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The metaverse : and how it will revolutionize everything / by Ball, Matthew,author.;
The term "Metaverse" is suddenly everywhere, from the front pages of national newspapers and the latest fashion trends to the plans of the most powerful companies in history. It is already shaping the policy platforms of the US government, the European Union, and the Chinese Communist Party. But what, exactly, is the Metaverse? As pioneering theorist and venture capitalist Matthew Ball explains, it is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences, and also underpin much of the physical world. For decades, these ideas have been limited to science fiction and video games, but they are now poised to revolutionize every industry and function, from finance and healthcare to education, consumer products, city planning, dating, and well beyond. Taking us on an expansive tour of the "next internet," Ball demonstrates that many proto-Metaverses are already here, such as Fortnite, Minecraft, and Roblox. Yet these offer only a glimpse of what is to come. Ball presents a comprehensive definition of the Metaverse before explaining the technologies that will power it and the breakthroughs that will be necessary to fully realize it. He addresses the governance challenges the Metaverse entails; investigates the role of Web3, blockchains, and NFTs; and predicts Metaverse winners and losers. Most importantly, he examines many of the Metaverse's almost unlimited applications. The internet will no longer be at arm's length; instead, it will surround us, with much of our lives, labor, and leisure taking place inside the Metaverse. Bringing clarity and authority to a frequently misunderstood concept, Ball foresees trillions of dollars in new value and the radical reshaping of society.
Subjects: Computers and civilization.; Human-computer interaction.; Mixed reality.; Science; Shared virtual environments.; Virtual reality.; Internet;
Available copies: 1 / Total copies: 1
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The Ruby code / by Khoury, Jessica,1990-;
"Bullied at school and home, Ash finds respite from his unhappy life in virtual reality games. One night, he spends his meager savings to help a stranger, who thanks him with a copy of an old fantasy game called The Glass Realm. While exploring the game, Ash meets a seemingly humble shopkeeper named Ruby. But from the start, Ruby seems different than the other townsfolk--especially when she and Ash stumble across an in-game quest designed not for the player, but for Ruby to solve. When Ruby begins developing powerful abilities that can rewrite the very code of the game, they realize she is far more than a pre-programmed side character. Following the quest left for her in The Glass Realm, the pair discover that Ruby is actually a sentient AI who's been hidden inside the game. Originally built as a weapon, her developer stole her from his employers and hid her away, hoping to keep her safe. That safety vanishes when Ash and Ruby are targeted by the powerful shadow organization who funded Ruby's development, and who would use her to spark a world war to rack up huge profits. Caught in a deadly game that blurs the lines between real and virtual, Ash and Ruby must flee for their lives. If they lose this game--they might just doom the world"--Publisher.
Subjects: Science fiction.; Video games; Virtual reality; Artificial intelligence;
Available copies: 1 / Total copies: 1
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Ready player two : a novel / by Cline, Ernest,author.;
Days after winning control of OASIS, the immersive virtual reality environment in which most of humanity chooses to live, Wade Watts discovers a world-changing technological advancement and draws the attention of a merciless new rival.
Subjects: Fantasy fiction.; Utopian fiction.; Puzzles; Regression (Civilization); Technology; Utopias; Virtual reality;
Available copies: 1 / Total copies: 3
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Eternal you [videorecording] / by Block, Hans,1985-film director.; Riesewieck, Moritz,1985-film director.; Film Movement (Firm),film distributor.;
What if you never had to say goodbye to a loved one? What if death and grief were concerns of the past? Filmmakers Hans Block and Moritz Riesewieck pose these questions and more while examining one of the latest major breakthroughs in Al technology, open language models that enable realistic conversations with virtual reality avatars built using characteristics of the deceased. In essence, bringing the dead to digital life. Through interviews with end users, tech experts, journalists, programmers and psychologists, a broad and analytical account unfolds to reveal the far-reaching and often disturbing implications of this new technology.E.Closed-captioned for the hearing impaired.DVD ; wide screen presentation ; 5.1 surround sound, 2.0 stereophonic.
Subjects: Video recordings for the hearing impaired.; Documentary films.; Artificial intelligence.; Avatars (Virtual reality); Grief.; Human-computer interaction.; Immortality.;
For private home use only.
