My Avatar My Self

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With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.

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Genre : Games & Activities
Author : Zach Waggoner
Publisher : McFarland
Release : 2014-01-10
File : 209 Pages
ISBN-13 : 9780786454099


Actor Avatar

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What kind of relationship do we have with artificial beings (avatars, puppets, robots, etc.)? What does it mean to mirror ourselves in them, to perform them or to play trial identity games with them? Actor & Avatar addresses these questions from artistic and scholarly angles. Contributions on the making of »technical others« and philosophical reflections on artificial alterity are flanked by neuroscientific studies on different ways of perceiving living persons and artificial counterparts. The contributors have achieved a successful artistic-scientific collaboration with extensive visual material.

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Genre : Philosophy
Author : Dieter Mersch
Publisher : transcript Verlag
Release : 2023-07-31
File : 313 Pages
ISBN-13 : 9783839467619


Avatar Dreams

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A science fiction fantasy short story collection by award-winning and New York Times–bestselling authors featuring the adventures of human avatars. The development of “Avatar” technology—the fusion of human awareness consciousness with remote robotic bodies—offers breathtaking advances in medicine, culture, work, transportation, education and imagination. The Avatar project is designed to drive the exponential innovations needed to make General Purpose Avatars an everyday reality. The transformational potential of avatars is endless—and who better to illustrate the possibilities than some of the most insightful science fiction writers working in the field today? The collection, edited by New York Times–bestselling author Kevin J. Anderson and award-winning author Mike Resnick, with scientific editor Dr. Harry Kloor, one of the foremost visionaries in avatar technology, showcases the amazing possibilities of avatars. In these fourteen stories, imagine a group of remote spectators traveling remotely during a rigorous mountain climbing expedition, or a severely injured athlete able to play his favorite sport vicariously through another body, or a comatose woman using an avatar to interact with her family and the outside world even though her body is failing, or a skilled operative using an avatar on a dangerous search-and-rescue operation, or medical specialists using avatar bodies to enter hot zones that no vulnerable human can breach. These provocative journeys written by premiere science fiction authors explore the wondrous possibilities of avatar technology—and they still only scratch the surface.

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Genre : Fiction
Author : Kevin J. Anderson
Publisher : WordFire +ORM
Release : 2018-04-20
File : 295 Pages
ISBN-13 : 9781614755999


Customization 4 0

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This proceedings volume presents the latest research from the worldwide mass customization & personalization (MCP) community bringing together new thoughts and results from various disciplines within the field. The chapters are based on papers from the MCPC 2017. The book showcases research and practice from authors that see MCP as an opportunity to extend or even revolutionize current business models. The current trends of Industrie 4.0, digital manufacturing, and the rise of smart products allow for a fresh perspective on MCP: Customization 4.0. The book places a new set of values in the centre of the debate: a world with finite resources, global population growth, and exacerbating climate change needs smart thinking to engage the most effective capabilities and resources. It discusses how Customization 4.0 fosters sustainable development and creates shared value for companies, customers, consumers, and the society as a whole. The chapters of this book are contributed by a wide range of specialists, offering cutting-edge research, as well as insightful advances in industrial practice in key areas. The MCPC 2017 has a strong focus on real life MCP applications, and this proceedings volume reflects this. MCP strategies aim to profit from the fact that people are different. Their objective is to turn customer heterogeneities into opportunities, hence addressing “long tail” business models. The objective of MCP is to provide goods and services that best serve individual customers’ needs with near mass production efficiency. This proceedings volume highlights the interdisciplinary work of thought leaders, technology developers, and researchers with corporate entrepreneurs putting these strategies into practice. Chapter 24 is open access under a CC BY 4.0 license via link.springer.com.

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Genre : Business & Economics
Author : Stephan Hankammer
Publisher : Springer
Release : 2018-06-20
File : 692 Pages
ISBN-13 : 9783319775562


Player And Avatar

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Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."

