776 research outputs found

    Analysing qualitative data from virtual worlds: using images and text mining

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    There is an increasing interest within both organisational and social contexts in virtual worlds and virtual reality platforms. Virtual worlds are highly graphical systems in which avatars interact with each other, and almost every event and conversation is logged and recorded. This presents new challenges for qualitative researchers in information systems. This paper addresses the challenges of analyzing the huge amounts of qualitative data that can be obtained from virtual worlds (both images and text). It addresses how images might be used in qualitative studies of virtual worlds, and proposes a new way to analyze textual data using a qualitative software tool called Leximancer. This paper illustrates these methods using a study of a social movement in a virtual world

    Parameterized Action Representation and Natural Language Instructions for Dynamic Behavior Modification of Embodied Agents

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    We introduce a prototype for building a strategy game. A player can control and modify the behavior of all the characters in a game, and introduce new strategies, through the powerful medium of natural language instructions. We describe a Parameterized Action Representation (PAR) designed to bridge the gap between natural language instructions and the virtual agents who are to carry them out. We will illustrate PAR through an interactive demonstration of a multi-agent strategy game

    Technological prerequisites for indistinguishability of a person and his/her computer replica

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    Some people wrongly believe that A. Turing’s works that underlie all modern computer science never discussed “physical” robots. This is not so, since Turing did speak about such machines, though making a reservation that this discussion was still premature. In particular, in his 1948 report [8], he suggested that a physical intelligent machine equipped with motors, cameras and loudspeakers, when wandering through the fields of England, would present “the danger to the ordinary citizen would be serious.” [8, ]. Due to this imperfection of technology in the field of knowledge that we now call robotics, the methodology that he proposed was based on human speech, or rather on text. Other natural human skills were too difficult to implement, while the exchange of cues via written messages was much more accessible for engineering implementation in Turing’s time. Nevertheless, since then, the progress of computer technology has taken forms that the founder of artificial intelligence could not have foreseen

    A 3D pedagogical heritage tool using game technology

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    This paper will propose and address issues that contribute to a serious challenge for virtual heritage: that there are few successful, accessible and durable examples of computer game technology and genres applied to heritage. Secondly, it will argue that the true potential of computers for heritage has not been fully leveraged and it will provide a case study of a game engine technology not used explicitly as a game but as a serious pedagogical tool for 3D digital heritage environments

    Real-Time Virtual Humans

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    The last few years have seen great maturation in the computation speed and control methods needed to portray 30 virtual humans suitable for real interactive applications. We first describe the state of the art, then focus on the particular approach taken at the University of Pennsylvania with the Jack system. Various aspects of real-time virtual humans are considered, such as appearance and motion, interactive control, autonomous action, gesture, attention, locomotion, and multiple individuals. The underlying architecture consists of a sense-control-act structure that permits reactive behaviors to be locally adaptive to the environment, and a PaT-Net parallel finite-state machine controller that can be used to drive virtual humans through complex tasks. We then argue for a deep connection between language and animation and describe current efforts in linking them through two systems: the Jack Presenter and the JackMOO extension to lambdaM00. Finally, we outline a Parameterized Action Representation for mediating between language instructions and animated actions

    A taxonomy of video lecture styles

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    Many educational organizations are employing instructional video in their pedagogy, but there is limited understanding of the possible presentation styles. In practice, the presentation style of video lectures ranges from a direct recording of classroom teaching with a stationary camera and screencasts with voice-over, up to highly elaborate video post-production. Previous work evaluated the effectiveness of several presentation styles, but there has not been any consistent taxonomy, which would have made comparisons and meta-analyses possible. In this article, we surveyed the research literature and we examined contemporary video-based courses, which have been produced by diverse educational organizations and teachers across various academic disciplines. We organized video lectures in two dimensions according to the level of human presence and according to the type of instructional media. In addition to organizing existing video lectures in a comprehensive way, the proposed taxonomy offers a design space that facilitates the choice of a suitable presentation style, as well as the preparation of new ones.Comment: 14 pages, 5 figure

    Toward hyper-realistic and interactive social VR experiences in live TV scenarios

