867 research outputs found

    Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)

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    OVERVIEW (taken from the CALL FOR PAPERS) Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005. The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality. The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field. Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments. PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London

    An approach to convert vertex-based 3D representations to combinatorial B-splines for real-time visual collaboration

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    Scientific Visualization and Virtual Reality are increasingly being used for the design of complex systems. These technologies offer powerful capabilities to make decisions that are cost and time effective. The next logical extension is to collaborate with these visual models in real-time, where parts of a design team are geographically separated. Specifically, visual collaboration enables ideas and proposed changes to be discussed exactly on a virtual model of a product. However, high-end visualization hardware and Internet technologies impede widespread use of real-time visual collaboration due to the large amount of data from which these representations are created. These data are typically in the form of 3D vertex-based models, which offer a high degree of realism when displayed, but at a price of storage, rendering speeds and processing efficiency. The more realistic the representation desired, the larger the number of vertices required and hence the higher the file size. In this paper, we propose a new data modeling and handling technique where traditional vertex-based models are converted into combinatorial B-Spline based wire-frame models that allow realtime visual collaboration in the context of typical virtual reality systems. Using appropriate filtering methods, parametric equations are computed for each curved segment in a vertexbased representation and bundled together with sampled linear segments of the model. The computed parametric equation based models occupy only a fraction of the size when compared to the original vertex-based models. These lightweight models can easily be transmitted over the Internet, in real-time, for viewing with a platform independent visual client program. The proposed methods were tested on several example data files to prove the method’s effectiveness

    Artificial intelligence and visual analytics in geographical space and cyberspace: Research opportunities and challenges

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    In recent decades, we have witnessed great advances on the Internet of Things, mobile devices, sensor-based systems, and resulting big data infrastructures, which have gradually, yet fundamentally influenced the way people interact with and in the digital and physical world. Many human activities now not only operate in geographical (physical) space but also in cyberspace. Such changes have triggered a paradigm shift in geographic information science (GIScience), as cyberspace brings new perspectives for the roles played by spatial and temporal dimensions, e.g., the dilemma of placelessness and possible timelessness. As a discipline at the brink of even bigger changes made possible by machine learning and artificial intelligence, this paper highlights the challenges and opportunities associated with geographical space in relation to cyberspace, with a particular focus on data analytics and visualization, including extended AI capabilities and virtual reality representations. Consequently, we encourage the creation of synergies between the processing and analysis of geographical and cyber data to improve sustainability and solve complex problems with geospatial applications and other digital advancements in urban and environmental sciences

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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    Continuum: an architecture for user evolvable collaborative virtual environments

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    Continuum is a software platform for collaborative virtual environments. Continuum\u27s architecture supplies a world model and defines how to combine object state, behavior code, and resource data into this single shared structure. The system frees distributed users from the constraints of monolithic centralized virtual world architectures and instead allows individual users to extend and evolve the virtual world by creating and controlling their own individual pieces of the larger world model. The architecture provides support for data distribution, code management, resource management, and rapid deployment through standardized viewers. This work not only provides this architecture, but it includes a proven implementation and the associated development tools to allow for creation of these worlds

    Designing an engaging learning universe for situated interactions in virtual environments

