Steve Guynup - Academia.edu (original) (raw)
Papers by Steve Guynup
ALLC/ACH 2003, 2003
Beyond the Archive: Immersive Textuality for William Blake's Poetry STEVE GUYNUP Georgia Tec... more Beyond the Archive: Immersive Textuality for William Blake's Poetry STEVE GUYNUP Georgia Tech, IDT steve_guynup@ hotmail. com MARCEL O'GORMAN Detoriot Mercy University marcel@ e-crit. com NELSON HILTON University of Georgia nhilton@ room343. english. ...
Bespace is a synchronous web3D lecture hall and performance system that seeks to tap the educatio... more Bespace is a synchronous web3D lecture hall and performance system that seeks to tap the educational and entertainment potential of virtual space. Its underlying interactive methodology is focused on the efficient delivery of information within the space. The entire virtual environment is treated as a one interface. Principles of human computer interaction are applied to the activities, avatars, and architecture. The outcome is an environment that utilizes the power of a digitally created reality and does not sacrifice usability in pursuit of realistic appearances. Bespace’s interactive methodology seeks to implement the promises made by the early pioneers of virtual space. ACM Classification: H5.2 [Information interfaces and
Bespace is a synchronous web3D lecture hall and performance system that seeks to tap the educatio... more Bespace is a synchronous web3D lecture hall and performance system that seeks to tap the educational and entertainment potential of virtual space. Its underlying interactive methodology is focused on the efficient delivery of information within the space. The entire virtual environment is treated as a one interface. Principles of human computer interaction are applied to the activities, avatars, and architecture. The outcome is an environment that utilizes the power of a digitally created reality and does not sacrifice usability in pursuit of realistic appearances. Bespace’s interactive methodology seeks to implement the promises made by the early pioneers of virtual space. ACM Classification: H5.2 [Information interfaces and
Bespace is a web3D lecture hall. It is a synchronous online environment capable of presenting div... more Bespace is a web3D lecture hall. It is a synchronous online environment capable of presenting diverse forms of educa-tional content. Bespace’s methodology positions presence, realism, and immersion as tools for moderating student behavior and achieving educational outcomes. Secondly, Bespace explores the strengths and limitations of digital worlds — the impact of mouse, keyboard, and computer screen on the design of virtual space. The key to Bespace is deceptively simple; the teacher’s avatar is empowered like a videogame character. The teacher’s avatar shape-shifts into 2D slides, 3D models, and 3D worlds. The result is a na-tive space blending interface and environment design. ACM Classification: H5.2 [Information interfaces and pres-
Bespace is a synchronous web3D lecture hall and performance system that seeks to tap the educatio... more Bespace is a synchronous web3D lecture hall and performance system that seeks to tap the educational and entertainment potential of virtual space. Its underlying interactive methodology is focused on the efficient delivery of information within the space. The entire virtual environment is treated as a one interface. Principles of human computer interaction are applied to the activities, avatars, and architecture. The outcome is an environment that utilizes the power of a digitally created reality and does not sacrifice usability in pursuit of realistic appearances. Bespace's interactive methodology seeks to implement the promises made by the early pioneers of virtual space.
Bespace is a web3D lecture hall. It is a synchronous online environment capable of presenting div... more Bespace is a web3D lecture hall. It is a synchronous online environment capable of presenting diverse forms of educational content. Bespace's methodology positions presence, realism, and immersion as tools for moderating student behavior and achieving educational outcomes. Secondly, Bespace explores the strengths and limitations of digital worlds -the impact of mouse, keyboard, and computer screen on the design of virtual space. The key to Bespace is deceptively simple; the teacher's avatar is empowered like a videogame character. The teacher's avatar shape-shifts into 2D slides, 3D models, and 3D worlds. The result is a native space blending interface and environment design.
