This book explores the remarkable sociocultural convergence in multiplayer online games and other virtual worlds, through the unification of computer science, social science, and the humanities.
Author: William Sims Bainbridge
This book explores the remarkable sociocultural convergence in multiplayer online games and other virtual worlds, through the unification of computer science, social science, and the humanities. The emergence of online media provides not only new methods for collecting social science data, but also contexts for developing theory and conducting education in the arts as well as technology. Notably, role-playing games and virtual worlds naturally demonstrate many classical concepts about human behaviour, in ways that encourage innovative thinking. The inspiration derives from the internationally shared values developed in a fifteen-year series of conferences on science and technology convergence. The primary methodology is focused on sending avatars, representing classical social theorists or schools of thought, into online gameworlds that harmonize with, or challenge, their fundamental ideas, including technological determinism, urban sociology, group formation, freedom versus control, class stratification, linguistic variation, functional equivalence across cultures, behavioural psychology, civilization collapse, and ethnic pluralism. Researchers and students in the social and behavioural sciences will benefit from the many diverse examples of how both qualitative and quantitative science of culture and society can be performed in online communities of many kinds, even as artists and gamers learn styles and skills they may apply in their own work and play.
The Segmentation of Europe: Convergence or Divergence between Core and
Periphery? Springer. Bainbridge, W., 2016. Virtual Sociocultural Convergence.
Springer. Baldwin, R., 2019. The Great Convergence: Information Technology
Author: Christopher Grant Kirwan
Smart Cities and Artificial Intelligence offers a comprehensive view of how cities are evolving as smart ecosystems through the convergence of technologies incorporating machine learning and neural network capabilities, geospatial intelligence, data analytics & visualization, sensors, and smart connected objects to name a few. These recent advances in AI move us closer to developing operating systems that simulate human, machine, and environmental patterns from transportation infrastructure to communication networks. Understanding cities as real-time, living, dynamic systems coupled with new tools including generative design allows readers to plan, manage, and optimize city operations, making cities more efficient and sustainable with the ultimate goal of becoming self-regulating. Smart Cities and Artificial Intelligence provides a transdisciplinary, integrated approach, using theoretical and applied insights to examine how the digital and physical worlds are converging and how a new combination of human and machine intelligence is capable of transforming the experience of the urban environment. It provides a fresh holistic perspective on smart cities through an interconnect stream of theory, methodology, system architecture, and the application of Smart City Functions to define an integrated process of the design, planning, and implementation of smart cities.
Star worlds: Freedom versus control in online gameworlds. Ann Arbor, MI:
University of Michigan Press. Bainbridge, William Sims. (2016b). Virtual
sociocultural convergence: Human sciences of computer games. London:
Springer. Barthel ...
Author: Kiran Lakkaraju
Publisher: Cambridge University Press
This cross-disciplinary exploration of MMOs and other complex online worlds melds work from computer science, psychology and social science.
This book is ideally intended for business professionals, managers and practitioners, stakeholders, researchers, academicians, and students looking for the latest research in virtual teamwork and its impact on organizational transformation.
Author: Zhao, Jingyuan
Publisher: IGI Global
Virtual teams are work arrangements where team members are geographically dispersed and work interdependently using electronic communication media to accomplish one or more organizational tasks. Over the past several decades, there has been an explosive growth in organizational use of virtual teams to organize work. In the competitive market, virtual teams represent a growing response to the need for faster time to market, low cost, and rapid solutions to complex organizational problems. Organizations are increasingly investing in virtual teams to enhance their performance and competitiveness. However, there are unsolved issues of design and implementation of collaboration technologies for virtual teams and their collaborative convergence. Collaborative Convergence and Virtual Teamwork for Organizational Transformation is an innovative collection of research that analyzes and discusses successful organizational transformation that requires a holistic understanding of the issues linked to team and workplaces, communication and integration, technological barriers, and sociocultural factors. The chapters highlight topics such as collaboration technologies in virtual teamwork, collaboration technologies’ impact on organizational transformation, as well as web-based tools, collaborative learning tools, group decision support systems, workflow automation systems, and more. This book is ideally intended for business professionals, managers and practitioners, stakeholders, researchers, academicians, and students looking for the latest research in virtual teamwork and its impact on organizational transformation.
Kuhrcke , Tim , Christoph Klimmt and Peter Vorderer ( 2005 , submitted for
presentation ) Why Is Virtual Fighting Fun ? ... LaFarge , Antoinette ( 2000 )
Winside Out - an Introduction to the Convergence of Computers , Games , and Art
, http ...
