1,675 research outputs found
Modelling virtual urban environments
In this paper, we explore the way in which virtual reality (VR) systems are being broadened to encompass a wide array of virtual worlds, many of which have immediate applicability to understanding urban issues through geocomputation. Wesketch distinctions between immersive, semi-immersive and remote environments in which single and multiple users interact in a variety of ways. We show how suchenvironments might be modelled in terms of ways of navigating within, processes of decision-making which link users to one another, analytic functions that users have to make sense of the environment, and functions through which users can manipulate, change, or design their world. We illustrate these ideas using four exemplars that we have under construction: a multi-user internet GIS for Londonwith extensive links to 3-d, video, text and related media, an exploration of optimal retail location using a semi-immersive visualisation in which experts can explore such problems, a virtual urban world in which remote users as avatars can manipulate urban designs, and an approach to simulating such virtual worlds through morphological modelling based on the digital record of the entire decision-making process through which such worlds are built
Ratava\u27s line: Emergent learning and design using collaborative virtual worlds
Ratava\u27s Line is an online, 3D virtual world fashion and interactive
narrative project created collaboratively by students at both the
Fashion Institute of Technology (FIT) in New York City and at
Interactive Arts at Simon Fraser University (SFU) in Vancouver,
Canada, using emergent, collaborative 2D and 3D systems. This
distance learning project, developed over two months and
culminating in an online event in multiple, remote locations,
integrated three key design elements: the translation of original 2D
fashion designs from FIT students into 3D avatar space; exhibits of
artwork of student and professional artists from New York City and
Vancouver in virtual galleries; and creation of an interactive
narrative "fashion cyber-mystery" for online users to participate in
and solve in a culminating, cyber-physical event. The overall
project goal was to explore how online collaboration systems and
virtual environments can be used practically for distance learning,
fashion and virtual worlds design, development of new marketing
tools including virtual portfolios, and creation of cross cultural
online/physical events. The result of this process was an
interdisciplinary, cross-institutional, international effort in
collaborative design in virtual environments, and a successful
exercise in emergent, collaborative distance learning. © ACM, 2004. This is the author\u27s version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in International Conference on Computer Graphics and Interactive Techniques, page 25. (2004). http://doi.acm.org/10.1145/1186107.118613
When Windmills Turn Into Giants: The Conundrum of Virtual Places
While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory
Virual world users evaluated according to environment design, task based adn affective attention measures
This paper presents research that engages with virtual worlds for education users to understand design of these applications for their needs. An in-depth multi-method investigation from 12 virtual worlds participants was undertaken in three stages; initially a small scale within-subjects eye-tracking comparison was made between the role playing game 'RuneScape' and the virtual social world 'Second Life', secondly an in-depth evaluation of eye-tracking data for Second Life tasks (i.e. avatar, object and world based) was conducted, finally a qualitative evaluation of Second Life tutorials in comparative 3D situations (i.e. environments that are; realistic to surreal, enclosed to open, formal to informal) was conducted. Initial findings identified increased users attention within comparable gaming and social world interactions. Further analysis identified that 3D world focused interactions increased participants' attention more than object and avatar tasks. Finally different 3D situation designs altered levels of task engagement and
distraction through perceptions of comfort, fun and fear.
Ultimately goal based and environment interaction tasks can
increase attention and potentially immersion. However,
affective perceptions of 3D situations can negatively impact on attention. An objective discussion of the limitations and benefits of virtual world immersion for student learning is presented
Metaverse: A Vision, Architectural Elements, and Future Directions for Scalable and Realtime Virtual Worlds
With the emergence of Cloud computing, Internet of Things-enabled
Human-Computer Interfaces, Generative Artificial Intelligence, and
high-accurate Machine and Deep-learning recognition and predictive models,
along with the Post Covid-19 proliferation of social networking, and remote
communications, the Metaverse gained a lot of popularity. Metaverse has the
prospective to extend the physical world using virtual and augmented reality so
the users can interact seamlessly with the real and virtual worlds using
avatars and holograms. It has the potential to impact people in the way they
interact on social media, collaborate in their work, perform marketing and
business, teach, learn, and even access personalized healthcare. Several works
in the literature examine Metaverse in terms of hardware wearable devices, and
virtual reality gaming applications. However, the requirements of realizing the
Metaverse in realtime and at a large-scale need yet to be examined for the
technology to be usable. To address this limitation, this paper presents the
temporal evolution of Metaverse definitions and captures its evolving
requirements. Consequently, we provide insights into Metaverse requirements. In
addition to enabling technologies, we lay out architectural elements for
scalable, reliable, and efficient Metaverse systems, and a classification of
existing Metaverse applications along with proposing required future research
directions
Virtual Aesthetics and Ethical Communication: Towards Virtuous Reality Design
This thesis argues that ethics can and should be applied to Second Life avatar design and behavior. Second Life is a unique virtual reality due to its connection to the physical world primarily through financial devices. Users buy and sell virtual and physical goods over these networks; the avatar, it is argued, is the primary instrument for persuasion in these contexts. Avatars facilitate a virtual aesthetic that is primarily \u27natural.\u27 By creating aesthetic avatars, the developers of Second Life enable audiences to affectively associate with other \u27residents.\u27 Not only is the avatar designed for aesthetic appeal, but it enables users to move, act, and interact in an online environment--to vicariously experience the emotions that accompany those actions. In the real world, individuals\u27 actions have ethical consequences. Behavior in Second Life, it is argued, should be subject to ethics as determined by democratic communities of users
A Cybersecurity Model for a Roblox-based Metaverse Architecture Framework
The adoption of virtual reality VR and augmented reality AR headsets in futuristic and science fiction has made it possible for the Metaverse to exist as a single universal immersive virtual universe By extending technology outside of our physical reality the Metaverse alters the human experience The four categories we use to categorize metaverse definitions are environment interface interaction and social value Currently it is unclear what the metaverse s structure and elements are A cybersecurity framework for these devices is necessary as the world grows more interconnected and immersive technologies are increasingly widely used in business government and consumer markets Used was a literature revie
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