List of Reviewers.
List of Contributors.
Table of Contents.
Detailed Table of Contents.
1: Social, Ethical, and Human Perspectives.
2: Ethical Considerations for Learning Game, Simulation, and Virtual World Design and Development.
3: Enhancing Characters for Virtual Worlds and Interactive Environments through Human–Like Enhancements.
4: Virtual Hate Communities in the 21st Century.
5: Addiction in World of Warcraft: A Virtual Ethnography Study.
6: Educational Research in Virtual Learning Environments: Possibilities for a New Ethnography.
7: Thin Screen: The Creation of Depth Perception in Desktop Virtual Reality in Alignment with Human Visual Perception.
8: Virtual Communities, Applications, and Implications.
9: Virtual Museums: Platforms, Practices, Prospects.
10: Art and the Avatar in Virtual and Mixed–Reality Exhibition Space.
11: Tourism in Virtual Worlds: Means, Goals and Needs.
12: Virtual Evidence in the Courtroom.
13: Virtual Forensic Anthropology: Applications of Advanced Computer Graphics Technology to the Identification of Human Remains.
14: Second Life and World of Warcraft: Harnessing Presence Learning.
15: The Next Frontier in Public Education: Cyber Charter Schools.
16: Isn't It Real? Experiencing the Virtual Church in Second Life®.
17: Strategies and Impacts on Professional Development.
18: Using Simulators for Training.
19: Quality Assurance for Online Programs: Roles, Responsibilities, and Leadership Styles of Higher Education Administrators.
20: Teacher Professional Development through Virtual Campuses: Conceptions of a ‘New’ Model.
21: Practical Considerations when Using Virtual Spaces for Learning and Collaboration, with Minimal Setup and Support.
22: “In the Office”: Communication in Virtual Environments.