Settlers Of The New Virtual Worlds
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Author | : Erin Hoffman |
Publisher | : |
Total Pages | : 0 |
Release | : 2008-08-13 |
Genre | : Internet |
ISBN | : 9781439203606 |
A cutting-edge exploration of the future of human rights in digital/virtual spaces, addressing rapidly arising issues of property rights, avatar ownership, and 'rental leases' in virtual space.
Author | : Charles Wankel |
Publisher | : IAP |
Total Pages | : 232 |
Release | : 2010-01-01 |
Genre | : Business & Economics |
ISBN | : 1607523795 |
Virtual Worlds are being increasingly used in business and education. With each day more people are venturing into computer generated online persistent worlds such as Second Life for increasingly diverse reasons such as commerce, education, research, and entertainment. This book explores the emerging ethical issues associated with these novel environments for human interaction and cutting-edge approaches to these new ethical problems. This volume’s goal is to put forward a number of these virtual world ethical issues of which research is only commencing. The developing literature specifically regarding virtual world ethics is a recent phenomenon. Research based on the phenomenon of virtual world life has only been developing in the past four years. This volume introduces pathbreaking work in a field which is only just beginning to take shape. It is ideal as both as a library reference and a supplementary text in upper-division courses focused on the issues of applied ethics and new media. It is unique in being one of the first volumes specifically addressed to ethical problems of the “metaverse”. This volume includes articles from authors from around the world exploring topics such as: employing rationalist and casuistic approaches to the controversial topic of “virtual rape” yield an increased understanding of how virtual worlds ought to be designed, the relationship between the ethical and legal dimensions of virtual world users’ participation in “paratexts”, utilitarian consideration of harm and freedom in the case of virtual pedophilia, norms of research ethics in virtual worlds, the ethical implications of employing virtual worlds as tools for medical education and experimenting with healthcare services, the ethics of the collective action of virtual world communities, consideration of the virtue and potential of cosmopolitanism in virtual worlds, Deleuzian ethical approaches to the experience of the disabled in virtual worlds, the ethics of virtual world design, and the ethical implications of the “illusion of reality” presented by virtual worlds.
Author | : Benjamin Woolley |
Publisher | : Benjamin Woolley |
Total Pages | : 217 |
Release | : 1993 |
Genre | : Biography & Autobiography |
ISBN | : 0140154396 |
In Virtual Worlds, Benjamin Woolley examines the reality of virtual reality. He looks at the dramatic intellectual and cultural upheavals that gave birth to it, the hype that surrounds it, the people who have promoted it, and the dramatic implications of its development. Virtual reality is not simply a technology, it is a way of thinking created and promoted by a group of technologists and thinkers that sees itself as creating our future. Virtual Worlds reveals the politics and culture of these virtual realists, and examines whether they are creating reality, or losing their grasp of it. 12 photographs.
Author | : C.S. Friedman |
Publisher | : Astra Publishing House |
Total Pages | : 457 |
Release | : 2020-11-03 |
Genre | : Fiction |
ISBN | : 0698157753 |
Now in paperback, returning to the universe of New York Times Notable book This Alien Shore comes a new space opera from an acknowledged master of science fiction. When deep-space travel altered the genes of the first interstellar colonists, Earth abandoned them. But some of the colonies survived, and a new civilization of mental and physical “Variants” has been established, centered around clusters of space stations known as the outworlds. Now the unthinkable has happened: a suicide assault has destroyed the life support system of a major waystation. All that is known about the young men responsible is that in their last living moments they were receiving messages from an uninhabited sector of space, and were playing a virtual reality game. Two unlikely allies have joined forces to investigate the incident: Ru Gaya, a mercenary explorer with a taste for high risk ventures, and game designer Micah Bello, who must find the parties responsible for the attack in order to clear his name. From the corridors of a derelict station lost to madness to an outlaw stronghold in the depths of uncharted space, the two now follow the trail of an enemy who can twist human minds to his purpose, and whose plans could bring about the collapse of outworld civilization.
Author | : Richard A. Bartle |
Publisher | : New Riders |
Total Pages | : 768 |
Release | : 2004 |
Genre | : Computers |
ISBN | : 9780131018167 |
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Author | : Ben Wilson |
Publisher | : Anchor |
Total Pages | : 472 |
Release | : 2020-11-10 |
Genre | : History |
ISBN | : 0385543476 |
In a captivating tour of cities famous and forgotten, acclaimed historian Ben Wilson tells the glorious, millennia-spanning story how urban living sparked humankind's greatest innovations. “A towering achievement.... Reading this book is like visiting an exhilarating city for the first time—dazzling.” —The Wall Street Journal During the two hundred millennia of humanity’s existence, nothing has shaped us more profoundly than the city. From their very beginnings, cities created such a flourishing of human endeavor—new professions, new forms of art, worship and trade—that they kick-started civilization. Guiding us through the centuries, Wilson reveals the innovations nurtured by the inimitable energy of human beings together: civics in the agora of Athens, global trade in ninth-century Baghdad, finance in the coffeehouses of London, domestic comforts in the heart of Amsterdam, peacocking in Belle Époque Paris. In the modern age, the skyscrapers of New York City inspired utopian visions of community design, while the trees of twenty-first-century Seattle and Shanghai point to a sustainable future in the age of climate change. Page-turning, irresistible, and rich with engrossing detail, Metropolis is a brilliant demonstration that the story of human civilization is the story of cities.
