Download or read book Avatars in Networked Virtual Environments written by Tolga K. Çapin and published by . This book was released on 1999-07-30 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: Avatars in Networked Virtual Environments Tolga K. Çapin Computer Graphics Lab, EPFL, Lausanne, Switzerland Igor S. Pandzic MIRALab, University of Geneva, Switzerland Nadia Magnenat-Thalmann MIRALab, University of Geneva, Switzerland Daniel Thalmann Computer Graphics Lab, EPFL, Lausanne, Switzerland Telepresence is the future of multimedia systems and will allow participants to share professional and private experiences, meetings, games and parties. Networked Virtual Environments (NVEs) are systems that allow distant users to interact in a common Virtual Environment. One of the areas of research in NVEs is the user representation or 'avatar', the way that participants are geographically represented in Virtual Environments. * Examines solutions to the Virtual Life Network (VLNET) system, a flexible framework for Virtual Humans in NVEs * Presents different means of facial communication, gesture and non-verbal communication * Provides details for solving all problems of handling Virtual Human data across the network * Analyses the potential relation of the future MPEG-4 standard to NVEs * Discusses the standardisation of Virtual Humans in VRML * Includes applications such as a Virtual tennis game and studies the experimental results and achievements. Essential reading for a wide-ranging audience including computer scientists, engineers in communication systems, undergraduate and postgraduate students of computer science, and researchers in computer animation, visualisation and communications technology.
Download or read book Hello Avatar written by B. Coleman and published by MIT Press. This book was released on 2011-11-04 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities—in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject—all of us who represent aspects of ourselves and our work across the mediascape.
Download or read book Networked Virtual Environments written by Sandeep Singhal and published by Addison-Wesley Professional. This book was released on 1999 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction to the principles and practices underlying state-of-the-art applications in this emerging field.
Download or read book The Social Life of Avatars written by Ralph Schroeder and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual reality (VR) technology has been developed commercially since the early 1990s [1]. Yet it is only with the growth of the Internet and other high-bandwidth links that VR systems have increasingly become networked to allow users to share the same virtual environment (VE). Shared YEs raise a number of interesting questions: what is the difference between face-to-face interaction and interaction between persons inside YEs? How does the appearance of the "avatar" - as the graphical representation of the user has become known - change the nature of interaction? And what governs the formation of virtual communities? This volume brings together contributions from social scientists and computer scientists who have conducted research on social interaction in various types of YEs. Two previous volumes in this CSCW book series [2, 3] have examined related aspects of research on YEs - social navigation and collaboration - although they do not always deal with VRIVEs in the sense that it is used here (see the definition in Chapter 1). The aim of this volume is to explore how people interact with each other in computer-generated virtual worlds.
Download or read book Avatars written by Bruce Damer and published by Addison Wesley Longman. This book was released on 1998 with total page 604 pages. Available in PDF, EPUB and Kindle. Book excerpt: With "Avatars!", readers can grab their avatar (a digital representation of themselves) and run to the nearest virtual world where they can experience the Internet. "Avatars!" focuses on what people do inside virtual worlds, such as building three-dimensional structures, navigating through the worlds, and learning digital etiquette and social interaction skills. A CD-ROM provides readers with ready-to-run worlds that connect them with thousands of other people on the Internet, and which are referenced in a companion Web site.
