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http://www.omnsh.org/spip.php?article99

[Omnsh.org : l’Observatoire des Mondes Numériques en Sciences Humaines :.]

Accueil \ Zone de publication Immersion dans un monde virtuel : jeux vidéo, communautés et apprentissages Vincent Berry
Virtual 3D business Potential

Virtual Learning 3d

Lately, it's hard to go through the day without hearing the term "virtual reality" (VR) somewhere in the media or conversations going on around you. Did you ever wonder what the term "virtual reality" actually means? I know I have. Here's what my dictionary says about the word "virtual": http://users.rider.edu/~suler/psycyber/vrpaths.html

Psychology of Cyberspace - The Two Paths of Virtual Reality

http://users.rider.edu/~suler/psycyber/psycyber.html This hypertext book explores the psychological aspects of environments created by computers and online networks. It presents an evolving conceptual framework for understanding how people react to and behave within cyberspace: what I call "the psychology of cyberspace" - or simply "cyberpsychology." Continually being revised and expanded, this hypertext book originally was created in January of 1996.

The Psychology of Cyberspace - Home Page/Table of Contents

Virtual/philosophy

Immersion

Second Life - FAS Virtual Worlds Almanac

http://vworld.fas.org/wiki/Second_Life From FAS Virtual Worlds Almanac Second Life , established in 2003 by Linden Labs, is one of the first mainstream virtual worlds, as well as one of the largest in terms of registered users. With significant adoption in education, business, and communities worldwide, Second Life is what many envision when the term virtual world is used. It supports customizable avatars , user-generated content , e-commerce with its own currency , and voice chat . Publisher's Description Second Life® is a 3-D virtual world created by its Residents.