Using a Physical Metaphor to Scale Up Communication in Virtual Worlds


Book Description

This dissertation argues that application-level messaging in virtual worlds must have five properties to enable scalability while avoiding the undesirable limitations of existing systems: recipient selection, minimum quality of service, graceful degradation, fine-grained multiplexing and high utilization. To address these issues, the Sirikata system architecture, a new virtual world back-end system, was developed that achieves these five properties. Sirikata's key insight is to leverage the geometric nature of virtual worlds by applying a physical metaphor to communication. Object communication follows an inverse square law, behaving similarly to point-source radio transmitters and receivers. The theoretical scalability results are proven, and some valid approximations are investigated. Then an implementation of a message forwarder that supports a large number of objects and prioritizes traffic using such an inverse square falloff is introduced. Evaluations of Sirikata show that it satisfies the stated requirements, performs better than current virtual worlds, and can closely follow the real-world radio communication analogy. Finally, a range of sample application demonstrates the effectiveness of this approach. Each sample application is coded in the world and studied when the system is loaded.




Art and Technology of Entertainment Computing and Communication


Book Description

Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing. Adrian David Cheok argues that entertainment as an end-product is useful for interactive play, however it is also a powerful tool for learning and communication and it is also a key driver for the development of information technology. This book explores the future of entertainment technologies used for communication and describes quantum step research. It will inform and inspire readers to create their own radical inventions and innovations that are not incremental, but which break through ideas and non-obvious solutions. One of the main explorations is the examination of how new forms of computer interaction can lead to radical new forms of technology and art for entertainment computing. Art and Technology of Entertainment Computing and Communication is an informative and inspirational text for students and the next generation of researchers. It’s main aim is to provide information that will hopefully help change the world and society for the better, through new modes of entertainment and communication. Academics, researchers, engineers, game designers, and interaction designers, will find the content both interesting and valuable. Entertainment is the "engine" to inspire people and drive innovation in interactive digital media design. The pioneer of the field, Prof. Adrian David Cheok, takes you on an exciting tour of the future shaped by the Entertainment Technologies. Hiroshi ISHII, Muriel R. Cooper Professor of Media Arts and Sciences, MIT Media Laboratory.




Effective Utilization and Management of Emerging Information Technologies


Book Description

Technological advances of the past decades have allowed organizations of all sizes to use information technology in all aspects of organizational management. This book presents more than 200 papers that address this growing corporate phenomena.




The SAGE Handbook of Digital Society


Book Description

This SAGE Handbook brings together cutting edge social scientific research and theoretical insight into the emerging contours of digital society. Chapters explore the relationship between digitisation, social organisation and social transformation at both the macro and micro level, making this a valuable resource for postgraduate students and academics conducting research across the social sciences. The topics covered are impressively far-ranging and timely, including machine learning, social media, surveillance, misinformation, digital labour, and beyond. This innovative Handbook perfectly captures the state of the art of a field which is rapidly gaining cross-disciplinary interest and global importance, and establishes a thematic framework for future teaching and research. Part 1: Theorising Digital Societies Part 2: Researching Digital Societies Part 3: Sociotechnical Systems and Disruptive Technologies in Action Part 4: Digital Society and New Social Dilemmas Part 5: Governance and Regulation Part 6: Digital Futures




Visual Approaches to Cognitive Education With Technology Integration


Book Description

Within the growing world of social media and computer technology, it is important to facilitate collaborative knowledge building through the utilization of visual literacy, decision-making, abstract thinking, and creativity in the application of scientific teaching. Visual Approaches to Cognitive Education With Technology Integration is a critical scholarly resource that presents discussions on cognitive education pertaining to particular scientific fields, music, digital art, programming, computer graphics, and new media. Highlighting relevant topics such as educational visualization, art and technology integration, online learning, and multimedia technology, this book is geared towards educators, students, and researchers seeking current research on the integration of new visual education methods and technologies.







The Virtual Body of Christ in a Suffering World


Book Description

We live in a wired world where 24/7 digital connectivity is increasingly the norm. Christian megachurch communities often embrace this reality wholeheartedly while more traditional churches often seem hesitant and overwhelmed by the need for an interactive website, a Facebook page and a twitter feed. This book accepts digital connectivity as our reality, but presents a vision of how faith communities can utilize technology to better be the body of Christ to those who are hurting while also helping followers of Christ think critically about the limits of our digital attachments. This book begins with a conversion story of a non-cell phone owning, non-Facebook using religion professor judgmental of the ability of digital tools to enhance relationships. A stage IV cancer diagnosis later, in the midst of being held up by virtual communities of support, a conversion occurs: this religion professor benefits in embodied ways from virtual sources and wants to convert others to the reality that the body of Christ can and does exist virtually and makes embodied difference in the lives of those who are hurting. The book neither uncritically embraces nor rejects the constant digital connectivity present in our lives. Rather it calls on the church to a) recognize ways in which digital social networks already enact the virtual body of Christ; b) tap into and expand how Christ is being experienced virtually; c) embrace thoughtfully the material effects of our new augmented reality, and c) influence utilization of technology that minimizes distraction and maximizes attentiveness toward God and the world God loves.




Welcome to AI


Book Description

A fascinating guide to the rapidly advancing world of artificial intelligence and how this powerful technology will impact our lives, our careers, and our world. Artificial intelligence is driving workforce disruption on a scale not seen since the Industrial Revolution. In schools and universities AI technology has forced a reevaluation of the way students are taught and assessed. Meanwhile, ChatGPT has become a cultural phenomenon, reaching a hundred million users and attracting a reputed $1 trillion investor interest in its parent company, OpenAI. The race to dominate the generative AI market is accelerating at breakneck speed, inspiring breathless headlines and immense public interest. Welcome to AI provides a rare view into a frontier area of computer science that will change everything about how you live and work. Read this book and better understand how to succeed in the AI-enabled future.




Digital Cities III. Information Technologies for Social Capital: Cross-cultural Perspectives


Book Description

Digital cities constitutes a multidisciplinary field of research and development, where researchers, designers and developers of communityware interact and collaborate with social scientists studying the use and effects of these kinds of infrastructures and systems in their local application context. The field is rather young. After the diffusion of ICT in the world of organizations and companies, ICT entered everyday life. And this also influenced ICT research and development. The 1998 Workshop on Communityware and Social Interaction in Kyoto was an early meeting in which this emerging field was discussed. After that, two subsequent Digital Cities workshops were organized in Kyoto, and a third one in Amsterdam. This book is the result of the 3rd Workshop on Digital Cities, which took place September 18–19, 2003 in Amsterdam, in conjunction with the 1st Communities and Technologies Conference. Most of the papers were presented at this workshop, and were revised thoroughly afterwards. Also the case studies of digital cities in Asia, the US, and Europe, included in Part I, were direct offsprings of the Digital Cities Workshops. Together the papers in this volume give an interesting state-of-the-art overview of the field. In total 54 authors from the Americas, from Asia, and from Europe were contributed to this volume. The authors come from Brazil (two), the USA (eleven), China (three), Japan (fourteen), Finland (two), Germany (two), Italy (three), Portugal (two), the Netherlands (eight), and the UK (seven), indicating the international nature of the research field.




Coming of Age in Second Life


Book Description

Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.