Virtual Community Participation and Motivation: Cross-Disciplinary Theories
Consumer Behavioral Analytics in Metaverse and the Adoption of a Virtual World
Although there are various studies on theories and analytical techniques to address consumer behavior change in the current world, tracking consumer behavior change in the metaverse and the adoption of the metaverse remains a challenge that requires discussion. The advent of the metaverse will have a profound influence on consumer behavior, from how people make decisions and create brand connections to how they feel about their avatar embodiment and their purchases in the metaverse. Consumer B...
Software Engineering for Secure Systems: Industrial and Research Perspectives
Virtual Worlds
Virtual worlds enable the study of a wide variety of what if questions relevant to our understanding of the world around us, by using synthesis, modelling, multimedia and virtual reality. We can imagine these virtual worlds reflecting some parts of our reality, but also synthesising new universes with associated physical laws and artificial life forms. This interdisciplinary volume aims to provoke a new understanding of the important role that such virtual worlds will play in domains such as...
Augmented Reality and Artificial Intelligence (Springer Series on Cultural Computing)
This book is the first research monograph that explores a new research field and practical applications produced by the combined use of two of the most advanced and powerful technologies available in today’s world – Artificial Intelligence (AI) and Augmented Reality (AR). It is written by a team of 50 researchers and practitioners from 16 countries, which has enabled a thorough coverage of emerging or previously unexplored subject areas. The authors consider practical, theoretical, and cultural...
Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Vi...
Inside Interactive Digital 3D Actors, readers will find turnkey tutorials that detail all the steps required to model, animate, and deploy realistic 3D characters using LifeForms and Nemo. And this book is for everyone-for beginners with no knowledge of programming or code, as well as for professionals who want to use these new products in order to speed development and lower costs. Each tutorial can be followed using either application, evaluation versions of which are provided on the accompany...
Digital Illusion represents entertainment in the age of powerful computers and unlimited imagination. Combining traditional entertainment skills with advanced tools and methods in computer graphics and image processing, the producers of interactive games, multimedia networks, virtual reality environments, and theme park rides are reshaping one of the largest industries in the world. As new ways of interaction emerge, and as innovative new products appear, boardrooms from Silicon Valley to Hollyw...
Networked virtual environments (net-VEs) offer a three-dimensional, virtual "space" in which users around the world can interact in real-time. Net-VE applications--already in use by the military and aerospace and entertainment industries--are used to enhance engineering design, scientific research, and electronic commerce. This emerging, rapidly proliferating field is propelled by globalization and increasingly sophisticated networking capabilities. Written by two of the field's leading pioneers...
Modeling, Simulation and Visualization Methods (2018 Worldcomp International Conference Proceedings)
This book contains the proceedings of the 2018 International Conference on Modeling, Simulation and Visualization Methods (MSV'18). MSV is an international conference that serves researchers, scholars, professionals, students, and academicians who are looking to both foster working relationships and gain access to the latest research results.
Analyzing Global Social Media Consumption (Advances in Social Networking and Online Communities)
Social media has revolutionized how individuals, communities, and organizations create, share, and consume information. Similarly, social media offers numerous opportunities as well as enormous social and economic ills for individuals, communities, and organizations. Despite the increase in popularity of social networking sites and related digital media, there are limited data and studies on consumption patterns of the new media by different global communities. Analyzing Global Social Media Cons...
Creating Knowledge Based Organizations
Elevate your 3D modeling skills by mastering each part of the process in this part-color guide, creating professional assets and lifelike characters for your games and metaverse worlds Key Features Discover an optimized workflow for crafting game and the metaverse assets Learn shortcuts to make the creation process smooth and quick Generate a versatile 3D model suitable for various purposes Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionIf you are familiar wit...
Augmented Reality
Augmented reality (AR) is a technology that enables the user to see the real world, with virtual objects superimposed upon or composited with the real world. This book includes chapters focused on the following: the methodology of AR software for educational purposes; the use of augmented reality applications in the area of music education and music therapy; medical AR (in which the virtual entity is medical data); the role of AR in consumers' augmented experiences; and AR for cultural heritage,...
Virtual Reality (VR) is becoming a popular technology for gaming and entertainment; however, researchers and scientists have used the technology for decades to develop real world solutions. The criminal justice system has used VR primarily for weapons training and forensic investigation but its uses are expanding. This book discusses how the technology can be used for correctional rehabilitation. Specifically, the book explores how cognitive behavior therapy, a widely used therapeutic technique...
The Psychosocial Reality of Digital Travel
by Ingvar Tjostheim and John A. Waterworth
This open access book takes a fresh look at the nature of the digital travel experience, at a time when more and more people are engaged in online social interaction, games, and other virtual experiences essentially involving online visits to other places. It examines whether these experiences can seem real to the virtual traveller and, if so, under what conditions and on what grounds. The book unpacks philosophical theories relevant to the feeling of being somewhere, emphasising the importance...
The book deals with the challenges that arise when virtual worlds are used for learning and teaching. The ideas and practices emerging from this field are relevant to all educators, and offers insights into the development of a pedagogy that is authentic, inclusive and enjoyable. Each chapter addresses a particular issue and is illustrated with examples drawn from both research and practice. These examples cover a wide range of learning scenarios, both formal and informal, involving teenagers, s...