Author: S. J. Watson
Publisher: HarperCollins
ISBN: 0062060600
Category : Fiction
Languages : en
Pages : 287
Book Description
From the New York Times bestselling author of Before I Go to Sleep, a sensational new psychological thriller about a woman with a secret identity that threatens to destroy her. How well can you really know another person? How far would you go to find the truth about someone you love? When Julia learns that her sister has been violently murdered, she must uncover why. But Julia's quest quickly evolves into an alluring exploration of own darkest sensual desires. Becoming involved with a dangerous stranger online, she's losing herself . . . losing control . . . perhaps losing everything. Her search for answers will jeopardize her marriage, her family, and her life. A tense and unrelenting novel that explores the secret lives people lead—and the dark places in which they can find themselves—Second Life is a masterwork of suspense from the acclaimed S. J. Watson.
Coming of Age in Second Life
Author: Tom Boellstorff
Publisher: Princeton University Press
ISBN: 0691168342
Category : Social Science
Languages : en
Pages : 348
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.
Publisher: Princeton University Press
ISBN: 0691168342
Category : Social Science
Languages : en
Pages : 348
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.
The Second Life of Mirielle West
Author: Amanda Skenandore
Publisher: Kensington Books
ISBN: 1496726529
Category : Fiction
Languages : en
Pages : 474
Book Description
The glamorous world of a silent film star’s wife abruptly crumbles when she’s forcibly quarantined at the Carville Lepers Home in this page-turning story of courage, resilience, and reinvention set in 1920s Louisiana and Los Angeles. Based on little-known history, this timely book will strike a chord with readers of Fiona Davis, Tracey Lange, and Marie Benedict. Based on the true story of America’s only leper colony, The Second Life of Mirielle West brings vividly to life the Louisiana institution known as Carville, where thousands of people were stripped of their civil rights, branded as lepers, and forcibly quarantined throughout the entire 20th century. For Mirielle West, a 1920’s socialite married to a silent film star, the isolation and powerlessness of the Louisiana Leper Home is an unimaginable fall from her intoxicatingly chic life of bootlegged champagne and the star-studded parties of Hollywood’s Golden Age. When a doctor notices a pale patch of skin on her hand, she’s immediately branded a leper and carted hundreds of miles from home to Carville, taking a new name to spare her family and famous husband the shame that accompanies the disease. At first she hopes her exile will be brief, but those sent to Carville are more prisoners than patients and their disease has no cure. Instead she must find community and purpose within its walls, struggling to redefine her self-worth while fighting an unchosen fate. As a registered nurse, Amanda Skenandore’s medical background adds layers of detail and authenticity to the experiences of patients and medical professionals at Carville – the isolation, stigma, experimental treatments, and disparate community. A tale of repulsion, resilience, and the Roaring ‘20s, The Second Life of Mirielle West is also the story of a health crisis in America’s past, made all the more poignant by the author’s experiences during another, all-too-recent crisis. PRAISE FOR AMANDA SKENANDORE’S BETWEEN EARTH AND SKY “Intensely emotional…Skenandore’s deeply introspective and moving novel will appeal to readers of American history.” —Publishers Weekly
Publisher: Kensington Books
ISBN: 1496726529
Category : Fiction
Languages : en
Pages : 474
Book Description
The glamorous world of a silent film star’s wife abruptly crumbles when she’s forcibly quarantined at the Carville Lepers Home in this page-turning story of courage, resilience, and reinvention set in 1920s Louisiana and Los Angeles. Based on little-known history, this timely book will strike a chord with readers of Fiona Davis, Tracey Lange, and Marie Benedict. Based on the true story of America’s only leper colony, The Second Life of Mirielle West brings vividly to life the Louisiana institution known as Carville, where thousands of people were stripped of their civil rights, branded as lepers, and forcibly quarantined throughout the entire 20th century. For Mirielle West, a 1920’s socialite married to a silent film star, the isolation and powerlessness of the Louisiana Leper Home is an unimaginable fall from her intoxicatingly chic life of bootlegged champagne and the star-studded parties of Hollywood’s Golden Age. When a doctor notices a pale patch of skin on her hand, she’s immediately branded a leper and carted hundreds of miles from home to Carville, taking a new name to spare her family and famous husband the shame that accompanies the disease. At first she hopes her exile will be brief, but those sent to Carville are more prisoners than patients and their disease has no cure. Instead she must find community and purpose within its walls, struggling to redefine her self-worth while fighting an unchosen fate. As a registered nurse, Amanda Skenandore’s medical background adds layers of detail and authenticity to the experiences of patients and medical professionals at Carville – the isolation, stigma, experimental treatments, and disparate community. A tale of repulsion, resilience, and the Roaring ‘20s, The Second Life of Mirielle West is also the story of a health crisis in America’s past, made all the more poignant by the author’s experiences during another, all-too-recent crisis. PRAISE FOR AMANDA SKENANDORE’S BETWEEN EARTH AND SKY “Intensely emotional…Skenandore’s deeply introspective and moving novel will appeal to readers of American history.” —Publishers Weekly
