000752386 000__ 06832cam\a2200541Ii\4500 000752386 001__ 752386 000752386 005__ 20230306141411.0 000752386 006__ m\\\\\o\\d\\\\\\\\ 000752386 007__ cr\cn\nnnunnun 000752386 008__ 151109s2016\\\\sz\a\\\\ob\\\\000\0\eng\d 000752386 019__ $$a929050850$$a932824146$$a936298424 000752386 020__ $$a9783319220413$$q(electronic book) 000752386 020__ $$a3319220411$$q(electronic book) 000752386 020__ $$z9783319220406 000752386 020__ $$z3319220403 000752386 035__ $$aSP(OCoLC)ocn928384645 000752386 035__ $$aSP(OCoLC)928384645$$z(OCoLC)929050850$$z(OCoLC)932824146$$z(OCoLC)936298424 000752386 040__ $$aN$T$$beng$$erda$$epn$$cN$T$$dN$T$$dOCLCO$$dCDX$$dIDEBK$$dYDXCP$$dAZU$$dEBLCP$$dOCLCO$$dCOO 000752386 049__ $$aISEA 000752386 050_4 $$aHM851 000752386 08204 $$a303.4833$$223 000752386 24500 $$aHandbook on 3D3C platforms$$h[electronic resource] :$$bapplications and tools for three dimensional systems for community, creation and commerce /$$cYesha Sivan. 000752386 264_1 $$aCham :$$bSpringer,$$c2016. 000752386 300__ $$a1 online resource :$$bcolor illustrations. 000752386 336__ $$atext$$btxt$$2rdacontent 000752386 337__ $$acomputer$$bc$$2rdamedia 000752386 338__ $$aonline resource$$bcr$$2rdacarrier 000752386 4901_ $$aProgress in IS 000752386 504__ $$aIncludes bibliographical references. 000752386 5050_ $$aForeword: Letś Design a Place to Impact the World; Preface: 3D3C Platforms: Letś Shape the Future; The 3D3C Factors: The Case of Facebook Paying US2bn for Oculus Rift; Motivation: Preparing for a Long-Term Paradigm Shift; About This book; Acknowledgments; Contents; About the Authors; Introduction to 3D3C; 1 A Formal Definition: 3D + Community, Creation and Commerce; Typical Platforms via the 3D3C Prism; 2 Visions for 3D3C Applications; 3 MVL Island: An idiosyncratic Showcase to One Kind of a 3D3C Platform; 1. Overview; 2. Conference Room; 3. Students Labs; 4. Martial Art House 000752386 5058_ $$a5. Metaverse1 House6. Tiki House; 7. JVWR House; 8. Amnonś Ship; 9. Nature Forces (Weather and Volcano); 10. The Tree House Office; 11. The Fun Cave; 12. Lots of Other Things; 4 Time to Impact the Future; References; Part I: Tools; The Raise of the Robots in Virtual Worlds: A Comparison and a Framework for Investigating Bots in Social Networks Sites and MM...; 1 Introduction and Goal of this Chapter; Definitions of SNSs and MMOGs; 2 Methods and Concepts: The Comparative Framework for Studying Bots in VWs; 3 First Dimension: Automation and Bots; Deskilling and Bots in MMOGs 000752386 5058_ $$a4 Second Dimension: Bots in VWs Documents and the Boundaries of Automation5 Third Dimension: Policing in VWs; 6 Fourth Dimension: Deception and Bots; 7 Discussion and Conclusion: The Raise of Robots in VWs and Next Research Steps; References; United States Taxation of Virtual World Economies: A Review of the Current Status; 1 Methodology; 2 Taxation of Virtual World Economies; 3 Current State of Virtual Economies; 4 Taxation of Virtual Worlds; 4.1 Taxing RMTs; 4.2 Game Worlds Versus Unscripted Worlds; 4.3 Virtual World Operators; 5 Existing U.S. Tax Laws; 6 Conclusion; References 000752386 5058_ $$aVirtual Worlds Supporting Collaborative Creativity1 Introduction; 2 Virtual Worlds Fostering Team Creativity; 3 Virtual Worlds ́Creative Affordances; 3.1 Avatars; 3.2 Co-presence; 3.3 Immersion; 3.4 Simulation Capabilities; 3.5 Dynamically Changing Frame of Reference; 3.6 Multimodal Communication; 3.7 Rich Visual Information; 4 Discussion: Affordances Supporting Collaborative Creativity; References; Virtual Currencies, Micropayments and