000695279 000__ 04679cam\a2200517Ki\4500 000695279 001__ 695279 000695279 005__ 20230306135429.0 000695279 006__ m\\\\\o\\d\\\\\\\\ 000695279 007__ cr\cnu|||unuuu 000695279 008__ 130905t20132014nyua\\\\ob\\\\001\0\eng\d 000695279 020__ $$a9781461462866 $$qelectronic book 000695279 020__ $$a146146286X $$qelectronic book 000695279 020__ $$z9781461462859 000695279 0247_ $$a10.1007/978-1-4614-6286-6$$2doi 000695279 035__ $$aSP(OCoLC)ocn857661006 000695279 035__ $$aSP(OCoLC)857661006 000695279 040__ $$aGW5XE$$erda$$epn$$cGW5XE$$dN$T$$dCOO 000695279 049__ $$aISEA 000695279 050_4 $$aHD30.2122 000695279 08204 $$a658.4038$$223 000695279 24500 $$aSynthetic worlds$$h[electronic resource] :$$bemerging technologies in education and economics /$$cAndreas Hebbel-Seeger, Torsten Reiners, Dennis Schäffer, editors. 000695279 264_1 $$aNew York :$$bSpringer,$$c[2013?] 000695279 264_4 $$c©2014 000695279 300__ $$a1 online resource (XX, 415 pages) :$$billustrations (some color) 000695279 336__ $$atext$$btxt$$2rdacontent 000695279 337__ $$acomputer$$bc$$2rdamedia 000695279 338__ $$aonline resource$$bcr$$2rdacarrier 000695279 4901_ $$aIntegrated series in information systems,$$x1571-0270 ;$$vv.33 000695279 504__ $$aIncludes bibliographical references and index. 000695279 5050_ $$aTÜV Nord in 3D: Avatars at Work ; From Second Life to the Web 3D -- How Linden Lab Built a Virtual World for Business and Education -- Transforming Ideas to Innovations: A Methodology for 3D Systems Development -- Second Life as a Social Experiment -- Social Navigation for Learning in Immersive Worlds -- 3D Digital Environments for Virtual Teams -- Second Life as a Virtual Lab Environment -- Taking the Distance out of Learning for Students through a Virtual World -- Pedagogical and Psychological Impacts of Teaching and Learning in Virtual Realities -- Virtual World-Building: Implications for Education and Training -- Game-based Elements to Upgrade Bots to Non-Player Characters in Support of Educators -- Collaborative Learning in Virtual Environments -- Business Meets Community in Virtual Berlin -- Supporting Diverse Needs of Learning Groups: Towards Highly Flexible Learning Settings in Collaborative 3D Virtual Environments -- Transforming Ideas to Innovations: A Methodology for 3D Systems Development. 000695279 506__ $$aAccess limited to authorized users. 000695279 520__ $$aSynthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars. The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life. Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel. The editors of this book captures the state of research in the field intended to reflect the rapidly growing yet relatively young market in education and business. The general focus is set on the scientific community but integrates the practical applications for businesses, with papers on information systems, business models, and economics. In six parts, international authors -- all experts in their field -- discuss the current state-of-the-art of virtual worlds/alternate realities and how the field will develop over the next years. Chapters discuss the influences and impacts in and around virtual worlds. Part four is about education, with a focus on learning environments and experiences, pedagogical models, and the effects on the different roles in the educational sector. The book looks at business models and how companies can participate in virtual worlds while receiving a return on investment, and includes cases and scenarios of integration, from design, implementation to application. 000695279 588__ $$aDescription based on online resource; title from PDF title page (SpringerLink, viewed August 20, 2013). 000695279 650_0 $$aVirtual reality in management. 000695279 650_0 $$aVirtual reality in education. 000695279 650_0 $$aAvatars (Virtual reality) 000695279 650_0 $$aEducational technology. 000695279 650_0 $$aBusiness$$xTechnological innovations. 000695279 7001_ $$aHebbel-Seeger, Andreas,$$eeditor of compilation. 000695279 7001_ $$aReiners, Torsten,$$eeditor of compilation. 000695279 7001_ $$aSchäffer, Dennis,$$eeditor of compilation. 000695279 830_0 $$aIntegrated series in information systems ;$$vv.33,$$x1571-0270 000695279 85280 $$bebk$$hSpringerLink 000695279 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://dx.doi.org/10.1007/978-1-4614-6286-6$$zOnline Access 000695279 909CO $$ooai:library.usi.edu:695279$$pGLOBAL_SET 000695279 980__ $$aEBOOK 000695279 980__ $$aBIB 000695279 982__ $$aEbook 000695279 983__ $$aOnline 000695279 994__ $$a92$$bISE