PRZEDMIOTEM OFERTY JEST KOD DOSTĘPOWY DO KSIĄŻKI ELEKTRONICZNEJ (EBOOK)
KSIĄŻKA JEST DOSTĘPNA NA ZEWNĘTRZNEJ PLATFORMIE. KSIĄŻKA NIE JEST W POSTACI PLIKU.
With the advent of virtual environments and communities, the metaverse has been rapidly expanding in recent years as businesses and industries have begun to see the value and opportunities this technology provides. In order to ensure this technology is utilized to its full potential, further study on the best practices, challenges, and future directions is required. The Research Anthology on Virtual Environments and Building the Metaverse considers the latest research regarding the metaverse and discusses potential issues and benefits of the technology. The book also examines strategies and tactics businesses and companies can use when implementing the metaverse into their operations. Covering key topics such as immersion, augmented reality, and virtual worlds, this major reference work is ideal for computer scientists, business owners, managers, industry professionals, researchers, scholars, academicians, practitioners, instructors, and students.
- Autorzy: Management Association Information Resources
- Wydawnictwo: IGI Global
- Data wydania: 2022
- Wydanie:
- Liczba stron:
- Forma publikacji: ePub (online)
- Język publikacji: angielski
- ISBN: 9781668475997
BRAK MOŻLIWOŚCI POBRANIA PLIKU. Drukowanie: OGRANICZENIE DO 2 stron. Kopiowanie: OGRANICZENIE DO 2 stron.
- Cover
- Title Page
- Copyright Page
- Editor-in-Chief
- Associate Editors
- Editorial Advisory Board
- Preface
- Section 1: Applications in Business, Education, and Healthcare
- Chapter 1: The Financial Digital Assets Frontier
- ABSTRACT
- INTRODUCTION
- LITERATURE REVIEW
- DECENTRALIZED FINANCE (DEFI) 2.0
- THE LIQUIDITY PROBLEM
- WEB 3.0
- NFTs, GAMING AND THE METAVERSE
- RESULTS
- CONCLUSION
- REFERENCES
- Chapter 2: The Internet of Things and Blockchain Technologies Adaptive Trade Systems in the Virtual World
- ABSTRACT
- INTRODUCTION IN VIRTUAL WORD AND TRADITIONAL TRADING PROCESS
- BACKGROUND IN VIRTUAL WORD AND TRADITIONAL TRADING PROCESS
- MAIN FOCUS OF THE ARTICLE
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 3: Being a Post-Learner With Virtual Worlds
- ABSTRACT
- INTRODUCTION
- MAIN FOCUS OF THE CHAPTER
- DISCUSSION
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 4: Virtual Worlds for Developing Intercultural Competence
- ABSTRACT
- INTRODUCTION
- THEORETICAL FOUNDATIONS
- METHOD
- RESULTS
- CONCLUSION
- REFERENCES
- Chapter 5: From Visual Culture in the Immersive Metaverse to Visual Cognition in Education
- ABSTRACT
- INTRODUCTION
- IMMERSIVE METAVERSE
- COGNITIVE PSYCHOLOGY IN IMMERSIVE METAVERSES
- COGNITIVE PSYCHOLOGY AND EDUCATION
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 6: A Literature Review on the Use of Three-Dimensional Virtual Worlds in Higher Education
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- RESEARCH METHOD
- RESULTS
- DISCUSSION AND FUTURE DIRECTION FOR RESEACH AND PRACTICE
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 7: Factors Affecting Learner Collaboration in 3D Virtual Worlds
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- METHODS
- STUDY RESULTS
- DISCUSSION
- SOLUTIONS AND RECOMMENDATIONS
- LIMITATIONS OF THE STUDY
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- APPENDIX
- Chapter 8: Engaging Students in a Computer Diversity Course Through Virtual Worlds
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- USING SECOND LIFE: A PILOT PROJECT – CASE 1
- USING SECOND LIFE: A PILOT PROJECT – CASE 2
- CHALLENGES IN AND OUT OF THE CLASSROOM
- DISCUSSION AND RECOMMENDATIONS
- RECOMMENDATIONS
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 9: Stepping Out of the Classroom
