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Facets of Virtual Environments. Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecomm. Eng. Vol 33 - First International Conference, FaVE 2009, Berlin, Germany, July 27-29, 2009, Revised Selected Papers
Preface
5
Organization
8
Table of Contents
10
FaVE 2009 – Track 1
12
Development of Virtual Geographic Environments and Geography Research
12
Introduction
12
Background and Research Progress of VGE
13
What Is VGE?
13
Why VGE Rising?
14
Related Work
15
Research Contents and Key Issues of VGE
16
Revolution of Geography Research Methods and Geographic Languages
16
Development of Virtual Geography
17
VGE Extends Geographic Environment in the Real World
17
Virtual Geography
18
Development of Experimental Geography
18
Experimental Geography
18
Virtual Geographic Experiments for Experimental Geography
19
VGE as a Virtual Geographic Experiment Platform
19
Discussion and Conclusion
20
References
21
Dual Reality: Merging the Real and Virtual
23
Introduction
23
Background
24
Self-expression in Virtual Worlds
25
The Vacancy Problem
26
Mapping between Realities
27
Related Work
27
Design and Implementation
28
Real World Implementation
28
Virtual World Implementation
29
Dual Reality Event and Discussion
34
Discussion
35
Conclusion
36
References
37
Exploring the Use of Virtual Worlds as a Scientific Research Platform: The Meta-Institute for Computational Astrophysics (MICA)
40
Introduction
40
The Meta-Institute for Computational Astrophysics (MICA)
41
Improving Scientific Collaboration and Communication
42
A New Approach to Numerical Simulations
44
Immersive Multi-Dimensional Data Visualization
47
Exploring the OpenGrid and OpenSim Technologies
49
Information Architectures for the Next Generation Web
49
Education and Public Outreach
51
Concluding Comments
51
References
53
FaVE 2009 – Track 2
55
Characterizing Mobility and Contact Networks in Virtual Worlds
55
Introduction
55
Related Work
56
Virtual Worlds: Background
57
Second Life
57
World of Warcraft
57
Methodology
58
Spatio-temporal Analysis
60
Spatial Analysis
60
Distances traveled.
60
Demographic Density.
61
Temporal Analysis
62
Network Structures
64
Conclusions
68
References
69
Landmarks and Time-Pressure in Virtual Navigation:Towards Designing Gender-Neutral Virtual Environments
71
Introduction
71
Related Work
72
Landmarks as a Navigational Aid
72
Time-Pressure and Spatial Cognition
72
Methodology
73
Virtual Environment, Task and Subjects
73
Introducing Landmarks and Time-Pressure
73
Data Recording and Analysis
75
Conclusions
75
References
77
The Effects of Virtual Weather on Presence
79
Introduction
79
Hypothesis
82
Method
82
Results
85
Discussion
86
References
87
FaVE 2009 – Track 3
90
Complexity of Virtual Worlds’ Terms of Service
90
Introduction
90
Legal Topics of Terms of Service
91
Complexity of Terms of Service
93
Size
94
Readability
94
Evolution
95
Scope
96
Dealing with Terms of Service Complexity
97
Conclusions
99
References
100
The Role of Semantics in Next-Generation Online Virtual World-Based Retail Store
102
Introduction
102
A Next Generation Online Virtual World Retail Store
103
Framework for Text Based Natural Language Interaction
105
Domain Ontology and Its Creation
105
Concepts of the Domain
106
Parsing the Input to Identify Concepts
107
Handling Queries on the Domain
107
A Detailed Example
108
Integrating Virtual Worlds and Business Applications
109
Integration Mechanisms
110
Carrying Out Real-World Transactions
111
Dynamic Rendering
112
Role of Visual Semantics in Retail Stores
112
Shopping by Example
113
Conclusion
115
References
115
StellarSim: A Plug-In Architecture for Scientific Visualizations in Virtual Worlds
117
Introduction
117
Related Work
118
3D Programs in Use
119
Virtual Worlds
119
UsageScenario
120
Architecture and Implementation
122
Evaluation: StellarSim
125
Applications
125
Usage Scenarios with StellarSim
128
User Feedback
129
Conclusions and Future Work
129
References
130
FaVE 2009 – Track 4
132
Formalizing and Promoting Collaboration in 3D Virtual Environments – A Blueprint for the Creation of Group Interaction Patterns
132
Introduxction
132
Online Multi-user Virtual Environments
133
A Blueprint for the Creation of Collaboration Patterns
134
Using Patterns for the Description of Virtual Embodied Collaboration
135
The Semiotic Triad as an Organizing Structure
135
Action and Interaction in 3D Virtual Environments
136
A Typology of Objects in Virtual Environments
137
A Blueprint for Embodied Virtual Collaboration
139
Examples of Collaboration Patterns Based on the Blueprint
141
Future Research Needs and Initiatives
144
Conclusion
144
References
145
Conceptual Design Scheme for Virtual Characters
146
Introduction
146
Emotions and Virtual Characters
147
Modelling Artificial Emotions and Its Recognition
149
Multifunctional Aspects of the Gestural Behavior
151
Scheme for Virtual Character Research
152
Psychological States - Personality
153
Verbal and Nonverbal Communication
154
Cognitive Processing
155
Virtual Environments
156
Evaluation Method
157
Conclusion
158
References
158
Usability Issues of an Augmented Virtuality Environment for Design
162
Introduction
162
Mixed Reality Boundaries Theory
163
Transportation
163
Artificiality
164
Research Issues for Experimentation
165
Methods
165
Experiment Setup
166
Experiment
167
Experimental Procedure
168
Development of Questionnaires
169
Results for Data Analysis and Interpretation
171
Limitation and Future Work
173
Conclusion
173
References
174
FaVE 2009 – Track 5
176
The Managed Hearthstone: Labor and Emotional Work in the Online Community of World of Warcraft
176
Introduction
176
Literature Review
178
Methodology
179
Analysis
180
Leveling
180
End-Game
182
Discussion and Conclusion
186
References
187
Human Rights and Private Ordering in Virtual Worlds
189
Introduction
189
Human Rights in Virtual Environments: Principles
190
Characteristics of Virtual Environments (and Worlds)
190
The Application of Human Rights in Virtual Worlds
191
Freedom of Expression Applied to Virtual Worlds
193
In-Game Expressions: Some Examples
193
Normative Framework
193
Possible Actions
194
Freedom from Discrimination as Applied to Virtual Environments
195
In-Game Discrimination: Some Examples
195
Concept Definition
196
Possible Actions
196
Conclusion
197
Investigating the Concept of Consumers as Producers in Virtual Worlds: Looking through Social, Technical, Economic, and Legal Lenses
198
Introduction
198
Consumers as Producers
199
Social and Cultural Lens
200
Technical Lens
202
Economic and Business Lens
203
Legal and Policy Lens
205
Discussion
206
Virtual World Architecture
208
Emergent Behavior
208
Operators as Gods
209
Factors Impacting Consumers as Producers
209
Conclusions and Future Work
211
References
212
Author Index
214
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