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Genre : Games & Activities
Author : David Owen
Publisher : McFarland
Release : 2017-07-03
File : 239 Pages
ISBN-13 : 9781476667195


I Avatar

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What is an avatar? Why are there nearly a billion of them, and who is using them? Do avatars impact our real lives, or are they just video game conceits? Is an avatar an inspired rendering of its creator’s inner self, or is it just one among millions of anonymous vehicles clogging the online freeways? Can we use our avatars to really connect with people, or do they just isolate us? And as we become more like our avatars do they become more like us? InI, Avatar, Mark Stephen Meadows answers some of these questions, but more importantly, he raises hundreds of others in his exploration of avatars and the fascinating possibilities they hold. His examination of avatars through the lenses of sociology, psychology, politics, history, and art, he will change the way you look at even a simple online profile and revolutionize the idea of avatars as part of our lives, whether first or second.

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Genre : Computers
Author : Mark Stephen Meadows
Publisher : New Riders Publishing
Release : 2008
File : 150 Pages
ISBN-13 : STANFORD:36105124017752


The Game Design Reader

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Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

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Genre : Computers
Author : Katie Salen Tekinbas
Publisher : MIT Press
Release : 2005-11-23
File : 955 Pages
ISBN-13 : 9780262195362


Dojo The Definitive Guide

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Of all the Ajax-specific frameworks that have popped up in recent years, one clearly stands out as the industrial strength solution. Dojo is not just another JavaScript toolkit—it's the JavaScript toolkit—and Dojo: The Definitive Guide demonstrates how to tame Dojo's extensive library of utilities so that you can build rich and responsive web applications like never before. Dojo founder Alex Russell gives a foreword that explains the "why" of Dojo and of this book. Dojo provides an end-to-end solution for development in the browser, including everything from the core JavaScript library and turnkey widgets to build tools and a testing framework. Its vibrant open source community keeps adding to Dojo's arsenal, and this book provides an ideal companion to Dojo's official documentation. Dojo: the Definitive Guide gives you the most thorough overview of this toolkit available, showing you everything from how to create complex layouts and form controls closely resembling those found in the most advanced desktop applications with stock widgets, to advanced JavaScript idioms to AJAX and advanced communication transports. With this definitive reference you get: Get a concise introduction to Dojo that's good for all 1.x versions Well-explained examples, with scores of tested code samples, that let you see Dojo in action A comprehensive reference to Dojo's standard JavaScript library (including fundamental utilities in Base, Dojo's tiny but powerful kernel) that you'll wonder how you ever lived without An extensive look at additional Core features, such as animations, drag-and-drop, back-button handling, animations like wipe and slide, and more Exhaustive coverage of out-of-the-box Dijits (Dojo widgets) as well as definitive coverage on how to create your own, either from scratch or building on existing ones An itemized inventory of DojoX subprojects, the build tools, and the DOH, Dojo's unit-testing framework that you can use with Dojo—or anywhere else If you're a DHTML-toting web developer, you need to read this book—whether you're a one-person operation or part of an organization employing scores of developers. Dojo packs the standard JavaScript library you've always wanted, and Dojo: The Definitive Guide helps you transform your ideas into working applications quickly by leveraging design concepts you already know.

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Genre : Computers
Author : Matthew A. Russell
Publisher : "O'Reilly Media, Inc."
Release : 2008-06-17
File : 490 Pages
ISBN-13 : 9780596551728


A Comparison Of Three Models To Understand Purchasing Behavior Of Avatar Related Products

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Genre : Consumer behavior
Author : Donghun Chung
Publisher :
Release : 2004
File : 178 Pages
ISBN-13 : MSU:31293025042346


Online Coaching

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This book gives an insight into virtual as well as multimedia possibilities for professional applications, scientifically based concepts, competence development and ethical guidelines. Case studies are used to illustrate the multimedia-based, virtual implementation of systemic solution-oriented support processes. The interweaving of virtual coaching with training modules takes into account the latest trends in continuing education. For this, provider platforms and tools must meet certain requirements to ensure safety and professionalism.

Product Details :

Genre : Psychology
Author : Elke Berninger-Schäfer
Publisher : Springer Nature
Release : 2022-11-12
File : 243 Pages
ISBN-13 : 9783658391331