A Beginner's Guide to Second Life
Author: V3image
Publisher: Second Life Beginner's Guide
ISBN: 1595071903
Category : Entertainment computing
Languages : en
Pages : 204
Book Description
Millions and millions of people from all over the world have discovered the new virtual universe of Second Life. There you can meet new people, make friends, conduct business, build empires, whatever your imagination can conjure. This easy to use Beginner's Guide takes you step-by-step through the process of going from embarrassingly unprepared "Newbie" to a seasoned resident in no time. Learn how to design an Avatar for your new appearance. You can look like anyone or anything you desire. Buy land, build a house, a fortress, or even an entire city. Buy and island. Create new products and services and sell them to other residents for Linden Dollars, which can be converted to real US dollars. This book shows you how, with step by step exercises, examples, loads of illustrations, everything you need to get started and having fun.
Publisher: Second Life Beginner's Guide
ISBN: 1595071903
Category : Entertainment computing
Languages : en
Pages : 204
Book Description
Millions and millions of people from all over the world have discovered the new virtual universe of Second Life. There you can meet new people, make friends, conduct business, build empires, whatever your imagination can conjure. This easy to use Beginner's Guide takes you step-by-step through the process of going from embarrassingly unprepared "Newbie" to a seasoned resident in no time. Learn how to design an Avatar for your new appearance. You can look like anyone or anything you desire. Buy land, build a house, a fortress, or even an entire city. Buy and island. Create new products and services and sell them to other residents for Linden Dollars, which can be converted to real US dollars. This book shows you how, with step by step exercises, examples, loads of illustrations, everything you need to get started and having fun.
A Practical Guide To Using Second Life In Higher Education
Author: Savin-Baden, Maggi
Publisher: McGraw-Hill Education (UK)
ISBN: 0335242146
Category : Education
Languages : en
Pages : 224
Book Description
Over the last five years there has been an increasing use of immersive virtual worlds, in particular Second Life, in Higher Education. A Practical Guide to Using Second Life in Higher Education is a pedagogically-informed text that guides staff in the use of Second Life for Higher Education. Although there are currently a growing number of books about Second Life available, much of the focus has been on designing the environment, ways of building and the general ease and use-value of the environment. This book is aimed at those who want to use Second Life for teaching in further and higher education. It provides both an overview and an in-depth stance about aspects of the immersive world for teaching, learning and assessment, as well as suggestions about researching (in) Second Life.
Publisher: McGraw-Hill Education (UK)
ISBN: 0335242146
Category : Education
Languages : en
Pages : 224
Book Description
Over the last five years there has been an increasing use of immersive virtual worlds, in particular Second Life, in Higher Education. A Practical Guide to Using Second Life in Higher Education is a pedagogically-informed text that guides staff in the use of Second Life for Higher Education. Although there are currently a growing number of books about Second Life available, much of the focus has been on designing the environment, ways of building and the general ease and use-value of the environment. This book is aimed at those who want to use Second Life for teaching in further and higher education. It provides both an overview and an in-depth stance about aspects of the immersive world for teaching, learning and assessment, as well as suggestions about researching (in) Second Life.
Blogs, Wikipedia, Second Life, and Beyond
Author: Axel Bruns
Publisher: Peter Lang
ISBN: 9780820488660
Category : Art
Languages : en
Pages : 436
Book Description
Explores our developing participatory online culture, establishing the core principles which drive the rise of collaborative content creation in environments, from open source through blogs and Wikipedia to Second Life. Argues that what is emerging is no longer just a new form of content production, but a new process for the continuous creation and extension of knowledge and art by collarborative communities: produsage.