Future Generation Computer Systems, 2000
Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid represe... more Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid representation. This approach applies unnecessary restrictions to the Avatar's usefulness. Avatars, when viewed in the abstract, are Content Delivery Platforms. They are a point to distribute and to receive data. The humanoid frame simply provides a comfortable metaphor for this process. By looking beyond the human frame, we find a vast new area of interactivity and expressive power. Like a genie, Avatars can become any type of model, graphic or animation. They can do this in sync with any type of oral or text based presentation. They would inherently blend the best elements of three-dimensional interactive environments with human sensitivity and human flexibility. Furthermore, this approach is not something for tomorrow -it is something we can do now. We have successfully demonstrated it in practical application, an online multi-user virtual classroom environment. : S 0 1 6 7 -7 3 9 X ( 9 9 ) 0 0 0 9 8 -9
Future Generation Computer Systems, 2000
Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid represe... more Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid representation. This approach applies unnecessary restrictions to the Avatar's usefulness. Avatars, when viewed in the abstract, are Content Delivery Platforms. They are a point to distribute and to receive data. The humanoid frame simply provides a comfortable metaphor for this process. By looking beyond the human frame, we find a vast new area of interactivity and expressive power. Like a genie, Avatars can become any type of model, graphic or animation. They can do this in sync with any type of oral or text based presentation. They would inherently blend the best elements of three-dimensional interactive environments with human sensitivity and human flexibility. Furthermore, this approach is not something for tomorrow -it is something we can do now. We have successfully demonstrated it in practical application, an online multi-user virtual classroom environment. : S 0 1 6 7 -7 3 9 X ( 9 9 ) 0 0 0 9 8 -9
Future Generation Computer Systems, 2000
Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid represe... more Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid representation. This approach applies unnecessary restrictions to the Avatar's usefulness. Avatars, when viewed in the abstract, are Content Delivery Platforms. They are a point to distribute and to receive data. The humanoid frame simply provides a comfortable metaphor for this process. By looking beyond the human frame, we find a vast new area of interactivity and expressive power. Like a genie, Avatars can become any type of model, graphic or animation. They can do this in sync with any type of oral or text based presentation. They would inherently blend the best elements of three-dimensional interactive environments with human sensitivity and human flexibility. Furthermore, this approach is not something for tomorrow -it is something we can do now. We have successfully demonstrated it in practical application, an online multi-user virtual classroom environment. : S 0 1 6 7 -7 3 9 X ( 9 9 ) 0 0 0 9 8 -9
Future Generation Computer Systems, 2000
Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid represe... more Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid representation. This approach applies unnecessary restrictions to the Avatar's usefulness. Avatars, when viewed in the abstract, are Content Delivery Platforms. They are a point to distribute and to receive data. The humanoid frame simply provides a comfortable metaphor for this process. By looking beyond the human frame, we find a vast new area of interactivity and expressive power. Like a genie, Avatars can become any type of model, graphic or animation. They can do this in sync with any type of oral or text based presentation. They would inherently blend the best elements of three-dimensional interactive environments with human sensitivity and human flexibility. Furthermore, this approach is not something for tomorrow -it is something we can do now. We have successfully demonstrated it in practical application, an online multi-user virtual classroom environment. : S 0 1 6 7 -7 3 9 X ( 9 9 ) 0 0 0 9 8 -9
Online virtual environments hold the promise of creating an immersive, shared educational experie... more Online virtual environments hold the promise of creating an immersive, shared educational experience. Realizing this promise has largely been a failure. Fundamentally, the issue has been one of reality. The reality that online three-dimensional environments neither function like ...
ALLC/ACH 2003, 2003
Beyond the Archive: Immersive Textuality for William Blake's Poetry STEVE GUYNUP Georgia Tec... more Beyond the Archive: Immersive Textuality for William Blake's Poetry STEVE GUYNUP Georgia Tech, IDT steve_guynup@ hotmail. com MARCEL O'GORMAN Detoriot Mercy University marcel@ e-crit. com NELSON HILTON University of Georgia nhilton@ room343. english. ...
Bespace is a synchronous web3D lecture hall and performance system that seeks to tap the educatio... more Bespace is a synchronous web3D lecture hall and performance system that seeks to tap the educational and entertainment potential of virtual space. Its underlying interactive methodology is focused on the efficient delivery of information within the space. The entire virtual environment is treated as a one interface. Principles of human computer interaction are applied to the activities, avatars, and architecture. The outcome is an environment that utilizes the power of a digitally created reality and does not sacrifice usability in pursuit of realistic appearances. Bespace’s interactive methodology seeks to implement the promises made by the early pioneers of virtual space. ACM Classification: H5.2 [Information interfaces and
Bespace is a synchronous web3D lecture hall and performance system that seeks to tap the educatio... more Bespace is a synchronous web3D lecture hall and performance system that seeks to tap the educational and entertainment potential of virtual space. Its underlying interactive methodology is focused on the efficient delivery of information within the space. The entire virtual environment is treated as a one interface. Principles of human computer interaction are applied to the activities, avatars, and architecture. The outcome is an environment that utilizes the power of a digitally created reality and does not sacrifice usability in pursuit of realistic appearances. Bespace’s interactive methodology seeks to implement the promises made by the early pioneers of virtual space. ACM Classification: H5.2 [Information interfaces and
Bespace is a web3D lecture hall. It is a synchronous online environment capable of presenting div... more Bespace is a web3D lecture hall. It is a synchronous online environment capable of presenting diverse forms of educa-tional content. Bespace’s methodology positions presence, realism, and immersion as tools for moderating student behavior and achieving educational outcomes. Secondly, Bespace explores the strengths and limitations of digital worlds — the impact of mouse, keyboard, and computer screen on the design of virtual space. The key to Bespace is deceptively simple; the teacher’s avatar is empowered like a videogame character. The teacher’s avatar shape-shifts into 2D slides, 3D models, and 3D worlds. The result is a na-tive space blending interface and environment design. ACM Classification: H5.2 [Information interfaces and pres-
Bespace is a synchronous web3D lecture hall and performance system that seeks to tap the educatio... more Bespace is a synchronous web3D lecture hall and performance system that seeks to tap the educational and entertainment potential of virtual space. Its underlying interactive methodology is focused on the efficient delivery of information within the space. The entire virtual environment is treated as a one interface. Principles of human computer interaction are applied to the activities, avatars, and architecture. The outcome is an environment that utilizes the power of a digitally created reality and does not sacrifice usability in pursuit of realistic appearances. Bespace's interactive methodology seeks to implement the promises made by the early pioneers of virtual space.
