction in various types of YEs. Two previous volumes in this CSCW book series [2, 3] have examined related aspects of research on YEs - social navigation and collaboration - although they do not always deal with VRIVEs in the sense that it is used here (see the definition in Chapter 1). The aim of this volume is to explore how people interact with each other in computer-generated virtual worlds. 240 pp. Englisch. Seller Inventory # 9781852334611
Seller: Books Puddle, New York, NY, U.S.A.
Condition: New. pp. 242. Seller Inventory # 26299501
Seller: Majestic Books, Hounslow, United Kingdom
Condition: New. Print on Demand pp. 242 Illus. Seller Inventory # 7548466
Quantity: 4 available
Seller: Revaluation Books, Exeter, United Kingdom
Paperback. Condition: Brand New. 1st edition. 223 pages. 9.00x6.00x0.25 inches. In Stock. Seller Inventory # x-1852334614
Quantity: 2 available