Virtual Interaction Interaction in Virtual Inhabited 3D Worlds

Virtual Interaction  Interaction in Virtual Inhabited 3D Worlds
Author: E. Granum,Lars Qvortrup,B. Holmqvist,S. Kolstrup,K. Halskov Madsen
Publsiher: Springer Science & Business Media
Total Pages: 446
Release: 2013-03-09
Genre: Computers
ISBN: 9781447136989

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Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly, he makes a classification of human users, avatars, autonomous agents and objects, demon strating that no universal differences can be made. We are dealing with a continuum. While Jensen approaches these categories from a semiotic point of view, in Chapter 3 Peer Mylov discusses similar isues from a psychological point of view. Seen from the user's perspective, a basic difference is that between stage and back-stage (or rather: front-stage), i. e. between the real "I" and "we" and the virtual, representational "I" and "we". Focusing on the computer as a stage, in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to conceptualize the stage phenomena and the relationship between stage and front-stage.

Virtual Space

Virtual Space
Author: Lars Qvortrup,J.F. Jensen,E. Kjems,N. Lehmann,C. Madsen
Publsiher: Springer Science & Business Media
Total Pages: 326
Release: 2011-06-28
Genre: Computers
ISBN: 9781447102250

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Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the spatiality of virtual inhabited 3D worlds - virtual reality and cyberspace. (Three other volumes look at Interaction, Staging and Methodology.) It is about the communication spaces emerging at the Internet and supported by special 3D interfaces. It is also about the virtual spaces created by virtual reality hardware (CAVEs, panoramic screens, head mounted display systems etc.) and software. Virtual Space: Spatiality in Virtual Inhabited 3D Worlds is interdisciplinary. It deals with philosophical, psychological, communicational, technological and aesthetic aspects of space. While philosophy raises the question concerning the ontology of space - what is space - psychology deals with our perception of space. Communication theory looks at the way in which space supports communication (i.e. that space is a medium for communication), and finally aesthetic analyses exemplify the use of virtual space in virtual cities, in museums and in art.

Production Methods

Production Methods
Author: Kim H. Madsen,Lars Qvortrup
Publsiher: Springer Science & Business Media
Total Pages: 279
Release: 2012-12-06
Genre: Computers
ISBN: 9781447100638

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Kim Halskov Madsen Up until a few decades ago, business administration and science were the primary areas in which computers were applied, but terms like pervasive computing reflect that interactive computing power is becoming an embedded part of people's every day environment, not only office buildings and private homes but also art and cul At one of the frontiers of multimedia applications computers are used as tural events. part of experimental theatre, puppet theatre, musical performances, museums, entertainment, and learning. In some of these domains, people interact with the computers using a mouse, keyboard and a 17-inch monitor, but present-day inter faces take a variety of forms, including motion-capture technology and displays of up to several metres in height and width. The trend of applying computer technologies in the domain of art and culture has been one of the pivots of a Danish research project, Staging of Virtual Inhabited 3D Spaces. The results of the project are presented in a series of four volumes, of which this book is the last one. The three other publications are: Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds; Virtual Space: The Spatiality of Virtual Inhabited 3D Worlds; and 3D Applications: Applications with Virtual Inhabited 3D Worlds.

Virtual Applications

Virtual Applications
Author: Peter B. Andersen,Lars Qvortrup
Publsiher: Springer Science & Business Media
Total Pages: 262
Release: 2013-03-14
Genre: Computers
ISBN: 9781447137467

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3D Virtual Applications: Applications with Virtual Inhabited 3D Worlds deals with the use of virtual inhabited 3D spaces in different domains of society. (Other volumes deal with interaction, production methodology and space.) From focusing on virtual reality (a reality into which users and objects from the real world should be moved) we are increasingly focusing on augmented reality (i.e. on moving computers out into the reality of real users, objects and activities). This book deals with the use of virtual inhabited 3D spaces in both contexts. Based on the structuring of the application domains, this book looks at the use of VR and augmented reality in the following major application domains: - Production oriented applications - use of VR and augmented reality for control of complex production plants, for navigation support (ships, cars, aeroplanes) and for support of collaborative work processes - Communication support applications - virtual spaces are used for supporting communication in learning environments and for support of organisational communication. Also virtual spaces are used for supporting the navigation of people in public spaces, i.e. as maps, planning tools - Scientific applications - use of 3D models for medical research; use of dynamic models for representation of abstract concepts and ideas (data-mining applications); use of dynamic 3D models for simulating biological or social processes - Artistic and cultural applications - the construction of stages representing concepts and/or emotions

Production Methods

Production Methods
Author: Kim Halskov Madsen
Publsiher: Springer Science & Business Media
Total Pages: 580
Release: 2003
Genre: Computers
ISBN: 1852336129

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This book brings the reader to the frontier of multimedia applications.

Gesture and Sign Languages in Human Computer Interaction

Gesture and Sign Languages in Human Computer Interaction
Author: Ipke Wachsmuth,Timo Sowa
Publsiher: Springer
Total Pages: 332
Release: 2003-07-31
Genre: Computers
ISBN: 9783540478737

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This book constitutes the thoroughly refereed post-proceedings of the International Workshop on Gesture and Sign Languages in Human-Computer Interaction, GW 2001, held in London, UK, in April 2001. The 25 revised full papers and 8 short papers were carefully reviewed and selected for inclusion in the post-proceedings. The papers are organized in topical sections on gesture recognition, recognition of sign languages, nature and notations of sign languages, gesture and sign language synthesis, gestural action and interaction, and applications based on gesture control.

Virtual Technologies Concepts Methodologies Tools and Applications

Virtual Technologies  Concepts  Methodologies  Tools  and Applications
Author: Kisielnicki, Jerzy
Publsiher: IGI Global
Total Pages: 1842
Release: 2008-05-31
Genre: Computers
ISBN: 9781599049564

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"This publication presents incompassing research of the concepts and realities involved in the field of virtual communities and technologies"--Provided by publisher.

Designing for Networked Communications Strategies and Development

Designing for Networked Communications  Strategies and Development
Author: Heilesen, Simon,Jensen, Sisse Siggaard
Publsiher: IGI Global
Total Pages: 322
Release: 2007-01-31
Genre: Business & Economics
ISBN: 9781599040714

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Designing for Networked Communications: Strategies and Development explains how to plan, use, and understand the products and the dynamic social processes and tasks some of the most vital innovations in the knowledge society depend upon? social as well as technological. Focusing on various forms of design, implementation and integration of computer mediated communication, this book bridges the academic fields of computer science and communication studies. Designing for Networked Communications: Strategies and Development uses an interdisciplinary approach, and presents results from recent and important research in a variety of forms for networked communications. A constructive and critical view of the interplay between the new electronic and the more conventional modes of communication are utilized, while studies of organizational work practices demonstrate that the use of new technologies and media is best understood and integrated into work practices. In this process of merging, both are remodelled and rearranged while being adapted to the practices and activities for which they were designed.