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The Social Life of Avatars
  • Language: en
  • Pages: 239

The Social Life of Avatars

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.

Collaborative Virtual Environments
  • Language: en
  • Pages: 326

Collaborative Virtual Environments

A Collaborative Virtual Environment (CVE) is a distributed, virtual reality designed to support collaborative activities. It is a topic of increasing interest to large global corporations, where work teams are often distributed over a large geographic area. Aimed at anyone involved in researching the design of tools for supporting distributed teams of workers, it helps the reader understand the latest technology, state-of-the-art research, and good working practice. Among the topics covered are: systems aspects of CVEs; user centered aspects of environment design; and methodologies for iterative evaluation and design.

The Social Life of Avatars
  • Language: en
  • Pages: 246

The Social Life of Avatars

  • Type: Book
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  • Published: 2002-01-10
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  • Publisher: Unknown

Virtual reality technology has been developed commercially since the early 1990s but it is only recently, with the popularity of the internet, that it has become feasible to link many users simultaneously in shared virtual environments. This raises a number of interesting questions such as: what is the difference between face-to-face and avatar-to-avatar interaction? What patterns govern the formation of virtual communities? How does the appearance of the avatar change the nature of the communication? There has been much speculation about issues such as these but research is still at a relatively early stage. This is the first book to bring together work from relevant disciplines to form a r...

Avatars at Work and Play
  • Language: en
  • Pages: 306

Avatars at Work and Play

Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collabor...

Human-Computer Interaction. Interaction Design and Usability
  • Language: en
  • Pages: 1255

Human-Computer Interaction. Interaction Design and Usability

  • Type: Book
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  • Published: 2007-08-28
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  • Publisher: Springer

Here is the first of a four-volume set that constitutes the refereed proceedings of the 12th International Conference on Human-Computer Interaction, HCII 2007, held in Beijing, China, jointly with eight other thematically similar conferences. It covers interaction design: theoretical issues, methods, techniques and practice; usability and evaluation methods and tools; understanding users and contexts of use; and models and patterns in HCI.

Collaborative Design in Virtual Environments
  • Language: en
  • Pages: 204

Collaborative Design in Virtual Environments

Collaborative virtual environments (CVEs) are multi-user virtual realities which actively support communication and co-operation. This book offers a comprehensive reference volume to the state-of-the-art in the area of design studies in CVEs. It is an excellent mix of contributions from over 25 leading researcher/experts in multiple disciplines from academia and industry, providing up-to-date insight into the current research topics in this field as well as the latest technological advancements and the best working examples. Many of these results and ideas are also applicable to other areas such as CVE for design education. Overall, this book serves as an excellent reference for postgraduate students, researchers and practitioners who need a comprehensive approach to study the design behaviours in CVEs. It is also a useful and informative source of materials for those interested in learning more on using/developing CVEs to support design and design collaboration.

Work and Play in Shared Virtual Environments
  • Language: en
  • Pages: 200

Work and Play in Shared Virtual Environments

  • Type: Book
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  • Published: 2005-09-01
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  • Publisher: Unknown

Work and Play in Shared Virtual Environments brings together contributions from leading social scientists and computer scientists who have conducted research on online gaming and practical applications in various types of virtual environments. Presenting a well-rounded overview of current applications, the book is focused on practical and empirical findings that are relevant to future research, development, and exploitation of this technology. This book focuses specifically on the 2 main areas of application: Work or other practical settings e.g. training, distributed meetings, building models together, etc. and Online gaming, also a field of study with many implications beyond leisure, including trust, community building, and the relation between online and offline behaviours. Offering a comprehensive outlook on these emerging areas of applications of shared virtual environments, these findings will be useful to students in Media Studies and Digital Arts and to practitioners who are developing systems and applications

Virtual Environments ’98
  • Language: en
  • Pages: 345

Virtual Environments ’98

Ten years after Virtual Environment research started with NASA’s VIEW project, these techniques are now exploited in industry to speed up product development cycles, to ensure higher product quality, and to encourage early training on and for new products. Especially the automotive industry, but also the oil and gas industry are driving the use of these techniques in their works. The papers in this volume reflect all the different tracks of the workshop: reviewed technical papers as research contributions, summaries on panels of VE applications in the automotive, the medical, the telecommunication and the geoscience field, a panel discussing VEs as the future workspace, invited papers from experts reporting from VEs for entertainment industry, for media arts, for supercomputing and productivity enhancement. Short industrial case studies, reporting very briefly from ongoing industrial activities complete this state of the art snapshot.

Virtual Environments 2000
  • Language: en
  • Pages: 217

Virtual Environments 2000

  • Type: Book
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  • Published: 2000-04-27
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  • Publisher: Springer

This book contains the proceedings of the sixth Eurographics Workshop on Vir tual Environments. The event took place from June 1 to June 2, 2000, in Am sterdam. We hope that readers will find these proceedings to be valuable, not only for virtual environment researchers, but also for practitioners developing or using virtual environment applications. We are glad to report that visibility of the workshop continues to expand and that virtual environment researchers and practitioners from allover the world are submitting papers. This year, 40 papers and case studies were submitted of which 20 were accepted. In addition, we are glad to see that the focus of the workshop is also expanding. We acc...

Virtual Reality Technology
  • Language: en
  • Pages: 644

Virtual Reality Technology

A groundbreaking Virtual Reality textbook is now even better Virtual reality is a very powerful and compelling computer application by which humans can interface and interact with computer-generated environments in a way that mimics real life and engages all the senses. Although its most widely known application is in the entertainment industry, the real promise of virtual reality lies in such fields as medicine, engineering, oil exploration and the military, to name just a few. Through virtual reality scientists can triple the rate of oil discovery, pilots can dogfight numerically-superior "bandits," and surgeons can improve their skills on virtual (rather than real) patients. This Second E...