Monetary Policy: Where Are We Coming From and Where Does the Industry Stand?; 1 Introduction; 1.1 Methodology; 2 Review of the Previous Literature 000752386 5058_ $$a2.1 Private Currencies2.2 Virtual Worlds and Virtual Currencies; 2.3 The Trust in Fiat Money; 2.4 Models of Electronic and Private Money; 2.5 Two-Sided Markets; 2.6 Monetary Economies and Payment Systems; 2.7 The Suffolk Banking System; 2.8 Theoretical Models of Private Money; 2.9 Payments Systems and Electronic Money; 3 The Industry of Micropayment Services; 3.1 Recent Evolution of the Micropayments Industry; 3.2 The Transaction Grabbers; 3.3 Virtual Currencies; 3.4 Benefits and Disadvantages of Virtual Currencies; 3.4.1 Advantages and Benefits of Virtual Currencies 000752386 506__ $$aAccess limited to authorized users. 000752386 520__ $$aThis book presents 3D3C platforms - three-dimensional systems for community, creation and commerce. It discusses tools including bots in social networks, team creativity, privacy, and virtual currencies & micropayments as well as their applications in areas like healthcare, energy, collaboration, and art. More than 20 authors from 10 countries share their experiences, research fi ndings and perspectives, off ering a comprehensive resource on the emerging fi eld of 3D3C worlds. The book is designed for both the novice and the expert as a way to unleash the emerging opportunities in 3D3C worlds. This Handbook maps with breadth and insight the exciting frontier of building virtual worlds with digital technologies. David Perkins, Research Professor, Harvard Graduate School of Education This book is from one of the most adventurous and energetic persons I have ever met. Yesha takes us into new undiscovered spaces and provides insight into phenomena of social interaction and immersive experiences that transform our lives. Cees de Bont, Dean of School of Design & Chair Professor of Design, School of Design of the Hong Kong Polytechnic University When you read 3D3C Platforms you realize what a domain like ours -- 3D printing -- can and should do for the world. Clearly we are just starting. Inspiring. David Reis, CEO, Stratasys Ltd This book provides a stunning overview regarding how virtual worlds are reshaping possibilities for identity and community. Th e range of topics addressed by the authors-- from privacy and taxation to fashion and health care--provide a powerful roadmap for addressing the emerging potential of these online environments. Tom Boellstorff , Professor, Department of Anthropology, University of California, Irvine Handbook on 3D3C Platforms amassed a unique collection of multidisciplinary academic thinking. A primer on innovations that will touch every aspect of the human community in the 21st century. Eli Talmor, Professor, London Business School. 000752386 588__ $$aOnline resource; title from PDF title page (viewed November 10, 2015) 000752386 650_0 $$aVirtual reality$$xSocial aspects. 000752386 650_0 $$aVirtual reality$$xEconomic aspects. 000752386 650_0 $$aVirtual reality. 000752386 650_0 $$aElectronic commerce. 000752386 7001_ $$aSivan, Yesha Y.,$$eeditor. 000752386 77608 $$iPrint version:$$z3319220403$$z9783319220406$$w(OCoLC)911363823 000752386 830_0 $$aProgress in IS. 000752386 852__ $$bebk 000752386 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-3-319-22041-3$$zOnline Access$$91397441.1 000752386 909CO $$ooai:library.usi.edu:752386$$pGLOBAL_SET 000752386 980__ $$aEBOOK 000752386 980__ $$aBIB 000752386 982__ $$aEbook 000752386 983__ $$aOnline 000752386 994__ $$a92$$bISE