Handbook on 3D3C Platforms: Applications and Tools for Three Dimensional Systems for Community, Creation and Commerce 1st Edition by Yesha Sivan – Ebook PDF Instant Download/DeliveryISBN: 3319220413, 9783319220413
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ISBN-10 : 3319220413
ISBN-13 : 9783319220413
Author: Yesha Sivan
This book presents 3D3C platforms – three-dimensional systems for community, creation and commerce. It discusses tools including bots in social networks, team creativity, privacy, and virtual currencies & micropayments as well as their applications in areas like healthcare, energy, collaboration, and art. More than 20 authors from 10 countries share their experiences, research fi ndings and perspectives, off ering a comprehensive resource on the emerging fi eld of 3D3C worlds. The book is designed for both the novice and the expert as a way to unleash the emerging opportunities in 3D3C worlds. This Handbook maps with breadth and insight the exciting frontier of building virtual worlds with digital technologies. David Perkins, Research Professor, Harvard Graduate School of Education This book is from one of the most adventurous and energetic persons I have ever met. Yesha takes us into new undiscovered spaces and provides insight into phenomena of social interaction and immersive experiences that transform our lives. Cees de Bont, Dean of School of Design & Chair Professor of Design, School of Design of the Hong Kong Polytechnic UniversityWhen you read 3D3C Platforms you realize what a domain like ours — 3D printing — can and should do for the world. Clearly we are just starting. Inspiring. David Reis, CEO, Stratasys Ltd This book provides a stunning overview regarding how virtual worlds are reshaping possibilities for identity and community. Th e range of topics addressed by the authors— from privacy and taxation to fashion and health care—provide a powerful roadmap for addressing the emerging potential of these online environments. Tom Boellstorff , Professor, Department of Anthropology, University of California, Irvine Handbook on 3D3C Platforms amassed a unique collection of multidisciplinary academic thinking. A primer on innovations that will touch every aspect of the human community in the 21st century. Eli Talmor, Professor, London Business School
Handbook on 3D3C Platforms: Applications and Tools for Three Dimensional Systems for Community, Creation and Commerce 1st Table of contents:
1 A Formal Definition: 3D + Community, Creation and Commerce
Typical Platforms via the 3D3C Prism
2 Visions for 3D3C Applications
3 MVL Island: An idiosyncratic Showcase to One Kind of a 3D3C Platform
1. Overview
2. Conference Room
3. Students Labs
4. Martial Art House
5. Metaverse1 House
6. Tiki House
7. JVWR House
8. Amnon´s Ship
9. Nature Forces (Weather and Volcano)
10. The Tree House Office
11. The Fun Cave
12. Lots of Other Things
4 Time to Impact the Future
References
Part I: Tools
The Raise of the Robots in Virtual Worlds: A Comparison and a Framework for Investigating Bots in So
1 Introduction and Goal of this Chapter
Definitions of SNSs and MMOGs
2 Methods and Concepts: The Comparative Framework for Studying Bots in VWs
3 First Dimension: Automation and Bots
Deskilling and Bots in MMOGs
4 Second Dimension: Bots in VWs Documents and the Boundaries of Automation
5 Third Dimension: Policing in VWs
6 Fourth Dimension: Deception and Bots
7 Discussion and Conclusion: The Raise of Robots in VWs and Next Research Steps
References
United States Taxation of Virtual World Economies: A Review of the Current Status
1 Methodology
2 Taxation of Virtual World Economies
