Embodied Avatars

Embodied Avatars
Author: Uri McMillan
Publsiher: NYU Press
Total Pages: 307
Release: 2015-11-04
Genre: Art
ISBN: 9781479852475

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"Tracing a dynamic genealogy of performance from the nineteenth century to the twenty-first, McMillian contends that black women artists practiced a purposeful self-objectification, transforming themselves into art objects. In doing so, these artists raised new ways to ponder the intersections of art, performance, and black female embodiment."--Back cover.

User Avatar Bond Risk and Opportunities in Gaming and Beyond

User Avatar Bond  Risk and Opportunities in Gaming and Beyond
Author: Vasileios Stavropoulos,Rabindra Ratan,Kwan Min Lee
Publsiher: Frontiers Media SA
Total Pages: 179
Release: 2022-06-07
Genre: Science
ISBN: 9782889763665

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Virtual Work and Human Interaction Research

Virtual Work and Human Interaction Research
Author: Long, Shawn
Publsiher: IGI Global
Total Pages: 346
Release: 2012-04-30
Genre: Computers
ISBN: 9781466609648

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Virtual Work and Human Interaction Research uses humanistic and social scientific inquiry to explore how humans communicate, behave, and navigate in their new virtual work spaces, providing scholars and practitioners an opportunity to study virtual work from quantitative and qualitative research approaches. The books explores informal and formal communication, emotional, psychological, and physical labor, rewarding and punishing virtual work behaviors, group decision-making, socializing, and organizational change in a workplace without the physical and nonverbal cues that are taken for granted in traditional face-to-face work arrangements.

6G and Onward to Next G

6G and Onward to Next G
Author: Martin Maier
Publsiher: John Wiley & Sons
Total Pages: 308
Release: 2023-01-05
Genre: Technology & Engineering
ISBN: 9781119898597

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This book weaves emerging themes in future 6G and Next G networks carefully together. It points to three spheres of contexts with different narratives for the year 2030 and beyond, in which the coming Metaverse as the precursor of the future Multiverse can be embedded naturally. The book aims at providing the reader with new cross-disciplinary research material, ranging from communication and computer science to cognitive science, social sciences, and behavioral economics, for building a deeper Metaverse. It will be instrumental in helping the reader find and overcome some of the most common 6G and Next G blind spots. Modern networks are more than communication and computer science. They may be better viewed as techno-social systems that exhibit complex adaptive system behavior and resemble biological superorganisms. 6G and especially Next G should go beyond continuing the linear incremental 6G=5G+1G mindset of past generations of mobile networks. To this end, the book: Helps readers inquire into new areas of knowledge or understanding that they didn’t have or didn't pay attention to find their 6G/Next G blind spots Highlights the unique potential benefits of the virtual world for society in that it provides a useful extension of the real-world economy by compensating for its well-known market failures, e.g., rising income inequality Provides a comprehensive description of the original Metaverse vision and highlights the different Metaverse components, applications, open research challenges, and early Metaverse deployment examples from both industry and academia Describes how the Multiverse goes beyond the Metaverse origins and explores the importance of experience innovation since experiences play a central role in the Metaverse Explains Web3 and the emerging field of token engineering and tokenization, i.e., the process of creating tokenized digital twins via programmable tokens, which are viewed as the killer application of Web3 networks for creating technology-enabled social organisms and restoring tech-driven common goods Reviews anticipated 6G paradigm shifts and elaborates on the difference between 6G and Next G research, including Next G Alliance's audacious goals and their symbiotic relationship between technology and a population's societal and economic needs Doubles down on the mutually beneficial symbiosis between digitalization and biologization for our possible evolution into future metahumans with infinite capabilities by making us smarter and creating a fundamentally new form of sociality in the Metaverse and Multiverse as well as the future stigmergy enhanced Society 5.0 by leveraging on time-tested self-organization mechanisms borrowed from nature Presents a variety of different concepts of the true nature of reality that bring us closer to the original Metaverse vision and explains how 6G, Next G, and the Metaverse may eventually pave the way to the peak-experience machine that democratizes access to the upper range of human experiences Touches on the possible transition from communication to services beyond communication, most notably the cross-cultural phenomenon of communitas in anthropology and its increasing degrees of perceived connectedness with others, the world, and oneself, given the importance of creating a deep sense of community in the Metaverse Written for students, network researchers, professionals, engineers, and practitioners, 6G and Onward to Next G: The Road to the Multiverse explores the latest Internet developments, with a particular focus on 6G and Next G networks in the context of the emerging Metaverse and future Multiverse as the successors of today’s mobile Internet that has defined the last two decades.

