687 research outputs found

    Neogeography and preparedness for real-to-virtual world knowledge transfer : conceptual steps to Minecraft Malta

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    Societies have rapidly morphed into complex entities that are creating accessibility, yet, at the same time, they are developing new forms of neogeographic-poverty related to information uptake. Those that have managed to partake in the opportunities provided by the web have new vistas to survive in, in contrast to the new poor who have limited or no access to information. New forms of data in spatial format are accessible to all, however few realize the implications of such a transitional change in wellbeing: Whether entire societies or individuals. The different generations taking up the information access can face different levels of accessibility that may be limited by access to online data, knowledge of usage of tools and the understanding of the results, all within the limits on the spaces they are familiar with. This paper reviews a conceptual process underlining the initial steps of a long-term project in the Maltese Islands that seeks to create an online series of tools that bring the concept of “physical place” to the different generations through the management of a major project, the creation of a 3D virtuality, employing scanning processes, GIS, conversion aspects, and a small block-based Minecraft engine.peer-reviewe

    Spatial conceptualisation as a foundation for social interactionism in virtual worlds

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    Chapter 13In a world relatively recently immersed in the virtual domain, sprung upon unsuspecting newbies still struggling to understand what a 20k computer could deliver, few anticipated the massive change that was about to be wrought by technology. One generation later and new opposing dichotomies still exist: the techno-centric world and those techno-phobic or the still skeptic. Th ose lucky enough to be caught in the revolution understand the realities impinging on both worlds, but those lost in the analogue reality and the new generation that grew up with virtual access seem to be lost in their own concept of space. It is difficult to conceptualise living without the digital version, but such is still a reality for some who still cling to hardcopies, atlases and paper, whilst equally perplexing that the new generations do not access such but immerse themselves in virtual worlds that may yet represent real space, which in turn has resulted in the loss of linkages to the real world. Case in point is the need to establish mental connections of place between the two worlds: the availability of online map services, but few really understand their physical space and the inherent relationships between the players in their routine activity. Th e scope of this paper is to visualise a socio-technic approach that creates virtual worlds that are understandable to new users, those who have yet to venture in the virtual immersive domain and build their worlds for eventual interactivity. It is futile for the social sciences to continue their century-old practices when dealing with the realities of the new society; counseling, sociology, social psychology, criminology as well as other natural sciences inclusive of medicine cannot abide by. Th eir need is imperative to understand the new domains in order to come up with new actions to understand the interactionism pertaining to the new societies that inhabit apparent alien domains. What Tim Berners- Lee unleashed in 1989 (1) through his world wide web (WWW) proposal (Berners-Lee, 1989) is still under study, even though it has taken over social change. This paper posits a process employed in Malta to bridge the gap, by creating a seed that transposes the real and understandable world to the uninitiated through the creation of a place they understand: a map of the islands.peer-reviewe

    Visualizing visualisation : spatial conceptualisation as a stepping stone in the transition of real-virtual world interactionism

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    The acquisition of a concept of space is an essential requirement for immersive migration from the real to the virtual worlds. Knowledge of space and place posit a hard-to-acquire concept for the non technological person. The move from a techno-centric reality to a socio-technic one has aided the transposition of the non-technic disciplines to take up the virtual environments as the next level interactive domain. Initial activity would have come from the geographically-equipped disciplines, with eventual porting to the civil-protection-related disciplines and eventually to the social sciences and the arts. The resultant knowledge gain is yet to yet fully established, as technology has outshone the actual transition, with most disciplines still struggling to understand the shift. This paper reviews the issue of knowledge of spaces, the efforts made to acquire a reality-to- virtual transition, as pushed through the establishment of a spatial information system. The paper highlights the initial work carried out to create an initial gaming environment for social interactionism to occur. The target is that based on available gaming engines and focuses on the process employed to establish the launching environment. The DIKA model is employed through its Data acquisition of real space, it being given a meaning through spatial Information, its conversion to 2D environments and in turn to 3D space as a Knowledge markup and the final Action process employed to create the interactive space through the gaming engine. The paper posits a case study based on the spatial data transition from real to virtual spaces through the creation of a 3D model of the city of Valletta, which model pivots around the creation of point clouds and the resultant voxel/tin models that can be ported to worlds such as Minecraft. The process is envisaged to include potential visualisation through Virtual Reality technology.peer-reviewe