Publisher: Peter Lang
ISBN: 9780820488660
Category : Art
Languages : en
Pages : 436
Book Description
Explores our developing participatory online culture, establishing the core principles which drive the rise of collaborative content creation in environments, from open source through blogs and Wikipedia to Second Life. Argues that what is emerging is no longer just a new form of content production, but a new process for the continuous creation and extension of knowledge and art by collarborative communities: produsage.
Mass Customization
Author: Flavio S. Fogliatto
Publisher: Springer Science & Business Media
ISBN: 1849964890
Category : Technology & Engineering
Languages : en
Pages : 385
Book Description
Mass customization (MC) has been hailed as a successful operations strategy across manufacturing and service industries for the past three decades. However, the wider implications of using MC approaches in the broader industrial and economic environment are not yet clearly understood. Mass Customization: Engineering and Managing Global Operations presents emerging research on the role of MC and personalization in today’s international operations context. The chapters cover MC in the context of global industrial economics and operations. Moreover, the book discusses MC topics that are relevant to the manufacturing and service sectors, such as: • product platforms; • learning curve modeling; • additive manufacturing; and • service customization. Case studies in manufacturing (e.g., apparel and transportation) and services (e.g., banking and virtual worlds) are also included. Mass Customization: Engineering and Managing Global Operations is a valuable text for mass customization researchers and practitioners. Researchers will find a selection of chapters prepared by internationally renowned authors, comprising most of their recent research in MC. Engineering professionals will be drawn by the vivid discussion of operational aspects and methods of MC, as well as by the selection of cases illustrating their practical application.
Publisher: Springer Science & Business Media
ISBN: 1849964890
Category : Technology & Engineering
Languages : en
Pages : 385
Book Description
Mass customization (MC) has been hailed as a successful operations strategy across manufacturing and service industries for the past three decades. However, the wider implications of using MC approaches in the broader industrial and economic environment are not yet clearly understood. Mass Customization: Engineering and Managing Global Operations presents emerging research on the role of MC and personalization in today’s international operations context. The chapters cover MC in the context of global industrial economics and operations. Moreover, the book discusses MC topics that are relevant to the manufacturing and service sectors, such as: • product platforms; • learning curve modeling; • additive manufacturing; and • service customization. Case studies in manufacturing (e.g., apparel and transportation) and services (e.g., banking and virtual worlds) are also included. Mass Customization: Engineering and Managing Global Operations is a valuable text for mass customization researchers and practitioners. Researchers will find a selection of chapters prepared by internationally renowned authors, comprising most of their recent research in MC. Engineering professionals will be drawn by the vivid discussion of operational aspects and methods of MC, as well as by the selection of cases illustrating their practical application.
Encyclopedia of Cyber Warfare
Author: Paul J. Springer
Publisher: Bloomsbury Publishing USA
ISBN: 1440844259
Category : History
Languages : en
Pages : 400
Book Description
This definitive reference resource on cyber warfare covers all aspects of this headline topic, providing historical context of cyber warfare and an examination its rapid development into a potent technological weapon of the 21st century. Today, cyber warfare affects everyone—from governments that need to protect sensitive political and military information, to businesses small and large that stand to collectively lose trillions of dollars each year to cyber crime, to individuals whose privacy, assets, and identities are subject to intrusion and theft. The problem is monumental and growing exponentially. Encyclopedia of Cyber Warfare provides a complete overview of cyber warfare, which has been used with increasing frequency in recent years by such countries as China, Iran, Israel, North Korea, Russia, and the United States. Readers will gain an understanding of the origins and development of cyber warfare and of how it has become a major strategic element in warfare for countries throughout the world. The encyclopedia's entries cover all of the most significant cyber attacks to date, including the Stuxnet worm that successfully disabled centrifuges in Iran's Natanz uranium enrichment facility; the attack on Israel's internet infrastructure during its January 2009 military offensive in the Gaza Strip; the worldwide "Red October" cyber attack that stole information from embassies, research firms, military installations, and nuclear and other energy infrastructures; and cyber attacks on private corporations like Sony.