Author: Andreas Jahn-Sudmann
Publisher: Palgrave MacMillan
In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.
The technology of the information society is dependent on ' convergence ' – the
ability to integrate , by digitization , the ... It is not unreasonable to assume that
this electronic convergence is a harbinger of a more profound and far - reaching
process of social and cultural convergence . ... in the United States wrote , “ A
display More than twenty years ago an early pioneer of virtual 56 What Needs to
Author: Giles Radice
The first book to explore the new thinking from the new left, containing original and incisive argument from Neal Ascherson to Denis Healey, with an introductory essay by Tony Blair.
This important new work focuses on the pioneers in machinima, considered to be the grassroots and beginnings of virtual production.
Author: Tracy G. Harwood
Publisher: Vernon Press
This important new work focuses on the pioneers in machinima, considered to be the grassroots and beginnings of virtual production. Machinima’s impacts are identified by the community, supplemented by Harwood and Grussi’s research and experience over a period of 25 years – from game, film and filmmaking to digital arts practice, creative technologies developments and related research and theory. Machinima is the first digital cultural practice to have emerged from the internet into a mainstream creative genre. Its latest transformation is evident through the increasing convergence of games and film where real-time virtual production as a professional creative practice is resulting in new forms of machine-generated interactive experiences. Using the most culturally significant machinima works (machine-cinema) as lenses to trace its history and impacts, ‘Pioneers in Machinima: The Grassroots of Virtual Production’ provides in-depth testimony by filmmakers and others involved in its emergence. The extensive reference to source materials and interviews bring the story of its impacts up to date through the critical reflections of the early pioneers. This book will be of interest to machinima researchers and practitioners, including game culture, media theorists, students of film studies and game studies, digital artists and those interested in how creative technologies have influenced communities of practice over time.
Extended on 27 chapters, the book provides the reader with some leading-edge research results regarding algorithms and information models, software frameworks, multimedia, information security, communication networks, and applications.
Author: Marius Crisan
Publisher: BoD – Books on Demand
Starting a journey on the new path of converging information technologies is the aim of the present book. Extended on 27 chapters, the book provides the reader with some leading-edge research results regarding algorithms and information models, software frameworks, multimedia, information security, communication networks, and applications. Information technologies are only at the dawn of a massive transformation and adaptation to the complex demands of the new upcoming information society. It is not possible to achieve a thorough view of the field in one book. Nonetheless, the editor hopes that the book can at least offer the first step into the convergence domain of information technologies, and the reader will find it instructive and stimulating.
In this sense, our book plans to explore the communication in cyber universe, as well, the influence of ICT and cyberculture to network society.
Author: Marcelo Mendonça Teixeira
Publisher: GRIN Verlag
Research Paper from the year 2013 in the subject Communications - Theories, Models, Terms and Definitions, grade: College and University, Federal Rural University of Pernambuco (Statistics and Informatics Departament), course: Computer Science, language: English, abstract: The virtual environments can be considered as one of the factors driving the transformation of mass media, associating new forms in network communication and making the information more accessible to any person that has access to the worldwide network of computers, promoting the production and dissemination of information in science and technology for teaching and research in all areas of knowledge and different sectors of society. In this sense, our book plans to explore the communication in cyber universe, as well, the influence of ICT and cyberculture to network society.
... transfer point synchronous transport signal level m segment unit signaling
virtual channel switch sociocultural welfare advancement network
telecommunication automation terminal adaptor transmission convergence
termination connection ...
Author: Byeong Gi Lee
Publisher: Artech House Publishers
This technological survey explains the many new concepts and terms associated with emerging broadband telecommunication technologies. It includes a comprehensive technical overview of current trends in technology development.
Also , “ scientific convergence ” stimulated the emergence of " solutions ” and a
way to lift the “ veil of uncertainty ” . ... with low probability , they are often thought
of as “ virtual - reality ” in terms of the difference between the potential and the
reality in our generation . ... concept has been developed that allows us to
include a wide range of socio - cultural aspects of emerging risks from biological
Author: Fumito Koike
Publisher: World Conservation Union
Biological invasion, an issue of growing importance due to the significant increase in international transportation and trade, can disturb the balance of local ecosystems and even destroy them. This collection of papers presented at the International Conference on Assessment and Control of Biological Invasion Risks held in August 2004 at Yokohama National University discusses risk assessment, risk management and eradication. It also includes contributions reporting on the current status of invasion and the properties of alien species in East Asia.