New Opportunities for Artistic Practice in Virtual Worlds

New Opportunities for Artistic Practice in Virtual Worlds
Author :
Publisher : IGI Global
Total Pages : 349
Release :
ISBN-10 : 9781466683853
ISBN-13 : 1466683856
Rating : 4/5 (53 Downloads)

Book Synopsis New Opportunities for Artistic Practice in Virtual Worlds by : Doyle, Denise

Download or read book New Opportunities for Artistic Practice in Virtual Worlds written by Doyle, Denise and published by IGI Global. This book was released on 2015-06-26 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.

Creative and Collaborative Learning through Immersion

Creative and Collaborative Learning through Immersion
Author :
Publisher : Springer Nature
Total Pages : 238
Release :
ISBN-10 : 9783030722166
ISBN-13 : 3030722163
Rating : 4/5 (66 Downloads)

Book Synopsis Creative and Collaborative Learning through Immersion by : Anna Hui

Download or read book Creative and Collaborative Learning through Immersion written by Anna Hui and published by Springer Nature. This book was released on 2021-08-10 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes instructional design and practice of how immersive technology is integrated in discipline-based and interdisciplinary curriculum design. It focuses on pedagogical models and learning outcomes of immersive learning experiences and demonstrates how immersive learning can be applied in industries. This book brings scholars, researchers and educators together around an international and interdisciplinary consolidation and reflection on learning through immersion. The originality lies in how advanced technology and contemporary pedagogical models can integrate to enhance student engagement and learning effectiveness in higher education.

Boundaries of Self and Reality Online

Boundaries of Self and Reality Online
Author :
Publisher : Academic Press
Total Pages : 360
Release :
ISBN-10 : 9780128041741
ISBN-13 : 0128041749
Rating : 4/5 (41 Downloads)

Book Synopsis Boundaries of Self and Reality Online by : Jayne Gackenbach

Download or read book Boundaries of Self and Reality Online written by Jayne Gackenbach and published by Academic Press. This book was released on 2017-03-01 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: As technology continues to rapidly advance, individuals and society are profoundly changed. So too are the tools used to measure this universe and, therefore, our understanding of reality improves. Boundaries of Self and Reality Online examines the idea that technological advances associated with the Internet are moving us in multiple domains toward various "edges." These edges range from self, to society, to relationships, and even to the very nature of reality. Boundaries are dissolving and we are redefining the elements of identity. The book begins with explorations of the digitally constructed self and the relationship between the individual and technological reality. Then, the focus shifts to society at large and includes a contribution from Chinese researchers about the isolated Chinese Internet. The later chapters of the book explore digital reality at large, including discussions on virtual reality, Web consciousness, and digital physics. - Cyberpsychology architecture - Video games as a tool for self-understanding - Avatars and the meaning behind them - Game transfer phenomena - A Jungian perspective on technology - Politics of social media - The history and science of video game play - Transcendent virtual reality experiences - The theophoric quality of video games

The Routledge Companion to Imaginary Worlds

The Routledge Companion to Imaginary Worlds
Author :
Publisher : Routledge
Total Pages : 677
Release :
ISBN-10 : 9781317268284
ISBN-13 : 1317268288
Rating : 4/5 (84 Downloads)

Book Synopsis The Routledge Companion to Imaginary Worlds by : Mark Wolf

Download or read book The Routledge Companion to Imaginary Worlds written by Mark Wolf and published by Routledge. This book was released on 2017-09-27 with total page 677 pages. Available in PDF, EPUB and Kindle. Book excerpt: This companion provides a definitive and cutting-edge guide to the study of imaginary and virtual worlds across a range of media, including literature, television, film, and games. From the Star Trek universe, Thomas More’s classic Utopia, and J. R. R. Tolkien’s Arda, to elaborate, user-created game worlds like Minecraft, contributors present interdisciplinary perspectives on authorship, world structure/design, and narrative. The Routledge Companion to Imaginary Worlds offers new approaches to imaginary worlds as an art form and cultural phenomenon, explorations of the technical and creative dimensions of world-building, and studies of specific worlds and worldbuilders.

Enhancing Art, Culture, and Design With Technological Integration

Enhancing Art, Culture, and Design With Technological Integration
Author :
Publisher : IGI Global
Total Pages : 316
Release :
ISBN-10 : 9781522550242
ISBN-13 : 1522550240
Rating : 4/5 (42 Downloads)

Book Synopsis Enhancing Art, Culture, and Design With Technological Integration by : Khosrow-Pour, Mehdi

Download or read book Enhancing Art, Culture, and Design With Technological Integration written by Khosrow-Pour, Mehdi and published by IGI Global. This book was released on 2018-04-06 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: As technology becomes an important part of human-computer interaction, improving the various conceptual models and understanding of technological interfaces in design becomes essential. Enhancing Art, Culture, and Design With Technological Integration provides emerging research on the methods and techniques of technology to advance and improve design and art. While highlighting topics such as augmented reality, culture industry, and product development, this publication explores the applications of technology in online creation and learning. This book is an important resource for academics, graphic designers, computer engineers, practitioners, students, and researchers seeking current research on observations in technological advancement for culture and society.

Travel and Representation

Travel and Representation
Author :
Publisher : Berghahn Books
Total Pages : 249
Release :
ISBN-10 : 9781785336034
ISBN-13 : 1785336037
Rating : 4/5 (34 Downloads)

Book Synopsis Travel and Representation by : Garth Lean

Download or read book Travel and Representation written by Garth Lean and published by Berghahn Books. This book was released on 2017-07-01 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: Travel and Representation is a timely volume of essays that explores and re-examines the various convergences between literature, art, photography, television, cinema and travel. The essays do so in a way that appreciates the entanglement of representations and travel at a juncture in theoretical work that recognizes the limits of representation, things that lie outside of representation and the continuing power of representation. The emphasis is on the myriad ways travelers/scholars employ representation in their writing/analyses as they re-think the intersections between travelers, fields of representation, imagination, emotions and corporeal experiences in the past, the present and the future.

Making Virtual Worlds

Making Virtual Worlds
Author :
Publisher : Cornell University Press
Total Pages : 179
Release :
ISBN-10 : 9780801457753
ISBN-13 : 0801457750
Rating : 4/5 (53 Downloads)

Book Synopsis Making Virtual Worlds by : Thomas Malaby

Download or read book Making Virtual Worlds written by Thomas Malaby and published by Cornell University Press. This book was released on 2011-01-15 with total page 179 pages. Available in PDF, EPUB and Kindle. Book excerpt: The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.