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Titlebook: Synthetic Worlds; Emerging Technologie Andreas Hebbel-Seeger,Torsten Reiners,Dennis Schäf Book 2014 Springer Science+Business Media New Yor

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Game-Based Elements to Upgrade Bots to Non-Player Characters in Support of Educators, in the process, valuable contributions and concepts from game-based research have been incorporated into virtual world research. We seek to outline how various game-based elements can improve the role of . in a way to increase their utility so they become . (NPC), increasing the utility of virtual
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Collaborative Learning in Virtual Environmentselefeld in Germany initiated the project “E-Learning 3D” (EL3) in 2007. The project was designed to develop a virtual learning environment in which students as well as lecturers could interact without actually being on campus. It was expected that such a learning environment could serve as a complem
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Social Navigation for Learning in Immersive Worldse right people or objects to help them in their learning. The chapter explores the nature of such collectives, their application in traditional 2D spaces, their dangers and pitfalls, and their potential to assist learning in multiuser virtual environments. It is observed that this is a greatly under-researched area that is ripe for further study.
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Second Life as a Virtual Lab Environment put up with the difficulties and created an inventive AI-based game that exploited the physics engine of Second Life and the support for implementing agents in LSL. We conclude that virtual worlds are in fact useful for creating virtual lab environments, even though . in particular is perceived as lacking ease of use.
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Business Meets Community in Virtual Berlin currencies, religion, art, and even virtual Tamagotchi phenomena like breedable virtual horses. At the end I will draw a short line over from the “social web” to a forecast of the future of the 3D Internet.
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Virtual World-Building: Implications for Education and Trainingf whom are over 30 years old, which raises questions about adults as learners and the circumstances under which they engage in purposeful learning. The aim of this chapter is to familiarize readers with examples of world-building and consider its relevance to education and training.
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Book 2014which 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 pl
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