Download or read book Handbook of Virtual Environments written by Kelly S. Hale and published by CRC Press. This book was released on 2002-01-01 with total page 1273 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Handbook, with contributions from leading experts in the field, provides a comprehensive, state-of-the-art account of virtual environments (VE). It serves as an invaluable source of reference for practitioners, researchers, and students in this rapidly evolving discipline. It also provides practitioners with a reference source to guide their development efforts and addresses technology concerns, as well as the social and business implications with which those associated with the technology are likely to grapple. While each chapter has a strong theoretical foundation, practical implications are derived and illustrated via the many tables and figures presented throughout the book. The Handbook presents a systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the principles required to define system requirements and design, build, evaluate, implement, and manage the effective use of VE applications. The contributors provide critical insights and principles associated with their given area of expertise to provide extensive scope and detail on VE technology. After providing an introduction to VE technology, the Handbook organizes the body of knowledge into five main parts: *System Requirements--specifies multimodal system requirements, including physiological characteristics that affect VE system design. *Design Approaches and Implementation Strategies--addresses cognitive design strategies; identifies perceptual illusions that can be leveraged in VE design; discusses navigational issues, such as becoming lost within a virtual world; and provides insights into structured approaches to content design. *Health and Safety Issues--covers direct physiological effects, signs, symptoms, neurophysiology and physiological correlates of motion sickness, perceptual and perceptual-motor adaptation, and social concerns. *Evaluation--addresses VE usability engineering and ergonomics, human performance measurement in VEs, usage protocols; and provides means of measuring and managing visual, proprioceptive, and vestibular aftereffects, as well as measuring and engendering sense of presence. *Selected Applications of Virtual Environments--provides a compendium of VE applications. The Handbook closes with a brief review of the history of VE technology. The final chapter provides information on the VE profession, providing those interested with a number of sources to further their quest for the keys to developing the ultimate virtual world.
Download or read book Identity Learning and Support in Virtual Environments written by and published by BRILL. This book was released on 2009-01-01 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual worlds and other virtual environments offer an adaptable context for applied and situated learning experiences. In this book, educators, instructional designers, librarians, administrators and scholars reflect on how to leverage constructivist, authentic, collaborative and complex interactive educational experiences through the use of these multisensory environments.
Download or read book Networking the Learner written by Deryn M. Watson and published by Springer. This book was released on 2013-11-11 with total page 991 pages. Available in PDF, EPUB and Kindle. Book excerpt: Deryn Watson and Jane Andersen Editors INTRODUCTION The role of a Preface is to introduce the nature of the publication. The book that emerges from an IFIP Technical Committee World Conference on Computers in Education is complex, and this complexity lies in the nature of the event from which it emerges. Unlike a number of other major international conferences, those organised within the IFIP education community are active events. A WCCE is unique among major international conferences for the structure that deliberately ensures that all attendees are active participants in the development of the debate. In addition to the major paper presentations and discussion, from international authors, there are panel sessions and professional working groups who debate particular themes throughout the event. There is no doubt that this was not a dry academic conference - teachers, lecturers and experts, policy makers and researchers, leamers and manufacturers mingled and worked together to explore, reflect, discuss and plan for the future. The added value of this event was that we know that it will have an impact on future practice; networks will be formed, both virtual and real -ideas will change and new ones will emerge. Capturing the essence of this event is a challenge - this post-conference book has three parts. The first is the substantial number of theme papers.
Download or read book Hello Avatar written by B. Coleman and published by MIT Press. This book was released on 2023-12-05 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities—in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject—all of us who represent aspects of ourselves and our work across the mediascape.
Download or read book Usability Evaluation and Interface Design written by Michael J. Smith and published by CRC Press. This book was released on 2001-08-01 with total page 1610 pages. Available in PDF, EPUB and Kindle. Book excerpt: This three volume set provides the complete proceedings of the Ninth International Conference on Human-Computer Interaction held August, 2001 in New Orleans. A total of 2,738 individuals from industry, academia, research institutes, and governmental agencies from 37 countries submitted their work for presentation at the conference. The papers address the latest research and application in the human aspects of design and use of computing systems. Those accepted for presentation thoroughly cover the entire field of human-computer interaction, including the cognitive, social, ergonomic, and health aspects of work with computers. The papers also address major advances in knowledge and effective use of computers in a variety of diversified application areas, including offices, financial institutions, manufacturing, electronic publishing, construction, and health care.
