Обучалка в Телеграм

The Virtual Universe, Kaplan A., 2026

Подробнее о кнопках "Купить"

По кнопкам "Купить бумажную книгу" или "Купить электронную книгу" можно купить в официальных магазинах эту книгу, если она имеется в продаже, или похожую книгу. Результаты поиска формируются при помощи поисковых систем Яндекс и Google на основании названия и авторов книги.

Наш сайт не занимается продажей книг, этим занимаются вышеуказанные магазины. Мы лишь даем пользователям возможность найти эту или похожие книги в этих магазинах.

Список книг, которые предлагают магазины, можно увидеть перейдя на одну из страниц покупки, для этого надо нажать на одну из этих кнопок.


The Virtual Universe, Kaplan A., 2026.

   I FIRST BECAME INTERESTED in virtual worlds when I was a PhD student about two decades ago. At the time, the virtual social world Second Life, founded in 2003, was at the center of media excitement, and I was fascinated by the idea of a virtual space where you could earn money while working as an avatar — a term that I had to look up to understand. This curiosity led me to start several projects examining consumer behavior in virtual worlds and exploring how brands could establish flagship stores on an island in Second Life.

The Virtual Universe, Kaplan A., 2026


VR PPP BASICS: PLATFORMS, PERIPHERALS, AND PRODUCTS.
VR PPP basics include three core components: virtual world platforms, VR peripherals and hardware, and virtual products. Platforms are classified into virtual game worlds and virtual social worlds (figure 2.2). The latter can be further distinguished by their level of centralization and the presence of in-world currency, which acts as an indicator of the potential existence of a virtual economy. VR peripherals encompass all wearable and interactive devices that enhance immersion, such as VR glasses, headsets, gloves, and full-bodysuits. Virtual products encompass digital content created by users, the platform itself, or external entities like corporations, governments, institutions, and other organizations.

While virtual game worlds (massively multiplayer online role-playing games, or MMORPGs) primarily serve users in play and the pursuit of competitive success (following some imposed game rules)—such as Fortnite players striving to be the last one standing—virtual social worlds like Decentraland allow users to extend their real lives into the virtual environment. These virtual social worlds, and the envisioned Metaverse as a virtual social universe, offer spaces for users to engage and socialize, seek employment and pursue professional goals, find entertainment and have fun, and get involved in learning and self-education. The boundaries between game worlds and social worlds are becoming increasingly fluid.

CONTENTS.
List of Abbreviations.
Introduction: (Not) Chasing the Metaverse Craze!.
1 Annals and Advances: History, Hype, and Heart of the Metaverse.
2 Bits and Barriers: Technologies, Opportunities, and Boundaries of the Metaverse.
3 Cash and Commerce: Economies, Markets, and Business Models in the Metaverse.
4 Deeds and Dreams: Applications, Innovations, and Corporate Functions in the Metaverse.
5 Ethics and Endeavors: Regulations, Responsibilities, and Rights in the Metaverse.
6 Future and Fate: Humanity, Sustainability, and Possibilities of the Metaverse.
Conclusion: Posthysteria? Or Prehabitual?.
Notes.
Bibliography.
Index.



Бесплатно скачать электронную книгу в удобном формате, смотреть и читать:
Скачать книгу The Virtual Universe, Kaplan A., 2026 - fileskachat.com, быстрое и бесплатное скачивание.

Скачать файл № 1 - pdf
Скачать файл № 2 - epub
Ниже можно купить эту книгу, если она есть в продаже, и похожие книги по лучшей цене со скидкой с доставкой по всей России.Купить книги



Скачать - epub - Яндекс.Диск.

Скачать - pdf - Яндекс.Диск.
Дата публикации:





Теги: :: :: ::


 


 

Книги, учебники, обучение по разделам




Не нашёл? Найди:





2026-05-22 06:42:01