    Archaeology of Digital Environments: Tools, Methods, and Approaches

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    Digital archaeologists use digital tools for conducting archaeological work, but their potential also lies in applying archaeological thinking and methods to understanding digital built environments (i.e., software) as contemporary examples of human settlement, use, and abandonment. This thesis argues for digital spaces as archaeological artifacts, sites, and landscapes that can be investigated in both traditional and non-traditional ways. At the core of my research is the fundamental argument that human-occupied digital spaces can be studied archaeologically with existing and modified theory, tools, and methods to reveal that human occupation and use of synthetic worlds is similar to how people behave in the natural world. Working digitally adds new avenues of investigation into human behavior in relation to the things people make, modify, and inhabit. In order to investigate this argument, the thesis focuses on three video game case studies, each using different kinds of archaeology specifically chosen to help understand the software environments being researched: 1) epigraphy, stylometry, and text analysis for the code-artifact of Colossal Cave Adventure; 2) photogrammetry, 3D printing, GIS mapping, phenomenology, and landscape archaeology within the designed, digital heritage virtual reality game-site of Skyrim VR; 3) actual survey and excavation of 30 heritage sites for a community of displaced human players in the synthetic landscape of No Man’s Sky. My conclusions include a blended approach to conducting future archaeological fieldwork in digital built environments, one that modifies traditional approaches to archaeological sites and material in a post/transhuman landscape. As humanity continues trending towards constant digital engagement, archaeologists need to be prepared to study how digital places are settled, used, and abandoned. This thesis takes a step in that direction using the vernacular of games as a starting point

    An Analysis of Presence and User Experiences Over Time

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    This manuscript presents the result of a series of studies intended to shed light on understanding how trends regarding user experiences in VR changes over time when engaging with VR games. In my first study, I explored how user experiences compared when playing Minecraft on the desktop against playing Minecraft within an immersive virtual reality port. Fourteen players completed six 45 minute sessions, three sessions were played on the desktop, and three in VR. The Gaming Experience Questionnaire, i-Group presence questionnaire, and Simulator Sickness Questionnaire were administered after each session, and players were interviewed at the end of the experiment. Survey data showed substantial increases in presence and positive emotions when playing Minecraft in VR while multiple themes emerged in participant interviews: participants\u27 heightened emotional experiences playing Minecraft in VR was closely linked to feelings of immersion and improved sense of scale; participants overall enjoyed using motion controls, though they felt indirect input was better for some actions; and players generally disliked traveling via teleportation, as they found it disorienting and immersion-breaking. In my second study, I identified temporal shifts in user perceptions that had taken place within the first two years that consumer VR devices had become available. To consider what could be learned about the long-term use of consumer VR devices, I analyzed online forums discussions devoted to specifically VR. I gathered posts made on the /r/Vive subreddit from the first two years after the HTC Vive\u27s release. Over time, users moved from passive to active as their attitudes and expectations towards presence and simulator sickness matured. The significant trends of interest found to influence this was game design implementation and locomotion techniques. In my third study, again, I examined the data taken from the /r/Vive subreddit forum posts to gain further insights into the scope of what ``lingering effects\u27\u27 users had reported experiencing after using VR and the progression of these effects over time. After identifying search terms designed to discover comments made about lingering effects, I found three significant categories of lingering effects (besides simulator sickness) during my qualitative analysis: perceptual effects, behavioral effects, and changes in dreams. The perceptual and behavioral categories were further divided into sub-themes; including disruption of body ownership and proprioception, loss of a sense of depth in the real world, visual after effects, the need to verify the reality of the natural world through touch, hesitation when moving in the real world, and attempts to apply VR interaction metaphors to real-life interactions. After identifying these categories of effects, I mapped out how these effects progressed concerning time. In particular, I coded data according to four temporal concepts: 1) how long must be spent in VR to trigger an effect, 2) how long before the onset of an effect upon exiting VR, 3) the duration of any specific effect, and 4) the total duration that all effects can continue to occur overall. In my fourth study, I examined how user experiences and trends regarding presence changed throughout a single gaming session. Participants were immersed in a virtual experience called \u27The Secret Shop\u27 and given instructions to explore their surroundings with no guided direction. After their experience ended, users performed an After Action Review (AAR) while watching a recording of their recent experience, followed by a semi-structured interview. I graphed each user\u27s feelings of presence over time from second to second using the results of the After Action Review. Presence was shown in these graphs to both rise and fall, gradually and rapidly, throughout the course of each user\u27s experience. The analysis of both the graphs and the interviews then showed that presence was significantly impacted by user expectations, affordance inconsistencies, and the intensity of engagement experienced throughout the session. In my final study, I loaned out VR headsets to local novice users to track their perceptions of presence across the span of four weeks. Users were given the freedom to explore any VR games and applications of interest to them off-site to simulate regular VR consumer experiences. In this study, I analyzed how over time, novice users gradually evolved in their understanding of presence and what became most important to them in order to maintain and create it in the form of visual appeal, interaction techniques, and locomotion. I also found that the levels of engagement experienced across games were shown to be linked to whether users experienced lingering effects, how their perceptions of time spent within VR had been altered, and whether or not they retained any interest in investing in future VR-related purchases

