Update: Book published in 2016.
Update: The book will be published in 2016.
Call for book chapters
Handbook on 3D3C Virtual Worlds:
Applications, Technologies and Policies
for Three Dimensional Systems for Community, Creation and Commerce
Editor: Prof. Yesha Sivan, JVWR Managing editor; Metaverse Labs Ltd.
Publisher: Springer-Verlag, Germany
The field of virtual worlds / Augmented Reality / 3D / etc. is vast, interconnected and expanding. In that respect “3D3C Worlds” is defined as a combination of four factors:
- 3D stands for the three dimensional representation of worlds as seen in Google Earth, Augmented Reality, 3D printing and the like;
- Community as in a collection of people work, play and act together. Consider Facebook and Twitter as one example, and enhance it by the dynamics of World of Warcraft guilds;
- Creation is the ability to create new artifacts, as seen for example in Second Life or in Open Source movement;
Commerce is the ability to harness these previous factors to gain monetary real value (consider Bitcoin, exchanges, etc.)
Objective of the Book:
- Become the official “handbook” on 3D3C Virtual Worlds
- Highlight and enhance some earlier work conducted for the Journal
- Further advance and augment the field with “topical reviews”
A “topical review” means a review of a corpus of knowledge of one aspect of the field. It can be a classic literature review, a more formal statistical meta-analysis or other forms suggested by authors.
Topics we already have chapters on:
- Collaboration >> Virtual Worlds as Innovative Collaboration Media for Distributed Work
- Taxation >> Taxation of Virtual World Economies: An Empirical Review
- Medical >> Overview: Virtual Reality in Medicine
- Education >> An Exploratory Research Agenda for 3-D Virtual Worlds as Collaborative Learning Ecosystems: Extracting Evidences from Literature
- Art >> 1993-2013: A Survey of Two Decades of Artistic Works using Computational Ecosystems
- Geography >> An Aspatial Economics? The Economic Geography
- of Virtual WorldsCreativity >> Fostering Team Creativity in Virtual Worlds
- Money >> Virtual Currencies, Micropayments and Fiat Money: Where Are We Coming From and Where Does the Industry Stand?
- Legal >> Privacy, Law, and Virtual Worlds
- Multilinguality >> Multilingual issues in virtual worlds: a general review
- Money >> Blazing Trails: A New Way Forward for Virtual Currencies and Money Laundering
- Collaboration >> Virtual Collaboration Spaces: Bringing Presence to Distributed Collaboration
Topics of interest that we are looking for include, but are not limited to:
- Case studies
- Augmented Reality
- 3D Printing
- Commerce / business
- Social behaviors
- Cases of projects, constellations, and “islands” — Could be visual depiction (as the book will be in color)
- Cases of firms, and business endeavors
- Impact on special audiences for virtual worlds
- Technical review of research trends in the field (metrics)
- Measurements and evolution of usage in virtual worlds.
- Defense Related Virtual worlds
- Devices for virtual life
How to submit:
The final chapter length should be 15-25 pages in the Springer format. Initially please email your 2-3 page chapter proposals including:
- Chapter title
- uthor names, current affiliation, and email addresses
- Short author/s bio
- Chapter intent / purpose / abstract
- Chapter structure outline
- List some key publication(s) on which your chapter will be based
Editorial process: All accepted chapters will undergo a rigorous peer-review process.
Email submissions to email@example.com.
Authors are encouraged to send proposals as early as possible to get a quick response.
March 28, 2014: Book chapter proposal submission deadline.
April 30, 2014: Notification of chapter proposal acceptance.
July 30, 2014: Full chapter submission.
September 15, 2014: Peer-review results returned.
October 15, 2014: Camera-ready chapter submission.
Q1 2016: Planned publication.