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"Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In 'Connected Play', Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in...
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Are communication technologies ushering in a wondrous new age of computer networks that connect people into worldwide virtual communities of like-minded individuals? Or are global computer networks isolating us from real relationships and from our society, as we stare into a screen instead of interacting face to face? In this eloquent and thoughtful book, Stephen Doheny-Farina explores the nature of cyberspace and the increasing virtualization of...
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Surveys the cultural, political, and economic context of how this dynamic industry evolved, emphasizing both artistic and technical achievements from around the world--from Hollywood to Tokyo, from Moscow to Sydney. Featuring a timeline for each of its six parts, A New History of Animation provides readers with a clear and accessible chronology of events. A Global Storyline, highlighting the major themes of the era, opens each chapter, and an end-of-book...
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Computers have changed our lives; with virtual reality, they will change our very experience, recreating it in an image of our choosing. That, at least, is what the champions of virtual reality claim. It will not simply reshape our view of technology, they say, but our view of ourselves and the world we live in. It is about the increasing power of information technology to create simulated environments, new universes that are neither actual nor fictional,...
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Noted urban historian M. Christine Boyer turns to the new frontier - cybercities - in this important and compelling new book. Boyer argues that the computer is to contemporary society what the machine was to modernism, and that this new metaphor profoundly affects the way we think, imagine, and ultimately grasp reality. But there is, she believes, an inherent danger here: that as cyberspace pulls us into its electronic grasp, we withdraw from the...
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The strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning--and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games.
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"The bestselling author of Proofiness and Zero explains how to separate fact from fantasy in the digital world Digital information is a powerful tool that spreads unbelievably rapidly, infects all corners of society, and is all but impossible to control--even when that information is actually a lie. In Virtual Unreality, Charles Seife uses the skepticism, wit, and sharp facility for analysis that captivated readers in Proofiness and Zero to take us...
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"A writer's worm's-eye view of an industry coming into being provides the reader a unique perspective on just why America is the world's capital of progress and innovation. Fred Moody spent a year tracking developments at the center for virtual-reality research, a cluster of Seattle companies formed around the University of Washington's Human Interface Technology Laboratory, and in The Visionary Position he chronicles the birth of an industry."--Jacket....
Description
Most writing on cyberculture is dominated by two almost mutually exclusive visions: the heroic image of the male outlaw hacker and the utopian myth of a gender-free cyber world. reload offers an alternative picture of cyberspace as a complex and contradictory place where there is oppression as well as liberation. It shows how cyberpunk's revolutionary claims conceal its ultimate conservatism on matters of class, gender, and race. The cyberfeminists...
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