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Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collabor...
Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking.The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions.Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. - Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources - The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments - Case studies describing real-world systems show how requirements and constraints can be managed
While there is already a huge research literature marked by the sociology of technology, the analyses gathered in this volume try to go beyond classical sociological approaches. Rather, the idea is that crossing traditional boundaries will lead to new results when it comes to understanding the effects of technologies. This idea is based on the assumption that the implementation of technology in daily life is no longer directly associated with binaries such as "technology - nature", "object - subject", "alienated and creative activities", "social determination and self-determination", "material culture and social practices" or "interactive communication and mediated communication". In fact, technology gains social relevance as it is uniquely embedded into cultural practices. So far, this argument holds espe'cially true for analyses within the sociology of culture, ethnome'thodology and related fields. While these fields have primarily dealt with "old" technologies like communication skills, body performances or trained craftsmanship, their fundamental argument should be extended to the more advanced technologies and to the use of latest high-tech.
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Violent extremism has galvanized public fear and attention. Driven by their concerns, the public has pushed for law enforcement and mental health systems to prevent attacks rather than just respond to them after they occur. The prevention process requires guidance for practitioners and policymakers on how best to identify people who may be at risk, to understand and assess the nature and function of the harm they may cause, and to manage them to mitigate or prevent harm. Violent Extremism provides such guidance. Over 10 chapters, prepared by leading experts, this handbook illuminates the nature of violent extremism and the evolution of prevention-driven practice. Authors draw on the literatu...