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    © 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Social Virtual Reality (VR) allows multiple distributed users getting together in shared virtual environments to socially interact and/or collaborate. This article explores the applicability and potential of Social VR in the broadcast sector, focusing on a live TV show use case. For such a purpose, a novel and lightweight Social VR platform is introduced. The platform provides three key outstanding features compared to state-of-the-art solutions. First, it allows a real-time integration of remote users in shared virtual environments, using realistic volumetric representations and affordable capturing systems, thus not relying on the use of synthetic avatars. Second, it supports a seamless and rich integration of heterogeneous media formats, including 3D scenarios, dynamic volumetric representation of users and (live/stored) stereoscopic 2D and 180Âș/360Âș videos. Third, it enables low-latency interaction between the volumetric users and a video-based presenter (Chroma keying), and a dynamic control of the media playout to adapt to the session’s evolution. The production process of an immersive TV show to be able to evaluate the experience is also described. On the one hand, the results from objective tests show the satisfactory performance of the platform. On the other hand, the promising results from user tests support the potential impact of the presented platform, opening up new opportunities in the broadcast sector, among others.This work has been partially funded by the European Union’s Horizon 2020 program, under agreement nÂș 762111 (VRTogether project), and partially by ACCIÓ, under agreement COMRDI18-1-0008 (ViVIM project). Work by Mario Montagud has been additionally funded by the Spanish Ministry of Science, Innovation and Universities with a Juan de la Cierva – IncorporaciĂłn grant (reference IJCI-2017-34611). The authors would also like to thank the EU H2020 VRTogether project consortium for their relevant and valuable contributions.Peer ReviewedPostprint (author's final draft

    The Strange Case of the Animated Jekyll and the Online Hyde : a documentary study of Korean youth culture and identity

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    Robert Louis Stevenson s The Strange Case of Dr Jekyll and Mr Hyde (1886) is the starting point for my practice-led research project. Stevenson's Victorian novella enables me to identify core themes which are pertinent to a discussion of the construction of contemporary identities in Korean youth culture. These identities are exemplified in the creation of avatars the virtual characters of animated online games such as massively multiplayer online role-playing games (MMORPGs). My animation practice is developed by addressing how Jekyll and Hyde provides useful critical and creative tools, such as gothic imagery and detective thrillers, for looking at the double . This concept is used to investigate the case of a young Korean boy, addicted to online gaming, who committed violent acts. My animated drama-documentary draws on research into the real and virtual Korean worlds and employs a visual ethnographic methodology to test my research question: in what ways can the construction of 'identity' (based on concepts drawn from 'Jekyll and Hyde') be identified in contemporary 'virtual' media (i.e. 'MMORPGs'/the 'animated' documentary), and how does this facilitate an address of the specific case of 'Korea' and 'Korean-ness'? The thesis is structured into five chapters: The Idea of Dr Jekyll and Mr Hyde, Theorising Identities in a Korean Context, Theorising Visual Ethnography, Theorising Animated Drama-Documentary, and A Film Practice as Animated Drama-Documentary in Visual Ethnography. Evidence of the research process and findings is located in a series of appendices. Theories about the construction of identity are discussed from three different perspectives: sociology, psychoanalysis and bio-culturalism. In my film practice, I look for the connection between the anxious self and Korean social issues, such as modernisation and the 1997 IMF economic crisis, to account for Korean youth s identity formation through online gaming. My research shows that many South Korean MMORPG users construct identity within contemporary virtual media and that this contributes to a very complex Korean-ness amongst Korean youth. Online gaming has both positive and negative consequences. Immersion in the virtual world can lead to addiction and to the violence which is at the core of my film narrative. It can also result in close online friendships, offering kinship not available in many broken families, or families inhibited in their communication by social roles and expectations, or the effect of economic failure and loss. My practice criticises young Korean people's narrow and limited social environment and proves that they desire liberal expression and decision-making for themselves, which can be experienced through the embodiment of animated avatars in MMORPGs. Hence, the online Hyde , though assumed to be a negative or destructive force, is actually a vehicle for varied and numerous social identities for youth culture preferable to those available in real Korean society. The research mounts a critique of the meaning of the online Hyde , not as a misrepresentative and negative representation of Korean-ness, but as a revelation of its contemporary meaning which can be articulated though animation, a tool which has applications within visual ethnography

    Closing the chasm between virtual and physical delivery for innovative learning spaces using learning analytics

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    Purpose – One of the misconceptions of teaching and learning for practical-based programmes, such as engineering, sciences, architecture, design and arts, is the necessity to deliver via face-to-face physical modality. This paper refutes this claim by providing case studies of best practices in delivering such courses and their hands-on skillsets using completely online virtual delivery that utilises different formats of 2D and 3D media and tools, supported by evidence of efficiency using learning analytics. Design/methodology/approach – The case studies were designed using pedagogical principles of constructivism and deep learning, conducted within a mixture of 2D and 3D virtual learning environments with flexible interface and tools capabilities. State-of-the-art coding and scripting techniques were also used to automate different student tasks and increase engagement. Regression and descriptive analysis methods were used for Learning Analytics. Findings – Learning analytics of all case studies demonstrated the capability to achieve course/project learning outcomes, with high engagement from students amongst peers and with tutors. Furthermore, the diverse virtual learning tools used, allowed students to display creativity and innovation efficiently analogous to physical learning. Originality/value – The synthesis of utilised media and tools within this study displays innovation and originality in combining different technology techniques to achieve an effectual learning experience. That would usually necessitate face-to-face, hands-on physical contact to perform practical tasks and receive feedback on them. Furthermore, this paper provides suggestions for future research using more advanced technologies
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