Information Dynamics in Virtual Worlds

Information Dynamics in Virtual Worlds
Author: Woody Evans
Publsiher: Elsevier
Total Pages: 216
Release: 2011-06-15
Genre: Computers
ISBN: 9781780632742

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Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute in their own environments, meeting the needs of this new generation of library user, and explores ways in which information literacy can be approached in virtual worlds. Final chapters examine how conventional information evaluation skills work falls short in virtual worlds online. Maps out areas of good practice and technique for information professionals and librarians serving in virtual communities Provides a clear foundation with appropriate theory for understanding information in virtual worlds Treats virtual worlds as ‘real environments’ and observes the behaviour of actors within them

Information Dynamics in Virtual Worlds

Information Dynamics in Virtual Worlds
Author: Woody Evans
Publsiher: Unknown
Total Pages: 216
Release: 2011
Genre: Internet games
ISBN: OCLC:1105806557

Download Information Dynamics in Virtual Worlds Book in PDF, Epub and Kindle

Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute in their own environments, meeting the needs of this new generation of library user, and explores ways in which information literacy can be approached in virtual worlds. Final chapters examine how conventional information evaluation skills work falls short in virtual worlds online. Maps out areas of good practice and technique for information professionals and librarians serving in virtual communities Provides a clear foundation with appropriate theory for understanding information in virtual worlds Treats virtual worlds as 'real environments' and observes the behaviour of actors within them.

Possible Worlds

Possible Worlds
Author: Ralph Schroeder
Publsiher: Westview Press
Total Pages: 232
Release: 1996-06-13
Genre: Business & Economics
ISBN: UOM:39015037493379

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Virtual reality (VR) has become a revolutionary technology allowing users to experience nearly unlimited computer-generated realities--exercising a strong hold on the popular imagination, attracting hundreds of researchers, and spawning a booming industry. "Possible Worlds" provides a sociological and historical account of the genesis of VR and how it has shaped social life. The book also relates VR to more general issues in the study and effects of the new communications media, advanced research and development, the education and entertainment industries, and finally to youth culture and cultural expression.

Evolutionary Games in Natural Social and Virtual Worlds

Evolutionary Games in Natural  Social  and Virtual Worlds
Author: Daniel Friedman,Barry Sinervo
Publsiher: Oxford University Press
Total Pages: 320
Release: 2016-02-01
Genre: Business & Economics
ISBN: 9780199981175

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Over the last 25 years, evolutionary game theory has grown with theoretical contributions from the disciplines of mathematics, economics, computer science and biology. It is now ripe for applications. In this book, Daniel Friedman---an economist trained in mathematics---and Barry Sinervo---a biologist trained in mathematics---offer the first unified account of evolutionary game theory aimed at applied researchers. They show how to use a single set of tools to build useful models for three different worlds: the natural world studied by biologists; the social world studied by anthropologists, economists, political scientists and others; and the virtual world built by computer scientists and engineers. The first six chapters offer an accessible introduction to core concepts of evolutionary game theory. These include fitness, replicator dynamics, sexual dynamics, memes and genes, single and multiple population games, Nash equilibrium and evolutionarily stable states, noisy best response and other adaptive processes, the Price equation, and cellular automata. The material connects evolutionary game theory with classic population genetic models, and also with classical game theory. Notably, these chapters also show how to estimate payoff and choice parameters from the data. The last eight chapters present exemplary game theory applications. These include a new coevolutionary predator-prey learning model extending rock-paper-scissors; models that use human subject laboratory data to estimate learning dynamics; new approaches to plastic strategies and life cycle strategies, including estimates for male elephant seals; a comparison of machine learning techniques for preserving diversity to those seen in the natural world; analyses of congestion in traffic networks (either internet or highways) and the "price of anarchy"; environmental and trade policy analysis based on evolutionary games; the evolution of cooperation; and speciation. As an aid for instruction, a web site provides downloadable computational tools written in the R programming language, Matlab, Mathematica and Excel.

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments
Author: Yang, Harrison Hao
Publsiher: IGI Global
Total Pages: 404
Release: 2011-07-31
Genre: Computers
ISBN: 9781609607630

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Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments not only presents experienced professionals with the most recent and advanced developments in the field, but it also provides clear and comprehensive information for novice readers. The handbook introduces theoretical aspects of virtual worlds, disseminates cutting-edge research, and presents first-hand practices in virtual world development and use. The balance of research, theory, and applications includes exploration of design innovations, new virtual reality technologies, virtual communities, pedagogical design, and the future of virtual worlds and environments.

Virtual Worlds on the Internet

Virtual Worlds on the Internet
Author: John Vince,Rae Earnshaw
Publsiher: Wiley-IEEE Computer Society Press
Total Pages: 372
Release: 1998
Genre: Computers
ISBN: STANFORD:36105028877343

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Virtual Worlds on the Internet examines how the latest developments in virtual environments, computer animation, communication networks, and the Internet are being configured to create revolutionary tools and systems.

Online Worlds Convergence of the Real and the Virtual

Online Worlds  Convergence of the Real and the Virtual
Author: William Sims Bainbridge
Publsiher: Springer Science & Business Media
Total Pages: 318
Release: 2009-12-08
Genre: Computers
ISBN: 9781848828254

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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.

Social Interactions in Virtual Worlds

Social Interactions in Virtual Worlds
Author: Kiran Lakkaraju,Gita Sukthankar,Rolf T. Wigand
Publsiher: Cambridge University Press
Total Pages: 433
Release: 2018-07-05
Genre: Computers
ISBN: 9781107128828

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This cross-disciplinary exploration of MMOs and other complex online worlds melds work from computer science, psychology and social science.