Results 11 to 20 of 57 | « previous | next »
- Ready player one [large print] / by Cline, Ernest,author.(CARDINAL)346811;
"In the year 2044, reality is an ugly place. The only time teenage Wade Watts really feels alive is when he's jacked into the virtual utopia known as the Oasis. Wade's devoted his life to studying the puzzles hidden within this world's digital confines -- puzzles that are based on their creator's obsession with the pop culture of decades past and that promise massive power and fortune to whoever can unlock them. But when Wade stumbles upon the first clue, he finds himself beset by players willing to kill to take this ultimate prize. The race is on, and if Wade's going to survive, he'll have to win -- and confront the real world he's always been so desperate to escape." --970L
- Subjects: Fantasy fiction.; Large print books.; Novels.; Regression (Civilization); Virtual reality; Shared virtual environments; Utopias; Puzzles;
- Available copies: 1 / Total copies: 3
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- The ultimate official guide to Disney Club Penguin / by Noll, Katherine.(CARDINAL)465422;
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- Subjects: Fiction.; Club Penguin (Game); Internet; Shared virtual environments; Virtual reality;
- Available copies: 1 / Total copies: 2
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- Ready player one [sound recording] : a novel / by Cline, Ernest,author.(CARDINAL)346811; Wheaton, Wil,narrator.(CARDINAL)351223;
Read by Wil Wheaton.Wade Watts has devoted his life to studying the puzzles hidden within the virtual utopia known as the OASIS--puzzles whose solution promise power and fortune. But when he stumbles upon the first clue, he finds himself beset by players willing to kill to take this ultimate prize. The race is on.
- Subjects: Audiobooks.; Dystopian fiction.; Dystopias.; Fantasy fiction.; Science fiction.; Sound recordings.; Puzzles; Regression (Civilization); Shared virtual environments; Utopias; Virtual reality;
- Available copies: 1 / Total copies: 1
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- Lies my memory told me / by Wunsch, Sacha,author.;
In a world where memories can be shared but not trusted, Nova, whose parents developed the Enhanced Memory technology, finds herself questioning their motives after she meets a boy who runs a secret vlog cataloging real experiences.
- Subjects: Novels.; Young adult fiction.; Memory; Conspiracies; Parent and teenager; Shared virtual environments; Vloggers;
- Available copies: 14 / Total copies: 16
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- The Metaverse : and how it will revolutionize everything / by Ball, Matthew(Matthew L.),author.;
Includes bibliographical references (page 313-322) and index.Part I. What is the Metaverse? A brief history of the future -- Confusion and uncertainty -- A definition (finally) -- The next internet -- Part II. Building the Metaverse. Networking -- Computing -- Virtual world engines -- Interoperability -- Hardware -- Payment rails -- Blockchains -- Part III. How the Metaverse will revolutionize everything. When will the Metaverse arrive? -- Meta-businesses -- Metaverse winners and losers -- Metaversal existence -- Conclusion. Spectators, all."From the leading theorist of the Metaverse comes the definitive account of the next internet: what the Metaverse is, what it will take to build it, and what it means for all of us."--
- Subjects: Shared virtual environments.; Shared virtual environments; Mixed reality; Internet; Technological forecasting.; Human-computer interaction.; Computers and civilization.; Internet; Virtual reality.;
- Available copies: 14 / Total copies: 15
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- The metaverse : building the spatial internet / by Ball, Matthew(Matthew L.),author.;
Includes bibliographical references (pages 391-425) and index.Preface to the revised edition -- I. A CENTURY OF DEFINITIONS AND DEVELOPMENTS. A fictitional history of the future -- What the "metaverse" is (and isn't) -- Why now? -- II. BUILDING THE METAVERSE. A guide to the "full-spec" metaverse -- Networking versus the speed of light -- Computing entire universes -- Virtual world engines and platforms -- The technologies, philosophies, and economics of interoperability -- Hardware, HMDs, and the hardest technology challenge of our time -- Payment rails, platform preferences, and public policies -- The cases for and against a blockchain-based metaverse -- The role and accelerants of AI.In this substantially revised and updated edition of his internationally best-selling book, pioneering theorist and entrepreneur Matthew Ball goes