Virtual Space Research Papers - Academia.edu (original) (raw)

This paper extends the previous research regarding the Romanian electronic market as context for the launching a business opportunity in this domain. Here we will present a study on the indigenous e-commerce websites in general and their... more

This paper extends the previous research regarding the Romanian electronic market as context for the launching a business opportunity in this domain. Here we will present a study on the indigenous e-commerce websites in general and their usability in particular. Nowadays, an ...

We propose an approach to creating shared mixed realities based on the construction of transparent boundaries between real and virtual spaces. First, we introduce a taxonomy that classifies current approaches to shared spaces according to... more

We propose an approach to creating shared mixed realities based on the construction of transparent boundaries between real and virtual spaces. First, we introduce a taxonomy that classifies current approaches to shared spaces according to the three dimensions of transportation, artificiality, and spatiality. Second, we discuss our experience of staging a poetry performance simultaneously within real and virtual theaters. This demonstrates the complexities involved in establishing social interaction between real and virtual spaces and motivates the development of a systematic approach to mixing realities. Third, we introduce and demonstrate the technique of mixed-reality boundaries as a way of joining real and virtual spaces together in order to address some of these problems.

erieure de Physique et de Chimie Industrielles Abstract Recently, Virtual Earth, Google Earth, or Map Cube provide a virtual city modeled from real outdoor environment, and they also provide a service to embed other virtual objects into... more

erieure de Physique et de Chimie Industrielles Abstract Recently, Virtual Earth, Google Earth, or Map Cube provide a virtual city modeled from real outdoor environment, and they also provide a service to embed other virtual objects into the virtual space. For the first step for analyzing such complex outdoor scene, we show some results of analyzing the skylight, which dominates

Different institutions worldwide, such as economic, social and political, are relying increasingly on the communication technology to perform a variety of functions: holding remote business meetings, discussing design issues in product... more

Different institutions worldwide, such as economic, social and political, are relying increasingly on the communication technology to perform a variety of functions: holding remote business meetings, discussing design issues in product development, enabling consumers to remain connected with their families and children, and so on. In this environment, where geographic and temporal boundaries are shrinking rapidly, electronic communication medium are playing an important role. With recent advances in 3D sensing, computing on new hardware platforms, high bandwidth communication connectivity and 3D display technology, the vision of 3D video-teleconferencing and of tele-immersive experience has become very attractive. These advances lead to tele-immersive communication systems that enable 3D interactive experience in a virtual space consisting of objects born in physical and virtual environments. This experience is achieved by fusing real-time color plus depth video of physical scenes from multiple stereo cameras located at different geographic sites, displaying 3D reconstructions of physical and virtual objects, and performing computations to facilitate interactions between objects. While tele-immersive (TI) systems have been attracting a lot of attention these days, the advantages of enabled interactions and delivered 3D content for viewing as opposed to current 2D high definition video have not been evaluated. In this paper, we study the effectiveness of three different types of communication media on remote collaboration in order to document the pros and cons of new technologies such as TI. The three communication media include 3D video tele-immersive, 2D video Skype and face-to-face used in a collaborative environment of a remote product development scenario. Through a study done over 90 subjects, we discuss the strengths and weaknesses of different media and propose a scope for improvement in each of them.

Task 6.2 is concerned with developing the concept of the Mixed Reality stage as a networked layering of physical space and virtual environments. These environment allow for interaction and communication of multiple users enabled through... more

Task 6.2 is concerned with developing the concept of the Mixed Reality stage as a networked layering of physical space and virtual environments. These environment allow for interaction and communication of multiple users enabled through intuitive, free body interfaces. The deliverable discusses three main issues: • A characterisation of Mixed Reality approaches and techniques uncovering the requirements for Mixed Reality

The widespread use of digital communication tools has brought the formation of a new perception of space-time in terms of artistic activities as well. Nowadays, artists and their works; art activities (art galleries, museums, exhibition... more

The widespread use of digital communication tools has brought the formation of a new perception of space-time in terms of artistic activities as well. Nowadays, artists and their works; art activities (art galleries, museums, exhibition spaces, workshops) are available for the audience through digital communication facilities. In the context of interdisciplinary design fields and digital communication relationships, there is a digital artistic medium of interaction where the designers and also the audience interested in art meet. In particular, exhibits related to the design areas, explaining the factors such as catalog of the works in digital media, the artist's biography and interviews, reach the audience with an effective presentation. The art audience, can watch the art scene through an outsider perspective with the information presented to him/her in a virtual environment. With the art space transferred to the virtual sphere (museums, galleries, exhibition halls, etc.) the concept of distance is removed. The news, video and images of any artistic event held anywhere in the world, is transferred to the electronic mailboxes. In the research where the boundaries of art sphere will be questioned, it is aimed to examine the sharing of arts, artist, and art work in digital media. In the light of the findings, the presentation of art in real and virtual sphere will be resolved with the use of the descriptive analysis method.