Bespace is a web3D lecture hall. It is a synchronous online environment capable of presenting div... more Bespace is a web3D lecture hall. It is a synchronous online environment capable of presenting diverse forms of educational content. Bespace's methodology positions presence, realism, and immersion as tools for moderating student behavior and achieving educational outcomes. Secondly, Bespace explores the strengths and limitations of digital worlds -the impact of mouse, keyboard, and computer screen on the design of virtual space. The key to Bespace is deceptively simple; the teacher's avatar is empowered like a videogame character. The teacher's avatar shape-shifts into 2D slides, 3D models, and 3D worlds. The result is a native space blending interface and environment design.
Future Generation Computer Systems, 2000
Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid represe... more Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid representation. This approach applies unnecessary restrictions to the Avatar's usefulness. Avatars, when viewed in the abstract, are Content Delivery Platforms. They are a point to distribute and to receive data. The humanoid frame simply provides a comfortable metaphor for this process. By looking beyond the human frame, we find a vast new area of interactivity and expressive power. Like a genie, Avatars can become any type of model, graphic or animation. They can do this in sync with any type of oral or text based presentation. They would inherently blend the best elements of three-dimensional interactive environments with human sensitivity and human flexibility. Furthermore, this approach is not something for tomorrow -it is something we can do now. We have successfully demonstrated it in practical application, an online multi-user virtual classroom environment. : S 0 1 6 7 -7 3 9 X ( 9 9 ) 0 0 0 9 8 -9
Future Generation Computer Systems, 2000
Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid represe... more Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid representation. This approach applies unnecessary restrictions to the Avatar's usefulness. Avatars, when viewed in the abstract, are Content Delivery Platforms. They are a point to distribute and to receive data. The humanoid frame simply provides a comfortable metaphor for this process. By looking beyond the human frame, we find a vast new area of interactivity and expressive power. Like a genie, Avatars can become any type of model, graphic or animation. They can do this in sync with any type of oral or text based presentation. They would inherently blend the best elements of three-dimensional interactive environments with human sensitivity and human flexibility. Furthermore, this approach is not something for tomorrow -it is something we can do now. We have successfully demonstrated it in practical application, an online multi-user virtual classroom environment. : S 0 1 6 7 -7 3 9 X ( 9 9 ) 0 0 0 9 8 -9
Future Generation Computer Systems, 2000
Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid represe... more Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid representation. This approach applies unnecessary restrictions to the Avatar's usefulness. Avatars, when viewed in the abstract, are Content Delivery Platforms. They are a point to distribute and to receive data. The humanoid frame simply provides a comfortable metaphor for this process. By looking beyond the human frame, we find a vast new area of interactivity and expressive power. Like a genie, Avatars can become any type of model, graphic or animation. They can do this in sync with any type of oral or text based presentation. They would inherently blend the best elements of three-dimensional interactive environments with human sensitivity and human flexibility. Furthermore, this approach is not something for tomorrow -it is something we can do now. We have successfully demonstrated it in practical application, an online multi-user virtual classroom environment. : S 0 1 6 7 -7 3 9 X ( 9 9 ) 0 0 0 9 8 -9
Future Generation Computer Systems, 2000
Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid represe... more Traditionally, an Avatar has been viewed as a representation of an individual, a humanoid representation. This approach applies unnecessary restrictions to the Avatar's usefulness. Avatars, when viewed in the abstract, are Content Delivery Platforms. They are a point to distribute and to receive data. The humanoid frame simply provides a comfortable metaphor for this process. By looking beyond the human frame, we find a vast new area of interactivity and expressive power. Like a genie, Avatars can become any type of model, graphic or animation. They can do this in sync with any type of oral or text based presentation. They would inherently blend the best elements of three-dimensional interactive environments with human sensitivity and human flexibility. Furthermore, this approach is not something for tomorrow -it is something we can do now. We have successfully demonstrated it in practical application, an online multi-user virtual classroom environment. : S 0 1 6 7 -7 3 9 X ( 9 9 ) 0 0 0 9 8 -9
Online virtual environments hold the promise of creating an immersive, shared educational experie... more Online virtual environments hold the promise of creating an immersive, shared educational experience. Realizing this promise has largely been a failure. Fundamentally, the issue has been one of reality. The reality that online three-dimensional environments neither function like ...