Author | : Douglas Estes |
Publisher | : Zondervan |
Total Pages | : 257 |
Release | : 2009-09-22 |
Genre | : Religion |
ISBN | : 0310314135 |
The meeting place for the church of tomorrow will be a computer screen. Don’t laugh, and don’t feel alarmed. The real-world church isn’t going anywhere until Jesus returns. But the virtual church is already here, and it’s poised for explosive growth. SimChurch invites you to explore the vision, the concerns, the challenges, and the remarkable possibilities of building Christ’s kingdom online. What is the virtual church, and what different forms might it take? Will it be an extension of a real-world church, or a separate entity? How will it encourage families to worship together? Is it even possible or healthy to “be” the church in the virtual world? If you’re passionate about the church and evangelism, and if you feel both excitement and concern over the new virtual world the internet is creating, then these are just some of the vital issues you and other postmillennial followers of Jesus must grapple with. Rich in both biblical and current insight, combining exploration and critique, SimChurch opens a long-overdue discussion you can’t afford to miss.
Author | : William Sims Bainbridge |
Publisher | : Springer Science & Business Media |
Total Pages | : 204 |
Release | : 2011-09-06 |
Genre | : Computers |
ISBN | : 0857299042 |
The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds remain mysterious. The Virtual Future employs theories and methods from social science to explore nine very different virtual futures: The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick. Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home. All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future.
Author | : Simon Rogerson |
Publisher | : CRC Press |
Total Pages | : 271 |
Release | : 2021-09-16 |
Genre | : Computers |
ISBN | : 1000433420 |
In a world that is awash in ubiquitous technology, even the least tech-savvy know that we must take care how that technology affects individuals and society. That governments and organizations around the world now focus on these issues, that universities and research institutes in many different languages dedicate significant resources to study the issues, and that international professional organizations have adopted standards and directed resources toward ethical issues in technology is in no small part the result of the work of Simon Rogerson. – Chuck Huff, Professor of Social Psychology at Saint Olaf College, Northfield, Minnesota In 1995, Apple launched its first WWW server, Quick Time On-line. It was the year Microsoft released Internet Explorer and sold 7 million copies of Windows 95 in just 2 months. In March 1995, the author Simon Rogerson opened the first ETHICOMP conference with these words: We live in a turbulent society where there is social, political, economic and technological turbulence ... it is causing a vast amount of restructuring within all these organisations which impacts on individuals, which impacts on the way departments are set up, organisational hierarchies, job content, span of control, social interaction and so on and so forth. ... Information is very much the fuel of modern technological change. Almost anything now can be represented by the technology and transported to somewhere else. It's a situation where the more information a computer can process, the more of the world it can actually turn into information. That may well be very exciting, but it is also very concerning. That could be describing today. More than 25 years later, these issues are still at the forefront of how ethical digital technology can be developed and utilised. This book is an anthology of the author’s work over the past 25 years of pioneering research in digital ethics. It is structured into five themes: Journey, Process, Product, Future and Education. Each theme commences with an introductory explanation of the papers, their relevance and their interrelationship. The anthology finishes with a concluding chapter which summarises the key messages and suggests what might happen in the future. Included in this chapter are insights from some younger leading academics who are part of the community charged with ensuring that ethical digital technology is realised.
Author | : Jeremy Hunsinger |
Publisher | : Routledge |
Total Pages | : 176 |
Release | : 2013-09-13 |
Genre | : Education |
ISBN | : 1135753040 |
Virtual worlds are places where humans interact, and as such they can be environments for research and learning. However, they are complex and mutable in ways that more controlled and traditional environments are not. Although computer-mediated, virtual worlds are multifaceted social systems like the offline world, and choosing to study virtual world phenomena demands as much consideration for the participants, the environment and the researcher as offline. By exploring virtual worlds as places of research and learning, the international practitioners in this book demonstrate the power of these worlds to replicate and extend our arenas of research and learning. They focus on process and outcomes and consider questions that arise from engaging in teaching and research in these spaces, including new approaches to research ethics, internationalization, localization, and collaboration in virtual worlds. This book was originally published as a special issue of Learning, Media & Technology.