Isbn: 9781461462859 - synthetic worlds: emerging technologies in education and economics: 33 (13 risultati)

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  • Lingua: Inglese

    Editore: Springer, 2013

    1461462851 / 9781461462859

    Serie: Libro 33 di 40 - Integrated Series in Information Systems

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    Da: Ria Christie Collections, Uxbridge, Regno UnitoRia Christie Collections

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    EUR 165,57

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    Condizione: New. In English.

  • Lingua: Inglese

    Editore: Springer, 2013

    1461462851 / 9781461462859

    Serie: Libro 33 di 40 - Integrated Series in Information Systems

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    Da: Books Puddle, New York, NY, U.S.A.Books Puddle

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    EUR 214,11

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    Condizione: New. pp. 436.

  • Lingua: Inglese

    Editore: Springer New York, 2013

    1461462851 / 9781461462859

    Serie: Libro 33 di 40 - Integrated Series in Information Systems

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    Da: Buchpark, Trebbin, GermaniaBuchpark

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    Condizione: Sehr gut. Zustand: Sehr gut | Seiten: 436 | Sprache: Englisch | Produktart: Bücher | Synthetic 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.

  • Lingua: Inglese

    Editore: Springer New York, 2013

    1461462851 / 9781461462859

    Serie: Libro 33 di 40 - Integrated Series in Information Systems

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    Da: Buchpark, Trebbin, GermaniaBuchpark

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    EUR 116,42

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    Condizione: Sehr gut. Zustand: Sehr gut | Seiten: 436 | Sprache: Englisch | Produktart: Bücher | Synthetic 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.

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    EUR 239,77

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    Hardcover. Condizione: Brand New. 2014 edition. 436 pages. 9.25x6.25x1.25 inches. In Stock.

  • Lingua: Inglese

    Editore: Springer, 2013

    1461462851 / 9781461462859

    Serie: Libro 33 di 40 - Integrated Series in Information Systems

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    Da: Mispah books, Redhill, SURRE, Regno UnitoMispah books

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    Hardcover. Condizione: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Lingua: Inglese

    Editore: Springer, 2013

    1461462851 / 9781461462859

    Serie: Libro 33 di 40 - Integrated Series in Information Systems

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    Da: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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    EUR 126,26

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    Condizione: new. Questo è un articolo print on demand.

  • Lingua: Inglese

    Editore: Springer New York, Springer US Aug 2013, 2013

    1461462851 / 9781461462859

    Serie: Libro 33 di 40 - Integrated Series in Information Systems

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    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.

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    EUR 160,49

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    Buch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Synthetic 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. 436 pp. Englisch.

  • Lingua: Inglese

    Editore: Springer New York, 2013

    1461462851 / 9781461462859

    Serie: Libro 33 di 40 - Integrated Series in Information Systems

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    Gebunden. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Presents the latest research on synthetic world use in business and educationExplores implementation, business models, and economic issuesConsiders likely future scenarios for this fast-growing sector of the economySynthetic Worl.

  • Lingua: Inglese

    Editore: Springer, 2013

    1461462851 / 9781461462859

    Serie: Libro 33 di 40 - Integrated Series in Information Systems

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    Da: Majestic Books, Hounslow, Regno UnitoMajestic Books

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    Condizione: New. Print on Demand pp. 436.

  • Lingua: Inglese

    Editore: Springer New York, Springer US Aug 2013, 2013

    1461462851 / 9781461462859

    Serie: Libro 33 di 40 - Integrated Series in Information Systems

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    Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000

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    EUR 160,49

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    Buch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Synthetic 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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 436 pp. Englisch.

  • Lingua: Inglese

    Editore: Springer, 2013

    1461462851 / 9781461462859

    Serie: Libro 33 di 40 - Integrated Series in Information Systems

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    Da: Biblios, frankfurt am main, HESSE, GermaniaBiblios

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    EUR 223,57

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    Condizione: New. PRINT ON DEMAND pp. 436.

  • Lingua: Inglese

    Editore: Humana, 2013

    1461462851 / 9781461462859

    Serie: Libro 33 di 40 - Integrated Series in Information Systems

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    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    EUR 224,71

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    Buch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Synthetic 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.