3 Current State of Virtual Economies
4 Taxation of Virtual Worlds
4.1 Taxing RMTs
4.2 Game Worlds Versus Unscripted Worlds
4.3 Virtual World Operators
5 Existing U.S. Tax Laws
6 Conclusion
References
Virtual Worlds Supporting Collaborative Creativity
1 Introduction
2 Virtual Worlds Fostering Team Creativity
3 Virtual Worlds´ Creative Affordances
3.1 Avatars
3.2 Co-presence
3.3 Immersion
3.4 Simulation Capabilities
3.5 Dynamically Changing Frame of Reference
3.6 Multimodal Communication
3.7 Rich Visual Information
4 Discussion: Affordances Supporting Collaborative Creativity
References
Virtual Currencies, Micropayments and Monetary Policy: Where Are We Coming From and Where Does the I
1 Introduction
1.1 Methodology
2 Review of the Previous Literature
2.1 Private Currencies
2.2 Virtual Worlds and Virtual Currencies
2.3 The Trust in Fiat Money
2.4 Models of Electronic and Private Money
2.5 Two-Sided Markets
2.6 Monetary Economies and Payment Systems
2.7 The Suffolk Banking System
2.8 Theoretical Models of Private Money
2.9 Payments Systems and Electronic Money
3 The Industry of Micropayment Services
3.1 Recent Evolution of the Micropayments Industry
3.2 The Transaction Grabbers
3.3 Virtual Currencies
3.4 Benefits and Disadvantages of Virtual Currencies
3.4.1 Advantages and Benefits of Virtual Currencies
3.4.2 The Drawbacks of Virtual Currencies
4 The Future of Monetary Policy
4.1 The Falling Use of Cash as a Form of Payment
4.2 Regulation
5 Conclusions
Appendix
References
List of Websites Consulted
Privacy in Virtual Worlds: A US Perspective to a Global Concern
1 Introduction
2 Virtual Worlds
3 The Right to Privacy in the United States
4 The Right to Privacy in VW
5 The Future of Privacy in VW
5.1 Private Space Versus Public Space
5.2 Online Persona
5.3 Privacy in VW: A Global Concern
6 Conclusion
References
Avatars and Behavioral Experiments: Methods for Controlled Quantitative Social Behavioral Research i
Introduction
1 Group Behavior Studies: Background and Overview
1.1 Studies of Collective Behavior as a Complex System
1.2 Group Foraging Experiments
1.3 Common Pool Resources (CPR) Harvesting Experiments
1.4 Data Analysis Methods
2 Behavioral Experiments in 3D3C Worlds: Relevant Issues
2.1 Conducting Social Studies in 3D3C Worlds
2.2 Supporting Controlled Quantitative Experiments in 3D3C Worlds
2.2.1 Interactivity and 3D3C World Platform Capabilities
2.3 Computational Constraints and Resource-Limited Computing in 3D3C Worlds
2.3.1 Human Participant Tracking
2.3.2 Real-Time Visual Feedback for Subjects
2.3.3 (Quasi) Real-Time Computing
2.3.4 Data Logging
3 Designing a Software Framework for Controlled Group Experiments in 3D3C Worlds
3.1 The Problem of Controlled Group Experiments
3.2 3D3C World Experiments and Behavioral Science Research: A Review
3.2.1 Manipulation Rules and Experimental Constraints in Group Behavior Studies
3.2.2 Repeatable Controlled Experiments
3.2.3 Automated Survey Tools
3.2.4 Adaptive Expertise Studies
3.2.5 Longitudinal Behavioral Data Collection
3.3 Well Controlled Experiments on Group Behavior in 3D3C Worlds: Relevant Issues
3.3.1 Considerations About Second Life´s Social Environment
3.3.2 Tracking Individual Actions and Supporting Experimental Control Conditions
3.4 Interacting with Participants: Providing User Position Tracking and Real-Time Feedback
3.4.1 Avatar Locations
3.4.2 Restrictions Imposed by the LSL Function Library
3.4.3 Tracking with Sensor Sweeps
3.4.4 Tracking with Avatar-Worn Scripts
3.4.5 Collision-Detection Scripts
3.4.6 Reward Process
3.4.7 Continuously Monitoring Monetary Acquisitions in the CPR Experiment
