7,402 research outputs found
Towards virtual communities on the Web: Actors and audience
We report about ongoing research in a virtual
reality environment where visitors can interact with
agents that help them to obtain information, to perform
certain transactions and to collaborate with them in order
to get some tasks done. Our environment models a
theatre in our hometown. We discuss attempts to let this
environment evolve into a theatre community where we
do not only have goal-directed visitors, but also visitors
that that are not sure whether they want to buy or just
want information or visitors who just want to look
around. It is shown that we need a multi-user and multiagent
environment to realize our goals. Since our environment
models a theatre it is also interesting to investigate
the roles of performers and audience in this environment.
For that reason we discuss capabilities and personalities of agents. Some notes on the historical development of networked communities are included
DocuDrama
This paper presents an approach combining concepts of virtual storytelling with cooperative processes. We will describe why storytelling is relevant in cooperation support applications. We will outline how storytelling concepts provide a new quality for groupware applications. Different prototypes illustrate a combination of a groupware application with various storytelling components in a Theatre of Work
Intelligent Pedagogical Agents in Immersive Virtual Learning Environments: A Review
The concept of Intelligent Pedagogical Agents (IPA) has been an important research topic for a long time. IPA is supported by multi-agent systems research derived from AI. IPA provides personalized instruction, increase learner motivation, and act pedagogically on behalf or with the learner. On the other hand, virtual environments add value to the education process by giving new educational possibilities and computational-richness support. Combining both IPA and Virtual environments can make a promising approach for effective computer-aided learning. This paper provides a review on IPA and related topics focusing on a general overview of the topic, gives a detailed review in the application domain of virtual learning environments, and outlines a proposal for a flexible conceptual approach for the flexible application in different learning settings
Direct Manipulation-like Tools for Designing Intelligent Virtual Agents
If intelligent virtual agents are to become widely adopted it is vital that they can be designed using the user friendly graphical tools that are used in other areas of graphics. However, extending this sort of tool to autonomous, interactive behaviour, an area with more in common with artificial intelligence, is not trivial. This paper discusses the issues involved in creating user-friendly design tools for IVAs and proposes an extension of the direct manipulation methodology to IVAs. It also presents an initial implementation of this methodology
Virtual reality: Theoretical basis, practical applications
Virtual reality (VR) is a powerful multimedia visualization technique offering a range of mechanisms by which many new experiences can be made available. This paper deals with the basic nature of VR, the technologies needed to create it, and its potential, especially for helping disabled people. It also offers an overview of some examples of existing VR systems
Making it real: exploring the potential of Augmented Reality for teaching primary school science
The use of Augmented Reality (AR) in formal education could prove a key component in future learning environments that are richly populated with a blend of hardware and software applications. However, relatively little is known about the potential of this technology to support teaching and learning with groups of young children in the classroom. Analysis of teacher-child dialogue in a comparative study between use of an AR virtual mirror interface and more traditional science teaching methods for 10-year-old children, revealed that the children using AR were less engaged than those using traditional resources. We suggest four design requirements that need to be considered if AR is to be successfully adopted into classroom practice. These requirements are: flexible content that teachers can adapt to the needs of their children, guided exploration so learning opportunities can be maximised, in a limited time, and attention to the needs of institutional and curricular requirements
AR-MoCap: Using augmented reality to support motion capture acting
Technology is disrupting the way films involving visual effects are produced. Chroma-key, LED walls, motion capture (mocap), 3D visual storyboards, and simulcams are only a few examples of the many changes introduced in the cinema industry over the last years. Although these technologies are getting commonplace, they are presenting new, unexplored challenges to the actors. In particular, when mocap is used to record the actors’ movements with the aim of animating digital character models, an increase in the workload can be easily expected for people on stage. In fact, actors have to largely rely on their imagination to understand what the digitally created characters will be actually seeing and feeling. This paper focuses on this specific domain, and aims to demonstrate how Augmented Reality (AR) can be helpful for actors when shooting mocap scenes. To this purpose, we devised a system named AR-MoCap that can be used by actors for rehearsing the scene in AR on the real set before actually shooting it. Through an Optical See-Through Head- Mounted Display (OST-HMD), an actor can see, e.g., the digital characters of other actors wearing mocap suits overlapped in real- time to their bodies. Experimental results showed that, compared to the traditional approach based on physical props and other cues, the devised system can help the actors to position themselves and direct their gaze while shooting the scene, while also improving spatial and social presence, as well as perceived effectiveness
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e-Governance: Supporting pragmatic direct deliberative action through online communities of interest
Authors often report on the limited success of e-Government initiatives in developing nations. Top down, national strategies are developed to target improved government services, but maintain hierarchical, citizen-state conceptions of governance through representative democracy. An alternative conception, direct deliberative democracy, frames the potential role of the internet in governance differently. Web based platforms might support locally animated deliberations, which target pragmatic outcomes, while the resulting social networks afford collective learning through connections across traditional boundaries. This paper presents an investigation of direct deliberative governance as it occurs in online 'communities of interest', and is based on research with such a community in southern Africa. We investigate contributions to the online governance process and develop an action typology distinguishing between degrees of 'agency freedom'. Network analytic techniques are then used to understand how acts of varying degree are expressed in terms of the structure of a social network. The aim, more broadly, is to understand how the environment shapes acts of direct deliberative governance, and, in turn, how the acts shape the evolution and effectiveness of the community. The preliminary results suggest design considerations for online governance communities, and highlight their role to not only provide deliberative space, but to mediate social network connections
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