Available copies: 1 / Total copies: 1
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Walking in two worlds / by Kinew, Wab,1981-;
Includes Internet addresses.In the real world, Bugz is a shy and self-conscious Indigenous teen who deals with the stresses of teenage angst and reserve life. But in the virtual world, her alter ego is not just confident but powerful in a large multiplayer video game universe. Feng is a teen boy who has been sent from China to live with his aunt on the reserve. Meeting each other in real life, as well as in the virtual world, Bugz and Feng immediately relate to each other as outsiders and as devoted gamers. And as their bond is strengthened through their virtual adventures, they find that they have much in common in the real world, too. But betrayal threatens everything Bugz has developed in the virtual world and outside of it. It will take all her newfound strength to reunite the parallel aspects of her life: the traditional and the mainstream, the East and the West, the real and the virtual.LSC
Subjects: Fantasy fiction.; Teenagers; Ojibwa Indians; Chinese; Virtual reality; Video games; Friendship; Betrayal; Ojibwe;
Available copies: 1 / Total copies: 1
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Team Chu and the battle of Blackwood arena / by Dao, Julie C.;
"Competitive siblings Sadie and Clip Chu must set aside their differences and work together when they get stuck in a virtual reality laser tag game"-- Provided by publisher.LSC
Subjects: Fantasy fiction.; Siblings; Competition (Psychology); Cooperativeness; Virtual reality;
Available copies: 1 / Total copies: 1
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Girl gone viral / by Ahmadi, Arvin.;
For seventeen-year-old Opal Hopper, code is magic. She can build entire worlds from scratch -- shimmering lakes, Mars craters, any virtual experience her heart desires. But she can't code her dad back into her life. When he disappeared after her tenth birthday, leaving only a cryptic note, Opal tried desperately to find him. And when he never turned up, she enrolled at a boarding school for technical prodigies and tried to forget. Until now. Because WAVE, the world's biggest virtual reality platform, has announced a contest where the winner gets to meet its billionaire founder. The same billionaire who worked closely with Opal's dad. The one she always believed might know where he went. The one who maybe even murdered him. What begins as a small data hack to win the contest spirals out of control when Opal goes viral, digging her deeper into a hole of lies, hacks, and manipulation. How far will Opal go for the answers -- or is it the attention -- she's wanted for years?LSC
Subjects: Teenage girls; Hackers; Missing persons; Virtual reality; Contests;
Available copies: 1 / Total copies: 1
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Fantasy in death / by Robb, J. D.,1950-;
Subjects: Detective and mystery stories.; Mystery fiction.; Dallas, Eve (Fictitious character); Electronic games industry; Policewomen; Virtual reality; Women detectives;
© c2010., G.P. Putnam's Sons,
Available copies: 2 / Total copies: 2
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Ready player one [videorecording] / by Spielberg, Steven,1946-film director,film producer.; De Line, Donald,film producer.; Krieger, Kristie Macosko,film producer.; Farah, Dan,1979-film producer.; Penn, Zak,1968-screenwriter.; Cline, Ernest,screenwriter.; Sheridan, Tye,1996-actor.; Cooke, Olivia,1993-actor.; Mendelsohn, Ben,actor.; Waithe, Lena,1984-actor.; Miller, T. J.,1981-actor.; Pegg, Simon,1970-actor.; Rylance, Mark,actor.; Kamiński, Janusz,director of photography.; Kahn, Michael,1935-editor of moving image work.; Broshar, Sarah,1980-editor of moving image work.; Silvestri, Alan,composer (expression); motion picture adaptation of (work):Cline, Ernest.Ready player one.; Warner Bros. Pictures (1969- ),presenter.; Amblin Entertainment (Firm),presenter,production company.; Village Roadshow Pictures,presenter.; De Line Pictures (Firm),production company.; Warner Bros. Home Entertainment (Firm),publisher,film distributor.;
Director of photography, Janusz Kaminski ; edited by Michael Kahn, Sarah Broshar ; music by Alan Silvestri.Tye Sheridan, Olivia Cooke, Ben Mendelsohn, Lena Waithe, T.J. Miller, Simon Pegg, Mark Rylance.When the creator of a virtual reality world called the OASIS dies, he releases a video in which he challenges all OASIS users to find his Easter Egg, which will give the finder his fortune.Canadian Home Video Rating: PG.DVD ; widescreen presentation ; Dolby Digital 5.1.
Subjects: Science fiction films.; Feature films.; Video recordings for people with visual disabilities.; Treasure troves; Virtual reality; Easter eggs (Computer programs); Puzzles; Utopias;
For private home use only.
Available copies: 1 / Total copies: 1
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Z. Rex / by Cole, Stephen,1971-;
From Santa Fe, New Mexico, to Edinburgh, Scotland, thirteen-year-old Adam Adlar must elude police while being hunted by a dinosaur come-to-life from a virtual reality game invented by his father, who has gone missing.LSC
Subjects: Science fiction.; Dinosaurs; Virtual reality; Fathers and sons;
© c2009., Penguin Group,
Available copies: 0 / Total copies: 1
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