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Online Worlds Convergence of the Real and the Virtual Human&ndashComputer Interaction Series eBook William Sims Bainbridge lesen XQK

Online Worlds Convergence of the Real and the Virtual Human&ndashComputer Interaction Series eBook William Sims Bainbridge Herunterladen GBH

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Herunterladen Online Worlds Convergence of the Real and the Virtual Human&ndashComputer Interaction Series eBook William Sims Bainbridge GBH


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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.
    ebook,William Sims Bainbridge,Online Worlds Convergence of the Real and the Virtual (Human–Computer Interaction Series),Springer,Application software,B,Business applications,COMPUTER,COMPUTERS / Computer Graphics,COMPUTERS / Computer Science,COMPUTERS / Data Processing,COMPUTERS / Electronic Commerce (see also headings under BUSINESS ECONOMICS / E-Commerce),COMPUTERS / Social Aspects,COMPUTERS / User Interfaces,Computer Appl. in Social and Behavioral Sciences,Computer Applications,Computer Books General,Computer Graphics,Computer Science,Computer applications in the social behavioural sciences,Computer/General,Computers,Computers - General Information,Computers and Society,Computers and civilization,Computers/Computer Graphics,Computers/Computer Science,Computers/Data Processing,Computers/Electronic Commerce (see also headings under Business Economics - E-Comme,Computers/Social Aspects,Content; Human-computer Interaction; Online community; Virtual world; collaboration; trust; virtual reality,Content;Human-computer Interaction;Online community;Virtual world;collaboration;trust;virtual reality,E-commerce,E-commerce business aspects,Ethical social aspects of IT,Graphics programming,Great Britain/British Isles,Human-computer interaction,Informatik, EDV / Betriebssysteme, Benutzeroberflächen,Non-Fiction,Readings/Anthologies/Collected Works,Scholarly/Graduate,Society social sciences,User Interfaces,User Interfaces and Human Computer Interaction,User interface design usability,User interfaces (Computer systems),Virtual reality,e-Commerce/e-business,COMPUTERS / Computer Graphics,COMPUTERS / Computer Science,COMPUTERS / Data Processing,COMPUTERS / Electronic Commerce (see also headings under BUSINESS ECONOMICS / E-Commerce),COMPUTERS / Social Aspects,COMPUTERS / User Interfaces,Computers/Computer Graphics,Computers/Computer Science,Computers/Data Processing,Computers/Electronic Commerce (see also headings under Business Economics - E-Comme,Computers/Social Aspects,User Interfaces,Computers - General Information,Computers,Computer Books General,Society social sciences,User interface design usability,Informatik, EDV / Betriebssysteme, Benutzeroberflächen

    Online Worlds Convergence of the Real and the Virtual Human&ndashComputer Interaction Series eBook William Sims Bainbridge Reviews :



    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.

    ebook,William Sims Bainbridge,Online Worlds Convergence of the Real and the Virtual (Human–Computer Interaction Series),Springer,Application software,B,Business applications,COMPUTER,COMPUTERS / Computer Graphics,COMPUTERS / Computer Science,COMPUTERS / Data Processing,COMPUTERS / Electronic Commerce (see also headings under BUSINESS ECONOMICS / E-Commerce),COMPUTERS / Social Aspects,COMPUTERS / User Interfaces,Computer Appl. in Social and Behavioral Sciences,Computer Applications,Computer Books General,Computer Graphics,Computer Science,Computer applications in the social behavioural sciences,Computer/General,Computers,Computers - General Information,Computers and Society,Computers and civilization,Computers/Computer Graphics,Computers/Computer Science,Computers/Data Processing,Computers/Electronic Commerce (see also headings under Business Economics - E-Comme,Computers/Social Aspects,Content; Human-computer Interaction; Online community; Virtual world; collaboration; trust; virtual reality,Content;Human-computer Interaction;Online community;Virtual world;collaboration;trust;virtual reality,E-commerce,E-commerce business aspects,Ethical social aspects of IT,Graphics programming,Great Britain/British Isles,Human-computer interaction,Informatik, EDV / Betriebssysteme, Benutzeroberflächen,Non-Fiction,Readings/Anthologies/Collected Works,Scholarly/Graduate,Society social sciences,User Interfaces,User Interfaces and Human Computer Interaction,User interface design usability,User interfaces (Computer systems),Virtual reality,e-Commerce/e-business,COMPUTERS / Computer Graphics,COMPUTERS / Computer Science,COMPUTERS / Data Processing,COMPUTERS / Electronic Commerce (see also headings under BUSINESS ECONOMICS / E-Commerce),COMPUTERS / Social Aspects,COMPUTERS / User Interfaces,Computers/Computer Graphics,Computers/Computer Science,Computers/Data Processing,Computers/Electronic Commerce (see also headings under Business Economics - E-Comme,Computers/Social Aspects,User Interfaces,Computers - General Information,Computers,Computer Books General,Society social sciences,User interface design usability,Informatik, EDV / Betriebssysteme, Benutzeroberflächen

    Online Worlds Convergence of the Real and the Virtual (Human–Computer Interaction Series) eBook William Sims Bainbridge


     

    Product details

    • File Size 3805 KB
    • Print Length 330 pages
    • Page Numbers Source ISBN 1848828241
    • Publisher Springer; 2010 edition (December 8, 2009)
    • Publication Date December 8, 2009
    • Sold by  Services LLC
    • Language English
    • ASIN B008BBJ9C0
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