    Kollaboratives Reengineering und Modularisieren von Softwaresystemen

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    Software systems evolve over their lifetime. Changing requirements make it inevitable for developers to modify and extend the underlying code base. Specific requirements emerge in the context of open source software where everybody can contribute and requirements can change over time. In particular, research software is often not structured with a maintainable and extensible architecture. Furthermore, often databases are employed for retrieving, storing, and processing application data. Insufficient knowledge of the actual structure and behavior of such software systems and related databases can entail further challenges. Thus, understanding these software systems embodies a crucial task, which needs to be addressed in an appropriate way to face inevitable challenges while performing software changes. Approaches based on alternative display and interaction concepts can support this task by offering a more immersive user experience. In this thesis, we introduce three complementary approaches to support the evolution and particularly understanding of software systems in different aspects. Our main contributions are (i) an approach named CORAL for enabling collaborative reengineering and modularization of software systems, (ii) a gesture-based, collaborative, and multi-user-featuring Virtual Reality approach named ExplorViz VR for the software city metaphor, and (iii) a database behavior live-visualization approach named RACCOON for database comprehension of software systems. An extensive case study shows that our CORAL approach is capable of supporting reengineering and modularization processes. Furthermore, several lab experiments demonstrate the high usability, and efficiency and effectiveness for solving comprehension tasks when using the visualization within our multi-user VR approach ExplorViz VR. All implementations are available as open-source software on www.explorviz.net. Additionally, we provide an extensive experimental package of our latest VR evaluation to facilitate the verifiability and reproducibility of our results

    Collaborative Workspaces within Distributed Virtual Environments

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    In warfare, be it a training simulation or actual combat, a commander\u27s time is one of the most valuable and fleeting resources of a military unit. Thus, it is natural for a unit to have a plethora of personnel to analyze and filter information to the decision-maker. This dynamic exchange of ideas between analyst and commander is currently not available within the distributed interactive simulation (DIS) community. This lack of exchange limits the usefulness of the DIS experience to the commander and his troops. This thesis addresses the commander\u27s isolation problem through the integration of a collaborative workspace within AFIT\u27s Synthetic BattleBridge (SBB) as a technique to improve situational awareness. The SBB\u27s Collaborative Workspace enhances battlespace awareness through CSCW (computer supported cooperative work) enabling communication technologies. The SBB\u27s Collaborative Workspace allows the user to interact with other SBB users through the transmission and reception of public bulletins, private email, real-time chat sessions, shared viewpoints, shared video, and shared annotations to the virtual environment. Collaborative communication between SBB occurs through the use of standard and experimental DIS-compliant protocol data units. The SBB\u27s Collaborative Workspace gives the battlespace commander the widest range of communication options available within a DIS virtual environment today
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