3.5 Experiments in Second Life: The SL Forager Game and the SL CPR Harvesting Game
4 Conclusions
References
Review of Educational Research Methods in 3D3C Worlds: Framing the Past to Provide Future Direction
1 Introduction
2 Theoretical Framework
2.1 Framework on Educational Innovations
2.2 Common Research Goals
3 Method
4 Results
4.1 Research Aims and Questions
4.2 How Data Were Collected
4.3 What Data Were Collected
4.4 Sampling
4.5 Data Analysis
4.5.1 Variables
4.5.2 Privacy and Security
4.5.3 Funding
4.5.4 Virtual Environments Used
4.5.5 Ellis´ Levels of Research
5 Discussion and Recommendations
6 Conclusion
Appendix: List of Virtual World Articles Analyzed for This Paper
References
Linguistic and Multilingual Issues in 3D3C Worlds
1 Linguistic and Multilingual Issues in Virtual Worlds
2 Classical Multilingual Issues
2.1 Globalization: Localization and Internationalization
2.2 Automatic Translation
3 Innovative Multilingual and Linguistic Issues
3.1 Interactive and Linguistic Chat-Based Communication
3.2 e-Language Learning
3.3 Conversation Support in Serious Games
3.4 Sentiment Analysis and Emotion Detection
3.4.1 Foreword
3.4.2 Sentiment Analysis
3.4.3 Multilingual Sentiment Analysis
3.4.4 Emotion Detection
3.4.5 Implementing Some Prototypes for Sentiment Analysis and Emotion Detection
3.4.6 Associating Sentiment Analysis and Emotion Detection to Virtual Worlds
3.4.7 e-Learning Virtual World Emotion Tagging
4 Standardization
4.1 The EmotionML Standard (from W3C´s Website)
4.2 Using EmotionML in the ITEA3 Empathic Products Project (ITEA3 11005)
4.3 Emotion Annotation
4.4 Our Contribution to EmotionML
4.5 The SATI API
5 Visualization of Affect in Movie Scripts
5.1 Affect Visualization
6 Dynamic Simulation of Emotions in a Video Game
6.1 Genre, Narrative and Emotions
6.1.1 Starting from an Adventure Game (Guided by Plot)
6.1.2 Starting from a Simulation (Guided by Character)
6.2 The Global Scenario
6.3 Remarks
7 Conclusion
References
Part II: Applications
The Virtual Experience Economy: A Service-Dominant Logic Perspective
1 Introduction
2 Service-Dominant Logic
2.1 Principles of Service-Dominant Logic
2.2 Service-Dominant Logic and 3D3C Worlds
3 Conceptualization of Experience in 3D3C Worlds Using S-D Logic
3.1 Experiential Marketing
3.2 The Logic of Experiential Marketing in 3D3C Worlds Is Different
4 Re-framing Experience Marketing in 3D3C Worlds Using S-D Logic
4.1 Type of Interaction: Individual Versus Actor-to-Actor Interaction
4.2 Context of Interaction: The Interplay Between Virtual and Real Life Contexts
4.3 Value in Context: Co-creation of Experiential Value
References
Virtual Psychology: An Overview of Theory, Research, and Future Possibilities
1 Overview
2 Theoretical Framework
3 Review of Findings
3.1 Cognitive Processes
3.2 Social Processes
3.3 User Characteristics
3.4 Applications of Virtual Worlds
4 Future Directions
References
Virtual Worlds for Energy: A Topical Review
1 Introduction
2 Methodology
2.1 Finding Energy-Themed Virtual Worlds
2.2 Reviewing Energy-Themed Virtual Worlds
3 A Topical Review of Five Energy-Themed Virtual Worlds
3.1 Virtual Energy World
3.1.1 Goals
3.1.2 Learning Mechanisms
3.1.3 Replay and Promotion Mechanisms
3.1.4 Implementation
3.2 2020 Energy
3.2.1 Goals
3.2.2 Learning Mechanisms
3.2.3 Replay and Promotion Mechanisms
3.2.4 Implementation
3.3 Power House
3.4 Goal
3.4.1 Learning Mechanisms
3.4.2 Replay and Promotion Mechanisms
3.4.3 Implementation
3.5 Energyville
3.5.1 Goal
3.5.2 Learning Mechanisms
3.5.3 Replay and Promotion Mechanisms
3.5.4 Implementation
3.6 Power Matrix (Siemens)
3.6.1 Goals
3.6.2 Learning Mechanism
3.6.3 Replay and Promotion Mechanisms
3.6.4 Implementation Details