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- 3D VIRTUAL LEARNING ENVIRONMENTS
- DESIGN OF 3DVLES
- 3D VIRTUAL ENVIRONMENT AS MIRROR WORLD
- AUX STUDY
- RESULTS
- DISCUSSION
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 10: Minecraft Our City, an Erasmus Project in Virtual World
- ABSTRACT
- INTRODUCTION
- MAIN FOCUS OF THE CHAPTER
- SOLUTIONS AND RECOMMENDATIONS
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 11: The Use of Network-Based Virtual Worlds in Second Language Education
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- METHOD
- FINDINGS
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 12: The Case for Qualitative Research Into Language Learning in Virtual Worlds
- ABSTRACT
- INTRODUCTION
- THE NATURE AND CONTEXT OF VIRTUAL WORLD RESEARCH
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 13: Vocabulary Acquisition From a Virtual Street-View Context
- ABSTRACT
- INTRODUCTION
- LITERATURE REVIEW
- METHODOLOGY
- RESULTS AND DISCUSSION
- CONCLUSIONS, LIMITATIONS AND IMPLICATIONS
- REFERENCES
- APPENDIX A. Summary of the 5-Point Likert Scale Post-Questionnaire Results
- Chapter 14: Video Game-Based L2 Learning
- ABSTRACT
- INTRODUCTION
- L2 LEARNING POTENTIALS OF DIGITAL GAMING
- VIDEO GAMES AS TEXT, AFFINITY SPACES, AND SEMIOTIC ECOLOGIES
- L2 LEARNING POTENTIALS OF DIGITAL GAMES AS TEXTS, AFFINITY SPACES, AND SEMIOTIC SYSTEMS
- PEDAGOGICAL INTEGRATION OF VIDEO GAMES IN L2 LEARNING CONTEXTS
- CONCLUSION
- REFERENCES
- Chapter 15: Sustainable Engagement in Open and Distance Learning With Play and Games in Virtual Reality
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- METHOD
- PLAYFUL AND GAMEFUL DISTANCE EDUCATION IN VR
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 16: Role of Immersive (XR) Technologies in Improving Healthcare Competencies
- ABSTRACT
- INTRODUCTION
- IMMERSIVE TECHNOLOGIES
- USE CASES OF XR IN MEDICAL AND HEALTHCARE TRAINING
- HURDLES THAT HINDER XR ADOPTION IN HEALTHCARE TRAINING
- FUTURE DIRECTIONS
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Section 2: Avatars, Virtual Identities, and Virtual Communities
- Chapter 17: Pioneering in the Virtual World Frontier
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- A CALL TO ACTION
- VIRTUAL WORLD SYMPOSIA AND CONFERENCES
- CHALLENGES AND STRENGTHS FOR PIONEERS
- FROM CURRENT TO FUTURE WORK
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 18: Participating on More Equal Terms?
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- METHOD
- RESULTS
- DISCUSSION
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 19: Revisiting Musings on Co-Designing Identity-Aware Realities in Virtual Learning
- ABSTRACT
- PREAMBLE
- VIRTUAL WORLD, VIRTUAL ENVIRONMENT, OR VIRTUAL REALITY?
- THE SELF
- THE COLLECTIVE SELF
- PRESENCE
- CONSIDERATIONS IN DESIGNING LEARNING EXPERIENCES IN VIRTUAL WORLDS
- FINAL THOUGHTS
- REFERENCES
- Chapter 20: The Digital Cultural Identity on the Space Drawed in Virtual Games and Representative
- ABSTRACT
- INTRODUCTION
- DIGITAL CULTURE IN VIRTUAL SPACE
- PRESENTATION OF IDENTIFIED IDENTITY IN VIRTUAL SPACE
- BACKGROUND: DIGITAL WORLD VIRTUAL AREAS
- DIGITAL GAMES AND PLAYERS
- ONLINE LIFE 'SECOND LIFE'
- AIM AND METHODOLOGY
- DATA ANALYSIS
- FINDINGS
- RESULT
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITION
- Chapter 21: My Becoming in a World of Virtual Learning Communities
- ABSTRACT
- INTRODUCTION
- CONCLUSION
- REFERENCES
- ENDNOTE
- Chapter 22: Non-Verbal Communication Language in Virtual Worlds
- ABSTRACT
- INTRODUCTION
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 23: Using Social Image Sets to Explore Virtual Embodiment in Second Life as Indicators of Formal, Nonformal, and Informal Learning
- ABSTRACT
- INTRODUCTION