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    A thesis submitted to the University of Bedfordshire, in partial fulfilment of the requirements for the degree of Doctor of Philosophy (PhD)Studies related to the Virtual Learning approach are conducted almost exclusively in Distance Learning contexts, and focus on the development of frameworks or taxonomies that classify the different ways of teaching and learning. Researchers may be dealing with the topic of interactivity (avatars and immersion are key components), yet they do so they mainly focusing on the interactions that take place within the virtual world. It is the virtual world that consists the primary medium for communication and interplay. However, the lines are hard to be drawn when it comes to examining and taxonomising the impact of interactions on motivation and engagement as a synergy of learners’ concurrent presence. This study covers this gap and sheds light on this lack—or, at least, inadequacy—of literature and research on the interactions that take place both in the physical and the virtual environment at the same time. In addition, it explores the impact of the instructional design decisions on increasing the learners’ incentives for interplay when trying to make sense of the virtual world, thus leading them to attain higher levels of engagement. To evaluate the potential of interactions holistically and not just unilaterally, a series of experiments were conducted in the context of different Hybrid Virtual Learning units, with the participation of Computer Science & Technology students. One of the goals was to examine the learners’ thoughts and preconceptions regarding the use of virtual worlds as an educational tool. Then, during the practical sessions, the focus was placed on monitoring students’ actions and interactions in both the physical and the virtual environment. Consequently, students were asked as a feedback to report their overall opinion on these actions and interactions undertaken. The study draws a new research direction, beyond the idea of immersion and the development of subject-specific educational interventions. The conclusions provide suggestions and guidelines to educators and instructional designers who wish to offer interactive and engaging learning activities to their students, as well as a taxonomy of the different types of interactions that take place in Hybrid Virtual Learning contexts

    ASTRAL PROJECTION: THEORIES OF METAPHOR, PHILOSOPHIES OF SCIENCE, AND THE ART O F SCIENTIFIC VISUALIZATION

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    This thesis provides an intellectual context for my work in computational scientific visualization for large-scale public outreach in venues such as digitaldome planetarium shows and high-definition public television documentaries. In my associated practicum, a DVD that provides video excerpts, 1 focus especially on work I have created with my Advanced Visualization Laboratory team at the National Center for Supercomputing Applications (Champaign, Illinois) from 2002-2007. 1 make three main contributions to knowledge within the field of computational scientific visualization. Firstly, I share the unique process 1 have pioneered for collaboratively producing and exhibiting this data-driven art when aimed at popular science education. The message of the art complements its means of production: Renaissance Team collaborations enact a cooperative paradigm of evolutionary sympathetic adaptation and co-creation. Secondly, 1 open up a positive, new space within computational scientific visualization's practice for artistic expression—especially in providing a theory of digi-epistemology that accounts for how this is possible given the limitations imposed by the demands of mapping numerical data and the computational models derived from them onto visual forms. I am concerned not only with liberating artists to enrich audience's aesthetic experiences of scientific visualization, to contribute their own vision, but also with conceiving of audiences as co-creators of the aesthetic significance of the work, to re-envision and re-circulate what they encounter there. Even more commonly than in the age of traditional media, on-line social computing and digital tools have empowered the public to capture and repurpose visual metaphors, circulating them within new contexts and telling new stories with them. Thirdly, I demonstrate the creative power of visaphors (see footnote, p. 1) to provide novel embodied experiences through my practicum as well as my thesis discussion. Specifically, I describe how the visaphors my Renaissance Teams and I create enrich the Environmentalist Story of Science, essentially promoting a counter-narrative to the Enlightenment Story of Science through articulating how humanity participates in an evolving universal consciousness through our embodied interaction and cooperative interdependence within nested, self-producing (autopoetic) systems, from the micro- to the macroscopic. This contemporary account of the natural world, its inter-related systems, and their dynamics may be understood as expressing a creative and generative energy—a kind of consciousness-that transcends the human yet also encompasses it

    European Distance and E-Learning Network (EDEN). Conference Proceedings

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    Erasmus+ Programme of the European UnionThe powerful combination of the information age and the consequent disruption caused by these unstable environments provides the impetus to look afresh and identify new models and approaches for education (e.g. OERs, MOOCs, PLEs, Learning Analytics etc.). For learners this has taken a fantastic leap into aggregating, curating and co-curating and co-producing outside the boundaries of formal learning environments – the networked learner is sharing voluntarily and for free, spontaneously with billions of people.Supported by Erasmus+ Programme of the European Unioninfo:eu-repo/semantics/publishedVersio

    3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities

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    Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered
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