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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
Introduction:
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
History
Security
Design
Military
Users
Standards
Social behaviors
Gender
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
Mobility
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 protected].
Dates:
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.
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