В статье акцентируется внимание на трансформации механизмов агрессии в условиях бурного роста информационных потоков. Раскрывается влияние на данный процесс публично поощряемых норм и ценностей современного общества. Смещение акцентов и... more

В статье акцентируется внимание на трансформации механизмов агрессии в условиях бурного роста информационных потоков. Раскрывается влияние на данный процесс публично поощряемых норм и ценностей современного общества. Смещение акцентов и повсеместная публичность привели к росту девиаций и появлению новых форм репрезентаций себя в виртуальном пространстве. Негативные явления, охотно тиражируемые и распространяемые в цифровом контенте, привели к появлению моды на агрессию и показную жестокость, а размывание границ между нормой и
девиацией – к искажению ценностей и смыслов. Материальная, ценностная дифференциация породила маргинальные группы, диктующие свои условия в интернет-пространстве, которые с помощью различных форм агрессии создают благоприятные условия для повсеместной истерии и скандала. Публичная агрессия и показная жестокость становятся нормой
публичного дискурса, что приводит к еще большей сегрегации общества.
Любой информационный повод превращается в невротический дискурс с делением на группы «своих» и «чужих», а альтернативная точка зрения и аргументированный диалог практически исключены из современного публичного поля. Поощрение интолерантного поведения усугубляет коммуникативный дисбаланс в современном российском обществе, выступая дополнительным стимулом негативного, конфликтного диалога,
обесценивающего и унижающего ценности оппонента. Разобщенность общества активизирует крайне фундаменталистские течения, способные из on-line перейти в реальные столкновения. С ростом подобных тенденций в обществе угрозы перехода неконтролируемой агрессии из виртуального сетевого мира в повседневную жизнь становятся близкой реальностью, а прогнозирование и выработка превентивных мер оказываются одной из ключевых задач современного общества.

It has been widely suggested, but rarely demonstrated, that virtual environments (VEs) are effective training media. The purpose of this investigation was to evaluate how well a VE model of a complex office building trained individuals to... more

It has been widely suggested, but rarely demonstrated, that virtual environments (VEs) are effective training media. The purpose of this investigation was to evaluate how well a VE model of a complex office building trained individuals to navigate in the actual building. Sixty participants ...

With the evolution of technology, the implementation of computer technologies and virtual reality systems into every aspect of design and construction systems have also increased. Video games and its entertainment industry have become one... more

With the evolution of technology, the implementation of computer technologies and virtual reality systems into every aspect of design and construction systems have also increased. Video games and its entertainment industry have become one of the major industries in the world that are widespread continuously used these technologies. The video game industry and developers have used the technology to its fullest to achieve hyper-realistic graphics and fluent gameplay experience that mimic real-life properties. This addition also was used by the AEC industries and design mediums as well. To achieve this genuine atmosphere and immersion that embodies the player into the virtual reality of video games, the video game industry has used AEC industries knowledge addition on top of technological benefits. The same developments video game industry have used has also been used in AEC industries, architecture and interior design mediums as well. This thesis is aimed to achieve a correlation between the architectural and interior design mediums with video games with literature reviews and researches of important theoreticians works, and academic researchers pursuits of integrating virtuality into design cycle to clarify the importance of both mediums are crucial to one another. The central aspect of this thesis will be focused on immersion and embodiment into virtuality and how virtuality can be utilized in design mediums for further ease of design. In order to find these correlations, aspects of both mediums will be scoped under architecture, interior architecture, successful immersion, embodiment and realism. The result of this thesis shows the importance of virtual reality and its virtual possibilities importance in architecture, interior design and affiliated design mediums.

The paper presents various issues dealing with presentation of cultural heritage objects in a virtual space. While the reconstruction techniques are mentioned just briefly, the attention is paid to the visualization approaches for wide... more

The paper presents various issues dealing with presentation of cultural heritage objects in a virtual space. While the reconstruction techniques are mentioned just briefly, the attention is paid to the visualization approaches for wide audience, ie techniques targeted ...

