Buch, Englisch, Band 34, 278 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 452 g
Collaboration and Interaction in Shared Virtual Environments
Buch, Englisch, Band 34, 278 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 452 g
Reihe: Computer Supported Cooperative Work
ISBN: 978-90-481-6989-4
Verlag: Springer Netherlands
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?
Zielgruppe
Professional/practitioner
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Mediensoziologie
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Medienwissenschaften Medien & Gesellschaft, Medienwirkungsforschung
- Mathematik | Informatik EDV | Informatik Informatik Mensch-Maschine-Interaktion
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Kommunikationswissenschaften Digitale Medien, Internet, Telekommunikation
- Mathematik | Informatik EDV | Informatik Informatik Virtuelle Realität, Erweiterte Realität
Weitere Infos & Material
Transformed 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.