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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

of: Virgilio Almeida, Gino Brunetti, Bin Chen, David G. Embrick, Will Farr

Springer-Verlag, 2010

ISBN: 9783642117435 , 202 Pages

Format: PDF

Copy protection: DRM

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Price: 49,22 EUR



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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