LEADER 04699nam 2200649Ia 450 001 9910298546603321 005 20200520144314.0 010 $a1-4614-6286-X 024 7 $a10.1007/978-1-4614-6286-6 035 $a(CKB)2670000000420769 035 $a(EBL)1398404 035 $a(OCoLC)858763506 035 $a(SSID)ssj0000986657 035 $a(PQKBManifestationID)11544773 035 $a(PQKBTitleCode)TC0000986657 035 $a(PQKBWorkID)10937734 035 $a(PQKB)10453302 035 $a(MiAaPQ)EBC1398404 035 $a(DE-He213)978-1-4614-6286-6 035 $a(PPN)172418585 035 $a(EXLCZ)992670000000420769 100 $a20130717d2014 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aSynthetic worlds $eemerging technologies in education and economics /$fAndreas Hebbel-Seeger, Torsten Reiners, Dennis Schaffer, editors 205 $a1st ed. 2014. 210 $aNew York $cSpringer$d2014 215 $a1 online resource (422 p.) 225 0 $aIntegrated series in information systems,$x1571-0270 ;$vv. 33 300 $aDescription based upon print version of record. 311 $a1-4614-6285-1 320 $aIncludes bibliographical references and index. 327 $aTÜV Nord in 3D: Avatars at Work / From Second Life to the Web 3D -- How Linden Lab Built a Virtual World for Business and Education -- Transforming Ideas to Innovations: A Methodology for 3D Systems Development -- Second Life as a Social Experiment -- Social Navigation for Learning in Immersive Worlds -- 3D Digital Environments for Virtual Teams -- Second Life as a Virtual Lab Environment -- Taking the Distance out of Learning for Students through a Virtual World -- Pedagogical and Psychological Impacts of Teaching and Learning in Virtual Realities -- Virtual World-Building: Implications for Education and Training -- Game-based Elements to Upgrade Bots to Non-Player Characters in Support of Educators -- Collaborative Learning in Virtual Environments -- Business Meets Community in Virtual Berlin -- Supporting Diverse Needs of Learning Groups: Towards Highly Flexible Learning Settings in Collaborative 3D Virtual Environments -- Transforming Ideas to Innovations: A Methodology for 3D Systems Development. 330 $aSynthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars.  The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life.  Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel. The editors of this book captures the state of research in the field intended to reflect the rapidly growing yet relatively young market in education and business. The general focus is set on the scientific community but integrates the practical applications for businesses, with papers on information systems, business models, and economics. In six parts, international authors ? all experts in their field ? discuss the current state-of-the-art of virtual worlds/alternate realities and how the field will develop over the next years. Chapters discuss the influences and impacts in and around virtual worlds. Part four is about education, with a focus on learning environments and experiences, pedagogical models, and the effects on the different roles in the educational sector. The book looks at business models and how companies can participate in virtual worlds while receiving a return on investment, and includes cases and scenarios of integration, from design, implementation to application. 410 0$aIntegrated Series in Information Systems,$x2197-7968 606 $aVirtual reality in mmanagement 606 $aElectronic commerce 606 $aVirtual reality in education 606 $aEducational technology 615 0$aVirtual reality in mmanagement. 615 0$aElectronic commerce. 615 0$aVirtual reality in education. 615 0$aEducational technology. 676 $a658.4038 701 $aHebbel-Seeger$b Andreas$01242289 701 $aReiners$b Torsten$01755693 701 $aSchaffer$b Dennis$01755694 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910298546603321 996 $aSynthetic worlds$94192604 997 $aUNINA