Download or read book Networked Graphics written by Anthony Steed and published by Elsevier. This book was released on 2009-10-30 with total page 535 pages. Available in PDF, EPUB and Kindle. Book excerpt: Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking.The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions.Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. - Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources - The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments - Case studies describing real-world systems show how requirements and constraints can be managed
Download or read book High Performance Computing and Communications written by Michael Gerndt and published by Springer Science & Business Media. This book was released on 2006-09-13 with total page 960 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Second International Conference on High Performance Computing and Communications, HPCC 2006. The book presents 95 revised full papers, addressing all current issues of parallel and distributed systems and high performance computing and communication. Coverage includes networking protocols, routing, and algorithms, languages and compilers for HPC, parallel and distributed architectures and algorithms, wireless, mobile and pervasive computing, Web services, peer-to-peer computing, and more.
Download or read book Understanding New Media written by Kim H. Veltman and published by University of Calgary Press. This book was released on 2006 with total page 714 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book outlines the development currently underway in the technology of new media and looks further to examine the unforeseen effects of this phenomenon on our culture, our philosophies, and our spiritual outlook.
Download or read book Advances in Web Based Learning written by Joseph Fong and published by Springer Science & Business Media. This book was released on 2002-08-05 with total page 430 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the First International Conference on Web-Based Learning, ICWL 2002, held in Hong Kong, China in August 2002. The 34 revised full papers presented together with an invited keynote paper were carefully reviewed and selected from 75 submissions. The papers are organized in topical sections on system modeling and architectures, distance learning systems engineering, collaborative systems, experiences in distance learning, databases and data mining, and multimedia.
Download or read book Networked Affect written by Ken Hillis and published by MIT Press. This book was released on 2015-03-13 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: Investigations of affective experiences that emerge in online settings that range from Facebook discussion forums to “smart” classrooms. Our encounters with websites, avatars, videos, mobile apps, discussion forums, GIFs, and nonhuman intelligent agents allow us to experience sensations of connectivity, interest, desire, and attachment—as well as detachment, boredom, fear, and shame. Some affective online encounters may arouse complex, contradictory feelings that resist dualistic distinctions. In this book, leading scholars examine the fluctuating and altering dynamics of affect that give shape to online connections and disconnections. Doing so, they tie issues of circulation and connectivity to theorizations of networked affect. Their diverse investigations—considering subjects that range from online sexual dynamics to the liveliness of computer code—demonstrate the value of affect theories for Internet studies. The contributors investigate networked affect in terms of intensity, sensation, and value. They explore online intensities that range from Tumblr practices in LGBTQ communities to visceral reactions to animated avatars; examine the affective materiality of software in such platforms as steampunk culture and nonprofit altporn; and analyze the ascription of value to online activities including the GTD (“getting things done”) movement and the accumulation of personal digital materials. Contributors James Ash, Alex Cho, Jodi Dean, Melissa Gregg, Ken Hillis, Kylie Jarrett, Tero Karppi, Stephen Maddison, Susanna Paasonen, Jussi Parikka, Michael Petit, Jennifer Pybus, Jenny Sundén, Veronika Tzankova
Download or read book Aesthetics of the Virtual written by Roberto Diodato and published by State University of New York Press. This book was released on 2012-11-15 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt: Arguing that the virtual body is something new—namely, an entity that from an ontological perspective has only recently entered the world—Roberto Diodato considers the implications of this kind of body for aesthetics. Virtual bodies insert themselves into the space opened up by the famous distinction in Aristotle's Physics between natural and artificial beings—they are both. They are beings that are simultaneously events; they are images that are at once internal and external; they are ontological hybrids that exist only in the interaction between logical-computational text and human bodies endowed with technological prostheses. Pursuing this line of thought, Diodato reconfigures classic aesthetic concepts such as mimesis, representation, the relation between illusion and reality, the nature of images and imagination, and the theory of sensory knowledge.
Download or read book International Perspectives on Tele Education and Virtual Learning Environments written by Graham Orange and published by Routledge. This book was released on 2018-02-05 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: This title was first published in 2000: Teaching, learning and assessment methods are constantly evolving, providing the educator with a range of issues and new challenges. This book addresses these challenges through the use of information and communications technologies and presents a vision of how these may be deployed in the educational environments of the future.