beyond the hype cycle to present a definitive account of the future of the internet. The Metaverse, according to Ball's industry-shaping definition, is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences and underpin much of the physical world. As Ball recounts, the Metaverse is a thirty-year-old term, and the core ideas and technologies behind it have been in development for nearly a century. Only recently, however, did this fantastical concept begin to leap from the pages of science fiction and depths of national research labs to the forefront of consumer technology, industrial engineering, healthcare, education, dating, and more. From the history of video games and virtual reality to "proto-metaverses" such as Second Life, Fortnite, and Roblox to Generative AI and the groundbreaking films and television series of the Walt Disney Company, Ball points out that the Metaverse is already emerging around us (and doesn't require a headset). Still, there are many breakthroughs required to fully realize the Metaverse, and he describes each in approachable but expert detail. Ball also lays out how governmental policy, the philosophy of Big Tech leaders, artificial general intelligence, economics, and human rights will shape the development of the Metaverse. Famous for his ability to bring clarity to complex and misunderstood topics, Ball demonstrates that the race to build the Metaverse--also known as the "spatial" or "immersive" internet--is only accelerating. The Metaverse will endure as an indispensable guide for enthusiasts, tech aficionados, and anyone curious about the profound transformations underway in our increasingly interconnected world.
- Subjects: Metaverse.; Shared virtual environments; Mixed reality; Internet; Geospatial data.;
- Available copies: 3 / Total copies: 3
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- The meta-verse : and how it will revolutionize everything [sound recording] / by Ball, Matthew(Matthew L.),author.; Moreno, Luis,narrator.(CARDINAL)348890;
Narrated by Luis Moreno.Theorist and venture capitalist Matthew Ball predicts how the metaverse, the successor to the mobile internet that has defined the last two decades, will bring trillions in value and radically reshape society.
- Subjects: Audiobooks.; Human-computer interaction.; Internet; Internet; Mixed reality; Shared virtual environments.; Virtual reality;
- Available copies: 2 / Total copies: 2
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- Starter guide to Among us / by Gregory, Josh,author.(CARDINAL)345750;
Includes bibliographical references and index.A surprise hit -- The idea -- Jumping in -- Crewmates -- How to win? -- Meetings -- Teamwork -- Extra skills -- What's next? -- Glossary -- Find out more -- Index -- About the Author."Young gamers will uncover everything they need to know to start exploring the world of Among Us! Includes table of contents, author biography, sidebars, glossary, index, and informative backmatter"--Grades 4-6
- Subjects: Among Us (Game); Logic; Shared virtual environments;
- Available copies: 1 / Total copies: 1
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- How to make real money in second life : boost your business, market your services, and sell your products in the world's hottest virtual community / by Freedman, Robert,1960-(CARDINAL)467127;
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- Subjects: Avatars (Virtual reality); Business; Community development; Computer simulation.; Second Life (Game); Shared virtual environments.; Simulation games.; Virtual reality.;
- Available copies: 1 / Total copies: 1
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- Glass Town wars / by Rees, Celia,author.;
When Tom is in hospital in a coma, his friend Milo decides that Tom can be a guinea pig for a new gaming device, a device that will take him far into a troubled world where he meets the warrior like Augusta who is fighting to save her kingdom from takeover by her rival. With Tom at her side, she finds extra courage. Tom's knowledge and understanding of the complexities of war, learnt through his love of gaming, give her a distinct advantage in the unfolding conflict. Slowly but surely Tom starts to leave his life in London behind as the two of them become ever more embroiled in a world of chaos and tension that encompasses the past, the present and the future.13+ years.
- Subjects: Young adult fiction.; Coma; Friendship; Video games; Young adult fiction.; Virtual reality; Shared virtual environments; Fantasy gamers; Friendships.;
- Available copies: 1 / Total copies: 1
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Results 11 to 20 of 57 | « previous | next »