Technology has advanced to the point where realism in virtual reality is very achievable. However, in our obsession to reproduce the world and human experience in virtual space, we overlook the most important aspects of what makes us who... more

Technology has advanced to the point where realism in virtual reality is very achievable. However, in our obsession to reproduce the world and human experience in virtual space, we overlook the most important aspects of what makes us who we are—our reality. Yet, it isn't enough just to trick the eye or fool the body and mind. One must capture

In this article, our goal is to present characteristics of what we call territorial intelligence as a theory, attitude, and ascending step of collective intelligence based on citizen approach of territorial valorization. And the capacity... more

In this article, our goal is to present characteristics of what we call territorial intelligence as a theory, attitude, and ascending step of collective intelligence based on citizen approach of territorial valorization. And the capacity (or the incapacity) of the actors Co-to write the scenario of their future within a widened framework, the U.E, in connection with local dimension. Vision

“Rockstar’s virtual city Los Santos is based on modern 2011 Los Angeles.” This is an understanding widely adopted by contemporary gamers and is supported through the cognitive experience of playing the game. However, its urban... more

“Rockstar’s virtual city Los Santos is based on modern 2011 Los Angeles.” This is an understanding widely adopted by contemporary gamers and is supported through the cognitive experience of playing the game. However, its urban architecture has never been taken to a deeper level of analysis as found in academia. In a response to modernism, postmodern architects have virtualised cities through ideas of cognitive mapping. There is an unidentified shadow of postmodern ideals present in Rockstar’s creation of Los Santos. Therefore postmodern urban theorists such as Colin Rowe, Fred Koetter, The Situationists, Kevin Lynch, and Reyner Banham are suitable to act as precedent to discuss Los Santos. Through comparison with these theorists and Grand Theft Auto V, my interpretation of how Los Santos represents Los Angeles is speculated. To this idea, current day urban theorists now have the possibility to create immersive worlds within a playable and executable virtual realm. This perception gained through the identification of postmodern ideals in Los Santos, hopes to spark interest in the relationship between architecture and video games.

This paper discusses embodied interaction followed by a survey of examples in installation art and research projects that attempt to fuse physical space and digital technology. From studying the examples, we propose a categorization of... more

This paper discusses embodied interaction followed by a survey
of examples in installation art and research projects that attempt to fuse physical space and digital technology. From studying the examples, we propose a categorization of types for a better understanding of interactive spaces. Design attributes are also identified from the examples. We hope this will be useful to designers in designing engaging interactive spaces.

The present work constitutes the sequel of a ten year research and experimentation in typography and the relationship with other media. The research is specifically about the relation between book and art, writing as a visual means of... more

The present work constitutes the sequel of a ten year research and experimentation in typography and the relationship with other media. The research is specifically about the relation between book and art, writing as a visual means of expression. I search how the artist himself deals with the art of Book, through different periods, with characteristic examples. My intention was to prove that virtual space is the new substrate that will reinforce and will liberate the book’s structure, which has already acquired new extensions like the e-book. At the second part, my personal experiment is analyzed and a new form of artistic interactive book is suggested in the end. A book that is no longer a printed text or digital print-like, but a multimedia three-dimensional object, enriched with the meaning of time and interaction. Α book that will not address to one reader but to a “viewer-user”. At the same time, a prototype font was created, a writing that takes advantage of the possibilities of three-dimensional planning and which I name space-writing.

Information technology (IT) and space are sociomaterial dimensions of organizations that Human Resource Management (HRM) often take for granted, discounting how workers enact them in practice. With digital technologies rapidly changing... more

Information technology (IT) and space are sociomaterial dimensions of organizations that Human Resource Management (HRM) often take for granted, discounting how workers enact them in practice. With digital technologies rapidly changing the spaces of work, this paper proposes a framework for HRM to appreciate the role of the lived, affective experience of ITenabled (physical and virtual) hybrid workspaces. We integrate the information systems (IS) literature on sociomaterial practices and insights on organizational space to suggest implications for HRM practice and pathways for future research on how virtual and physical spaces are related and lived in the emergence of new hybrid workplaces and practices.

Netnography has been developed and improved from traditional Ethnology methods by many scholars and scholars. One of them is Professor Robert V. Kozinets, who is recognized as the creator of the Netnography concept, as well as an academic... more

Netnography has been developed and improved from traditional Ethnology methods by many scholars and scholars. One of them is Professor Robert V. Kozinets, who is recognized as the creator of the Netnography concept, as well as an academic on social networking and marketing, which studies the beliefs, culture, social interaction, and behavior of small societies that Involve different participation and observation, with access to more and more diverse areas of the field. Including a variety of communication Able to connect to communication across many forms and store data permanently and most importantly, the researcher must not disturb the research field because he wants to study "as it is", including the confidentiality of research participants through human research ethics. That is the most important issue of research through Netnography.

Research on educationally designed game-based virtual learning environments and virtual worlds has begun to explore the affordances of 3D metaverses for engaging learners in ways that contrast with formal schooling. Applying constructs... more

Research on educationally designed game-based virtual learning environments and virtual worlds has begun to explore the affordances of 3D metaverses for engaging learners in ways that contrast with formal schooling. Applying constructs from ecological psychology, distributed cognition, and sociocultural perspectives, design-based longitudinal studies have shown the quality of learning taking place in technology-supported collaborative environments. But what are the affordances of virtual environments for second language ...