4 Summary: Goals and Mechanisms Applicable to a 3D3C Virtual Energy World
4.1 Learning Goals
4.2 Learning Mechanisms
4.3 Replay and Promotional Mechanisms
5 Conclusion and Future Research Challenges
Appendix: Summary of Virtual Worlds Reviewed
References
Simulating History in Virtual Worlds
1 Virtual Worlds for History
2 Simulating History in Virtual Worlds
3 The Principles of Historical Virtual Worlds
4 State of the Art in Historical Virtual Worlds
4.1 Remixing Çatalhöyük
4.2 The Forbidden City: Beyond Space and Time
4.3 Theatron3
4.4 Nu.M.E. 2010
4.5 Teramo: A City Virtually Dressed
4.6 Virtual Middletown Living Museum
4.7 Venice Virtual World
5 Conclusions
References
Virtual Reality in Medicine
1 Introduction
2 Methods
2.1 Keyterms Search on Pubmed and Psycinfo
2.2 Four Areas Reviews
3 Results
3.1 VR as a Communication Interface: Presence and Avatar
3.2 Medical Education and Training
3.3 The Surgical Simulation: Neurosurgery, Laparoscopic and Endoscopic, Simulators
3.4 Therapy: (a) Phobias, PTSD, Anxiety Disorders, etc., (b) Rehabilitation, (c) Clinical and Pain M
4 Discussion
References
Computer-Simulated 3D Virtual Environments in Collaborative Learning and Training: Meta-Review, Refi
1 Introduction
2 Computer-Based Simulated Environments: From Technology to Social Engineering
3 The Unrealized Potential of Virtual Worlds for Learningand Training: Meta-Analysis
3.1 Method
3.2 Three-Dimensional Immersive Virtual Learning Environments
3.3 Sociological Perspectives on 3D3C Worlds in Learning
3.4 Immersive Virtual 3D Healthcare Learning Environments
3.5 Technical Barriers and Empirical Research on 3D Learning Ecosystems
4 Discussion
4.1 Research Methods, Theories and Models
4.2 Sociological Concerns
4.3 Technical Characteristics and Attributes
4.4 Educational Contexts
4.5 Healthcare and Accessibility
4.6 Additional Themes Concerned with 3D3C Worlds in Learningand Training
5 Final Thoughts
References
Computational Ecosystems in Evolutionary Art, and Their Potential for the Future of Virtual Worlds
1 Introduction
1.1 The Three Main Genres of Evolutionary Art
1.1.1 The First Genre: Gtype-Ptype
1.1.2 The Second Genre: Virtual Communities
1.1.3 The Third Genre: CEs Dynamics-Ephemeral Events, Internal States
2 Methodology
2.1 Domain of the Survey
2.1.1 Surveyed Works
2.2 Variables and Taxonomy
2.2.1 Contextual Variables
2.2.2 User Experience (Interactivity)
2.2.3 Formal Variables
2.2.4 Summary
3 Results and Characterization
3.1 Contextual Variables
3.2 Interactivity
3.3 Formal Parameters
4 Discussion and Future Perspectives
4.1 CEs as Art Forms
4.2 CEs and Virtual Worlds
5 Conclusion
References
Finding Healthcare Support in Online Communities: An Exploration of the Evolution and Efficacy of Vi
1 Introduction
2 Understanding the Role of Social Support
2.1 Connection and Isolation
2.2 Evolution of Communities of Support
3 Online Communities for Social Support
3.1 Access to Shared Experiences
4 Support Groups in Virtual Worlds
4.1 Emerging Uses of Virtual Worlds
4.2 Strengths and Weaknesses of Virtual Worlds for Health-Related Social Support Groups
4.3 Virtual Identity and Relationship Formation
4.4 Technological Obstacles and Challenges
5 Case Study: Parkinson´s Support Group in Second Life
5.1 Ethnographic Approach and Theoretical Underpinnings
5.2 Preliminary Results
6 Conclusion
References
Virtual Fashion as an Industry: Making the World Look Better One Avatar at a Time
1 Introduction
2 Fashion Economies of Virtual Worlds
3 Rise of the Virtual Fashion Empire
4 Avatars Reflecting World Diversity
5 Avatar as Virtual Doll
6 Conclusion
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