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Being There Together: Social Interaction in Shared Virtual Environments [Mīkstie vāki]

(James Martin Research Fellow, Oxford University)
  • Formāts: Paperback / softback, 336 pages, height x width x depth: 155x234x18 mm, weight: 482 g
  • Sērija : Human Technology Interaction Series
  • Izdošanas datums: 02-Dec-2010
  • Izdevniecība: Oxford University Press Inc
  • ISBN-10: 0195371283
  • ISBN-13: 9780195371284
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  • Mīkstie vāki
  • Cena: 117,14 €
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  • Formāts: Paperback / softback, 336 pages, height x width x depth: 155x234x18 mm, weight: 482 g
  • Sērija : Human Technology Interaction Series
  • Izdošanas datums: 02-Dec-2010
  • Izdevniecība: Oxford University Press Inc
  • ISBN-10: 0195371283
  • ISBN-13: 9780195371284
Citas grāmatas par šo tēmu:
Virtual environments provide places for "being there together," for avatars to interact with each other in computer-generated spaces. These environments range from immersive systems in which people have life-size tracked avatar bodies to large-scale spaces, such as Second Life, where populations of users socialize in persistent virtual worlds. In this book, Ralph Schroeder brings together the research on how people interact in virtual environments, providing a state-of-the-art survey of the key topics in a framework for understanding this technology and its future implications.

"Ralph Schroeder has been at the center of research on telepresence for more than a decade. In the current book he takes his unique historical perspective and looks ahead to how new media will change the fundamental processes of social interaction."-Jeremy Bailenson, Stanford University

"The widespread use of social networking and social media, coupled with advances in rendering technologies and the ubiquity of computer networks have been sparked a renewed interest in online virtual environments. Ecological and green issues force us to think again about the cost of meeting face-to-face, and the potential alternatives. In this book Schroeder maps out the current state-of-play for virtual environments, drawing a nuanced picture of where we are, how we got here, and where we are going next. This is a must read for those of us interested in how we communicate now and in the future."-Tim Regan, Microsoft Research

"Many readers will be familiar with Ralph's previous edited books, which have served as important points of reference for researchers in the field of multi-user virtual environments. In this new book, Ralph gives a detailed overview of MUVE technologies and their social implications, and gives a compelling account of where these technologies are leading. The issue that Ralph highlights, how we ourselves are represented in the MUVE, is one of critical importance to the wide-spread acceptance of next-generation telepresence technologies."-Anthony Steed, University College London

Virtual environments provide places for 'being there together', for avatars to interact with each other in computer-generated spaces. They range from immersive systems in which people have life-size tracked avatar bodies to large-scale spaces such as Second Life where populations of users socialize in persistent virtual worlds. This book draws together research on how people interact in virtual environments: What difference does avatar appearance make? How do avatars collaborate and play together? How do the type of system and the space affect how people engage with each other? How does interaction between avatars differ from face-to-face interaction? What can social scientists learn from experiments and other studies of how people interact in virtual environments? What are the ethical and social issues in doing this research, and in the uses of this technology? And how do virtual environments differ from other communication technologies such as videoconferencing systems and other new media? This book is a state-of-the art survey of research on these topics, and offers a framework for understanding this technology and its future implications.

Recenzijas

The widespread use of social networking and social media, coupled with advances in rendering technologies and the ubiquity of computer networks have sparked a renewed interest in online virtual environments. Ecological and green issues force us to think again about the cost of meeting face-to-face, and the potential alternatives. In this book Schroeder maps out the current state-of-play for virtual environments drawing a nuanced picture of where we are, how we got here, and where we are going next. This is a must read for those of us interested in how we communicate now and in the future. Tim Regan, Microsoft Many readers will be familiar with Ralph's previous edited books which have served as important points of reference for researchers in the field of multi-user virtual environments. In this new book, Ralph gives a detailed overview of MUVE technologies and their social implications, and gives a compelling account of where these technologies are leading. The issue that Ralph highlights, how we ourselves are represented in the MUVE, is one of critical importance to the wide-spread acceptance of next-generation telepresence technologies.

-Anthony Steed University College London "Ralph Schroeder has been at the center of research on telepresence for more than a decade. In the current book he takes his unique historical perspective and looks ahead to how new media will change the fundamental processes of social interaction." Jeremy Bailenson, Stanford University

Figures and Tables ix
Abbreviations Used xi
1 Virtual Environments and the Changing Landscape of Information and Communication Technologies 3(18)
Definitions and Overview
3(8)
The Development of Shared Virtual Environments Technology
11(3)
Two Technological End-States
14(7)
2 The Varieties of Experiences of Being There Together 21(40)
The Range of MUVE Settings
22(7)
The Range of Experiences in MUVEs
29(16)
The Components of MUVE Experiences
45(8)
The Phenomenology of MUVE Experiences in Context
53(4)
Summary
57(4)
3 Avatar Bodies and Virtual Spaces 61(34)
Virtual Spaces
61(22)
Avatar Appearance and Realism
83(12)
4 Collaboration 95(46)
Distributed Work—Distributed Research—Distributed Collaboration
95(14)
Tasks, Collaboration, and Systems
109(22)
Long-Term Collaboration
131(6)
Summary
137(4)
5 Social Life in Online Worlds 141(36)
The History of Virtual Worlds
142(2)
Roles and Frames
144(9)
Governance, Economies, and Trust in Virtual Worlds
153(15)
Limits of Online Worlds, Limits of Offline Perceptions
168(9)
6 Modalities of Communication 177(28)
Research on Communication in MUVEs
179(2)
Face-to-Face versus MUVE Encounters
181(2)
Common Ground in Immersive and Nonimmersive Spaces
183(3)
Language Encounters in MUVEs
186(5)
OnLive Tiaveler and Second Life
191(2)
Text versus Voice, Videoconferences versus MUVEs, Face-to-Face versus Online
193(12)
7 Research Uses of Multiuser Virtual Environments 205(26)
The Varieties of Social Research in Virtual Environments
206(3)
Research on Small Group Interaction
209(3)
Research on Large Group Interaction
212(5)
Analysing Interaction in MUVEs
217(14)
8 Ethical and Social Issues in MultiuserVirtual Environments 231(18)
Research Ethics
231(9)
Ethical and Social Issues in MUVEs
240(6)
Summary
246(3)
9 MultiuserVirtual Environments and Other Technologies for Being There Together 249(26)
Other Technologies for Being There Together
250(17)
Multiple Modalities, Multiple Networks
267(8)
10 The Future of Being There Together 275(18)
Multiuser Virtual Environments as an End-State
275(14)
The Future of Two End-States
289(4)
References 293(18)
Index 311
Ralph Schroeder is a senior research fellow at the Oxford Internet Institute at the University of Oxford. His publications include Possible Worlds: The Social Dynamic of Virtual Reality Technology (1996) and Rethinking Science, Technology and Social Change (2007). He has also edited The Social Life of Avatars (2002) and co-edited Avatars at Work and Play (2006).