Publisher: Bloomsbury Publishing USA
ISBN: 1440844259
Category : History
Languages : en
Pages : 400
Book Description
This definitive reference resource on cyber warfare covers all aspects of this headline topic, providing historical context of cyber warfare and an examination its rapid development into a potent technological weapon of the 21st century. Today, cyber warfare affects everyone—from governments that need to protect sensitive political and military information, to businesses small and large that stand to collectively lose trillions of dollars each year to cyber crime, to individuals whose privacy, assets, and identities are subject to intrusion and theft. The problem is monumental and growing exponentially. Encyclopedia of Cyber Warfare provides a complete overview of cyber warfare, which has been used with increasing frequency in recent years by such countries as China, Iran, Israel, North Korea, Russia, and the United States. Readers will gain an understanding of the origins and development of cyber warfare and of how it has become a major strategic element in warfare for countries throughout the world. The encyclopedia's entries cover all of the most significant cyber attacks to date, including the Stuxnet worm that successfully disabled centrifuges in Iran's Natanz uranium enrichment facility; the attack on Israel's internet infrastructure during its January 2009 military offensive in the Gaza Strip; the worldwide "Red October" cyber attack that stole information from embassies, research firms, military installations, and nuclear and other energy infrastructures; and cyber attacks on private corporations like Sony.
Learning and Research in Virtual Worlds
Author: Jeremy Hunsinger
Publisher: Routledge
ISBN: 1135753040
Category : Education
Languages : en
Pages : 176
Book Description
Virtual worlds are places where humans interact, and as such they can be environments for research and learning. However, they are complex and mutable in ways that more controlled and traditional environments are not. Although computer-mediated, virtual worlds are multifaceted social systems like the offline world, and choosing to study virtual world phenomena demands as much consideration for the participants, the environment and the researcher as offline. By exploring virtual worlds as places of research and learning, the international practitioners in this book demonstrate the power of these worlds to replicate and extend our arenas of research and learning. They focus on process and outcomes and consider questions that arise from engaging in teaching and research in these spaces, including new approaches to research ethics, internationalization, localization, and collaboration in virtual worlds. This book was originally published as a special issue of Learning, Media & Technology.
Publisher: Routledge
ISBN: 1135753040
Category : Education
Languages : en
Pages : 176
Book Description
Virtual worlds are places where humans interact, and as such they can be environments for research and learning. However, they are complex and mutable in ways that more controlled and traditional environments are not. Although computer-mediated, virtual worlds are multifaceted social systems like the offline world, and choosing to study virtual world phenomena demands as much consideration for the participants, the environment and the researcher as offline. By exploring virtual worlds as places of research and learning, the international practitioners in this book demonstrate the power of these worlds to replicate and extend our arenas of research and learning. They focus on process and outcomes and consider questions that arise from engaging in teaching and research in these spaces, including new approaches to research ethics, internationalization, localization, and collaboration in virtual worlds. This book was originally published as a special issue of Learning, Media & Technology.
ComMODify
Author: Shenja van der Graaf
Publisher: Springer
ISBN: 3319615009
Category : Social Science
Languages : en
Pages : 191
Book Description
This book critically analyses user-firm technology relationships and socioeconomic structures at the crossroads of community and commerce. It investigates businesses that let users participate in platform development on the internet. An empirical study of the online world Second Life is used as an early illustration of the pivotal role of user participation in design, development and sustainability of digital platforms. Van der Graaf sheds light on aspects of the ongoing platformization of the internet and on new norms and mechanisms for user participation which are linked to values of creativity, community and labour. ComMODify makes clear that robust theoretical and empirical investigation of the integration of user participation into mainstream business models and its implications for platform development is key to understanding contemporary businesses like Facebook, that sustain the internet of today. This book will be of interest to those wanting to learn more about the socio-economic implications of user participation associated with user-generated content, particularly within the 3D software and game industry.
Publisher: Springer
ISBN: 3319615009
Category : Social Science
Languages : en
Pages : 191
Book Description
This book critically analyses user-firm technology relationships and socioeconomic structures at the crossroads of community and commerce. It investigates businesses that let users participate in platform development on the internet. An empirical study of the online world Second Life is used as an early illustration of the pivotal role of user participation in design, development and sustainability of digital platforms. Van der Graaf sheds light on aspects of the ongoing platformization of the internet and on new norms and mechanisms for user participation which are linked to values of creativity, community and labour. ComMODify makes clear that robust theoretical and empirical investigation of the integration of user participation into mainstream business models and its implications for platform development is key to understanding contemporary businesses like Facebook, that sustain the internet of today. This book will be of interest to those wanting to learn more about the socio-economic implications of user participation associated with user-generated content, particularly within the 3D software and game industry.