Embodied Metaphors in Film Television and Video Games

Embodied Metaphors in Film  Television  and Video Games
Author: Kathrin Fahlenbrach
Publsiher: Routledge
Total Pages: 214
Release: 2015-10-05
Genre: Social Science
ISBN: 9781317531210

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In cognitive research, metaphors have been shown to help us imagine complex, abstract, or invisible ideas, concepts, or emotions. Contributors to this book argue that metaphors occur not only in language, but in audio visual media well. This is all the more evident in entertainment media, which strategically "sell" their products by addressing their viewers’ immediate, reflexive understanding through pictures, sounds, and language. This volume applies cognitive metaphor theory (CMT) to film, television, and video games in order to analyze the embodied aesthetics and meanings of those moving images.

The Routledge Handbook of Embodied Cognition

The Routledge Handbook of Embodied Cognition
Author: Lawrence Shapiro,Shannon Spaulding
Publsiher: Taylor & Francis
Total Pages: 806
Release: 2024-06-28
Genre: Philosophy
ISBN: 9781040036440

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Embodied cognition is one of the foremost areas of study and research in philosophy of mind, philosophy of psychology, and cognitive science. The Routledge Handbook of Embodied Cognition is an outstanding guide and reference source to the key topics and debates in this exciting subject and essential reading for any student and scholar of philosophy of mind and cognitive science. Extensively revised and enlarged for this second edition, the Handbook comprises 42 chapters by an international team of expert contributors and is divided into ten parts: Historical Underpinnings Perspectives on Embodied Cognition Embodied Cognition and Predictive Processing Perception Language Reasoning and Education Virtual Reality Social and Moral Cognition and Emotion Action and Memory Reflections on Embodied Cognition The early chapters of the Handbook cover empirical and philosophical foundations of embodied cognition, focusing on Gibsonian and phenomenological approaches. Subsequent chapters cover additional, important themes common to work in embodied cognition, including embedded, extended, and enactive cognition as well as chapters on empirical research in perception, language, reasoning, social and moral cognition, emotion, consciousness, memory, and learning and development. For the second edition many existing chapters have been revised and seven new chapters added on: AI and robotics, predictive processing, second-language learning, animal cognition, sport psychology, sense of self, and critiques of embodied cognition, bringing the Handbook fully up to date with current research and debate.

Social Computing and Social Media

Social Computing and Social Media
Author: Gabriele Meiselwitz
Publsiher: Springer
Total Pages: 605
Release: 2014-05-15
Genre: Computers
ISBN: 9783319076324

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This book constitutes the refereed proceedings of the 6th International Conference on Social Computing and Social Media, SCSM 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 56 papers included in this volume are organized in topical sections on designing and evaluating social computing and social media; designing, analyzing and visualizing social networks; online communities and engagement; presence and self in social media; social media, games, gamification and entertainment.

Technology and Health

Technology and Health
Author: Jihyun Kim,Hayeon Song
Publsiher: Academic Press
Total Pages: 428
Release: 2020-03-06
Genre: Computers
ISBN: 9780128169599

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Technology and Health: Promoting Attitude and Behavior Change examines how technology can be used to promote healthier attitudes and behavior. The book discusses technology as a tool to deliver media content. This book synthesizes theory-driven research with implications for research and practice. It covers a range of theories and technology in diverse health contexts. The book covers why and how specific technologies, such as virtual reality, augmented reality, mobile games, and social media, are effective in promoting good health. The book additionally suggests how technology should be designed, utilized, and evaluated for health interventions. Includes new technologies to improve both mental and physical health Examines technologies in relation to cognitive change Discusses persuasion as a tool for behavioral and attitudinal changes Provides theoretical frameworks for the effective use of technology