Virtual Worlds: High-Impact Emerging Technology - What You Need to Know: Definitions, Adoptions, Impact, Benefits, Maturity, Vendors Kevin Roebuck

ISBN: 9781283745734

Published: January 1st 2012

ebook

248 pages


Description

Virtual Worlds: High-Impact Emerging Technology - What You Need to Know: Definitions, Adoptions, Impact, Benefits, Maturity, Vendors  by  Kevin Roebuck

Virtual Worlds: High-Impact Emerging Technology - What You Need to Know: Definitions, Adoptions, Impact, Benefits, Maturity, Vendors by Kevin Roebuck
January 1st 2012 | ebook | PDF, EPUB, FB2, DjVu, talking book, mp3, RTF | 248 pages | ISBN: 9781283745734 | 5.31 Mb

A virtual world is a genre of online community that often takes the form of a computer-based simulated environment, through which users can interact with one another and use and create objects. Virtual worlds are intended for its users to inhabit and interact, and the term today has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others graphically. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible (auditory and touch sensations for example).

Some, but not all, virtual worlds allow for multiple users. This book is your ultimate resource for Virtual Worlds. Here you will find the most up-to-date information, analysis, background and everything you need to know.In easy to read chapters, with extensive references and links to get you to know all there is to know about Virtual Worlds right away, covering: , Virtual world, Active Worlds, Adobe Atmosphere, Ai [email protected], Beanie Baby, Blaxxun, Cityspace, Contact consortium, Coolroom, Croquet Project, Cybernet Worlds, CyberTown, Diversity University, Dizzywood, Dotsoul, Dreamscape (chat), EGO Game, Emerging Virtual Institutions, Entropia Universe, ERepublik, Farm Town, Forterra Systems, Gaia Online, Habbo, HiPiHi, Hyperlinks in virtual worlds, Imagination Age, IMVU, Jewel of Indra, Kaneva, Kid Brands, Kidscom.com, Libraries in Second Life, (Lil) Green Patch, Google Lively, Meet Me, Metaplace, Metaversum GmbH, MicroMUSE, Mini Friday, Music Mogul, MyCoke, Next island, Onverse, Open Cobalt, OSMP, Ourworld, OurWorld!, OZ Virtual, Panfu, ParaEngine, Pet Society, Poptropica, Red Light Center, Rise: The Vieneo Province, Scratch (programming language), Second Life, Second Lives: A Journey Through Virtual Worlds, SL Shakespeare Company, Smeet, Solipsis, Stardoll, There (virtual world), Twinity, Ty Girlz, ViOS, Webkinz, WeeWorld, Whyville, WorldsPlayer, SmallWorldsThis book explains in-depth the real drivers and workings of Virtual Worlds.

It reduces the risk of your technology, time and resources investment decisions by enabling you to compare your understanding of Virtual Worlds with the objectivity of experienced professionals.



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