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- Palgrave Macmillan 2014; US$ 45.00
This book demonstrates principles of Ancestor Veneration Avatars (AVAs), by running avatars based on eleven deceased members of one family through ten highly diverse virtual worlds from the violent Defiance to the intellectual Uru: Myst Online , from the early EverQuest to the recent Elder Scrolls Online . more...
- Springer Netherlands 2006; US$ 189.00
With the convergence of Nanotechnology, Biotechnology, Information technology and Cognitive science (NBIC) fields promising to change our competitive, operational, and employment landscape in fundamental ways, we find ourselves on the brink of a new technological and science-driven business revolution. The already emerging reality of convergence is... more...
- Springer International Publishing 2014; US$ 129.00
This book presents the most serious and comprehensive study, by far, of American public perceptions about the meaning of space exploration, analyzing vast troves of questionnaire data collected by many researchers and polling firms over a span of six decades and anchored in influential social science theories. It doesn't simply report the percentages... more...
- Pearson Education 2007; US$ 29.99
In Nanoconvergence , William Sims Bainbridge tours the future of science and technology in plain, nontechnical English. Bainbridge draws on an extraordinary breadth and depth of knowledge, based on his unique role at the epicenter of the nanoconvergence revolution. He successfully integrates insights from far-reaching scientific fields into a... more...
- Morgan & Claypool Publishers 2009; US$ 30.00
This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and... more...
- Springer London 2009; US$ 129.00
Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most popular current example is World of Warcraft, a massively multiplayer online game with eleven million subscribers. However, other virtual worlds, notably Second Life, are not games... more...
- Springer London 2013; US$ 109.00
This book explores the gateway to an amazing future that actually may be achieved, enabling the preservation and simulation of human personalities at progressively higher levels of fidelity. Includes many pilot studies and programming projects. more...
- Springer London 2011; US$ 149.00
As communication technologies profoundly alter our lives, many spend more time in virtual than physical reality. This book deploys social science theory to analyze ?virtual futures? as imagined by the inhabitants of online gameworlds such as Entropia Universe. more...
- SAGE Publications 2011; US$ 360.00
Tackling 100 key topics and providing case studies in the area of science and technology leadership, this reference handbook is an essential resource for students in this area. more...