Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the spatiality of virtual inhabited 3D worlds - virtual reality and cyberspace. (Three other volumes look at Interaction, Staging and Methodology.) It is about the communication spaces emerging at the Internet and supported by special 3D interfaces. It is also about the virtual spaces created by virtual reality hardware (CAVEs, panoramic screens, head mounted display systems etc.) and software. Virtual Space: Spatiality in Virtual Inhabited 3D Worlds is...
Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the spatiality of virtual...
Should today s society be termed an -information- or a -network- society? This book provides an alternative choice the hypercomplex society, which is a critical, complex-theoretical understanding of society whose growing level of social complexity represents the basic challenge of our current society. This original understanding of society is presented through a historical analysis of the emergence of the current state of hypercomplexity and polycentrism. The functioning of communication, mass media, and the public sphere in the hypercomplex society is also analyzed and the Internet is...
Should today s society be termed an -information- or a -network- society? This book provides an alternative choice the hypercomplex society, which is ...
3D Virtual Applications: Applications with Virtual Inhabited 3D Worlds deals with the use of virtual inhabited 3D spaces in different domains of society. (Other volumes deal with interaction, production methodology and space.) From focusing on virtual reality (a reality into which users and objects from the real world should be moved) we are increasingly focusing on augmented reality (i.e. on moving computers out into the reality of real users, objects and activities). This book deals with the use of virtual inhabited 3D spaces in both contexts. Based on the structuring of...
3D Virtual Applications: Applications with Virtual Inhabited 3D Worlds deals with the use of virtual inhabited 3D spaces in differ...
3D Virtual Applications: Applications with Virtual Inhabited 3D Worlds deals with the use of virtual inhabited 3D spaces in different domains of society. (Other volumes deal with interaction, production methodology and space.) From focusing on virtual reality (a reality into which users and objects from the real world should be moved) we are increasingly focusing on augmented reality (i.e. on moving computers out into the reality of real users, objects and activities). This book deals with the use of virtual inhabited 3D spaces in both contexts. Based on the structuring of...
3D Virtual Applications: Applications with Virtual Inhabited 3D Worlds deals with the use of virtual inhabited 3D spaces in differ...
Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going...
Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, me...
Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the spatiality of virtual inhabited 3D worlds - virtual reality and cyberspace. (Three other volumes look at Interaction, Staging and Methodology.) It is about the communication spaces emerging at the Internet and supported by special 3D interfaces. It is also about the virtual spaces created by virtual reality hardware (CAVEs, panoramic screens, head mounted display systems etc.) and software. Virtual Space: Spatiality in Virtual Inhabited 3D Worlds is...
Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the spatiality of virtual...
Kim Halskov Madsen Up until a few decades ago, business administration and science were the primary areas in which computers were applied, but terms like pervasive computing reflect that interactive computing power is becoming an embedded part of people's every- day environment, not only office buildings and private homes but also art and cul- At one of the frontiers of multimedia applications computers are used as tural events. part of experimental theatre, puppet theatre, musical performances, museums, entertainment, and learning. In some of these domains, people interact with the computers...
Kim Halskov Madsen Up until a few decades ago, business administration and science were the primary areas in which computers were applied, but terms l...