- REVIEW OF THE LITERATURE
- VIRTUAL EMBODIMENT IN A VIRTUAL IMMERSIVE WORLD PER DOUBLE SHARING
- DISCUSSION
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 24: The Avatar as a Self-Representation Model for Expressive and Intelligent Driven Visualizations in Immersive Virtual Worlds
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- CONCLUSION
- REFERENCES
- Chapter 25: Avatars for Clinical Assessment
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- RECENT RESEARCH ON AVATARS
- AVATARS FOR PSYCHOLOGICAL ASSESSMENT
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 26: Avatar Teaching and Learning
- ABSTRACT
- INTRODUCTION
- DEFINING SOCIAL VIRTUAL WORLDS
- AFFORDANCES OF SVWs
- LIMITATIONS OF SVWs
- SOCIOCULTURALLY-INFORMED PEDAGOGY
- EXAMINING DIMENSIONS OF AVATAR LANGUAGE TEACHING AND LEARNING: A STUDY
- METHODOLOGY
- KARELIA KONDOR: BACKGROUND AND BELIEFS
- FINDINGS AND ANALYSIS
- PEDAGOGICAL GUIDELINES
- CONCLUDING THOUGHTS
- REFERENCES
- ENDNOTES
- APPENDIX
- Section 3: Designs and Frameworks
- Chapter 27: Prosumers Building the Virtual World
- ABSTRACT
- INTRODUCTION
- 1. SOME BASIC CONCEPTS
- 2. SOME TOOLS IN PRACTICE
- 3. SOME APPLICATIONS
- 4. HOW TO LEARN
- 5. A PRACTICAL EXAMPLE
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 28: Framework for 3D Task Design
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- DESIGN AND IMPLEMENTATION
- SOLUTIONS AND RECOMMENDATIONS
- FUTURE TRENDS
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 29: POV in XR
- ABSTRACT
- INTRODUCTION
- NARRATIVE POV
- VISUAL POV
- NARRATIVE AND VISUAL POV TOGETHER IN VIRTUAL REALITY
- EFFECTUAL POINT OF VIEW
- EXPERIENTIAL POINT OF VIEW
- THE FOUR (OR MORE?) POV TIERS
- USING THE TAXONOMY TO DESCRIBE 360 AND VR EXPERIENCES
- CONCLUSION
- REFERENCES
- ENDNOTES
- Chapter 30: INSIDE
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- GAME CONCEPT DESIGN
- IMPLEMENTATION
- EVALUATION
- DISCUSSION AND FUTURE WORK
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 31: The Effects of Using On-Screen and Paper Maps on Navigation Efficiency in 3D Multi-User Virtual Environments
- ABSTRACT
- INTRODUCTION
- RELEVANT LITERATURE AND THEORETICAL FRAMEWORK
- METHODOLOGY
- RESULTS
- DISCUSSION
- CONCLUSION AND FUTURE WORK
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 32: The Effect of List-Liner-Based Interaction Technique in a 3D Interactive Virtual Biological Learning Environment
- ABSTRACT
- 1. INTRODUCTION
- 2. BACKGROUND
- 3. METHODS AND MATERIALS
- 4. METHODS
- 5. RESULTS
- 6. CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 33: 3D Virtual Learning Environment for Acquisition of Cultural Competence
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- MAIN FOCUS: 3D VIRTUAL LEARNING ENVIRONMENT DESIGN
- FINDINGS AND DISCUSSION
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 34: Instructional Design Applied to TCN5 Virtual World
- ABSTRACT
- INTRODUCTION
- LEVEL OF EXPERTISE
- FUTURE RESEARCH DIRECTIONS
- REFERENCES
- Chapter 35: Comparing Two Teacher Training Courses for 3D Game-Based Learning
- ABSTRACT
- INTRODUCTION
- THEORETICAL FRAMEWORK
- COURSE CONTEXT AND PLANNING
- METHODOLOGY
- FINDINGS AND DISCUSSION
- SOLUTIONS AND RECOMMENDATIONS
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 36: Design Process of Three-Dimensional Multi-User Virtual Environments (3D MUVEs) for Teaching Tree Species
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- INSTRUCTIONAL DESIGN PROCESS IN THREE-DIMENSIONAL MULTI-USER VIRTUAL ENVIRONMENTS (3D MUVEs) BASED ON PROBLEM-BASED LEARNING APPROACH TO TEACH TREE SPECIES
- CONCLUSION AND RECOMMENDATIONS
- FUTURE RESEARCH DIRECTIONS
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
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