𝔖 Bobbio Scriptorium
✦   LIBER   ✦

[Integrated Series in Information Systems] Synthetic Worlds Volume 33 || 3D Digital Environments for Virtual Teams

✍ Scribed by Hebbel-Seeger, Andreas; Reiners, Torsten; Schäffer, Dennis


Book ID
121459567
Publisher
Springer New York
Year
2013
Tongue
English
Weight
717 KB
Edition
2014
Category
Article
ISBN
146146286X

No coin nor oath required. For personal study only.

✦ Synopsis


Synthetic 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. Linden Lab, creator of Second Life, recently announced the creation of Second Life Enterprise, with customers including IBM, Northrop Grumman, and the US Naval Undersea Warfare Center. 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.