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1.
In this work we propose a new approach for fast visualization and exploration of virtual worlds based on the use of cartographic concepts and techniques. Versions of cartographic maps with different levels of details can be created by using a set of operations named cartographic generalization. Cartographic generalization employs twelve operators and domain-specific knowledge, being the contribution of this work their transposition to 3D virtual worlds. The architecture of a system for 3D generalization is proposed and the system is implemented. Differently from traditional cartographic processes, we use artificial intelligence for both selecting the key objects and applying the operators. As a case study, we present the simplification of the historical quarter of Recife (Brazil).  相似文献   

2.
The purpose of this study is twofold: first, to investigate user goals in social virtual worlds; second, to introduce a methodological alternative (i.e., a means-end chain approach) for analyzing user goals in cyberspaces. The data were acquired from a web survey, and were analyzed by means-end chain analysis (MECA), which produces users’ goal structure in reference to a hierarchical system of interrelated goals (Olson & Reynolds, 1983). The results show that people come to social virtual worlds to satisfy their social and hedonic needs, and to escape from real world constraints, as do virtual community members and virtual gamers; they also pursue unique activities, such as creating virtual objects and selling them. On the other hand, by clarifying relations among users’ goals, MECA provides a richer explanation for user goals than prior research which only offers separate user goals for cyberspace users without explanation of relationship among goals.  相似文献   

3.
With the ever increasing costs of manual content creation for virtual worlds, the potential of creating it automatically becomes too attractive to ignore. However, for most designers, traditional procedural content generation methods are complex and unintuitive to use, hard to control, and generated results are not easily integrated into a complete and consistent virtual world.We introduce a novel declarative modeling approach that enables designers to concentrate on stating what they want to create instead of on describing how they should model it. It aims at reducing the complexity of virtual world modeling by combining the strengths of semantics-based modeling with manual and procedural approaches. This article describes two of its main contributions to procedural modeling of virtual worlds: interactive procedural sketching and virtual world consistency maintenance. We discuss how these techniques, integrated in our modeling framework SketchaWorld, build up to enable designers to create a complete 3D virtual world in minutes. Procedural sketching provides a fast and more intuitive way to model virtual worlds, by letting designers interactively sketch their virtual world using high-level terrain features, which are then procedurally expanded using a variety of integrated procedural methods. Consistency maintenance guarantees that the semantics of all terrain features is preserved throughout the modeling process. In particular, it automatically solves conflicts possibly emerging from interactions between terrain features.We believe that these contributions together represent a significant step towards providing more user control and flexibility in procedural modeling of virtual worlds. It can therefore be expected that by further reducing its complexity, virtual world modeling will become accessible to an increasingly broad group of users.  相似文献   

4.
Measuring virtual wealth in virtual worlds   总被引:2,自引:2,他引:0  
This article presents pioneering research on measuring virtual wealth in an open virtual world for diagnosing the health of virtual worlds. It proved the existence of an open virtual world by proving the existence of a free choice of virtual currencies for virtual goods between distinct virtual worlds. By discussing the features of open virtual world in a circled networked organization, the article devised a virtual wealth measuring scheme, called Gross Virtual Product (GVP), for any virtual world. Based on this scheme, it suggested an accountability matrix to account for a changing virtual world regarding its total virtual wealth, profitability, user participation and happiness. To demonstrate the suitability of GVP scheme and accountability matrix, the article has conducted a case study on SecondLife.com, which showed the appropriateness of the proposed scheme and matrix. The research made in this article is very important. The proposed measuring scheme and matrix help virtual world participants perceive the possible risks of the participated virtual worlds in advance to make better decisions on virtual business.  相似文献   

5.
Smith  B.K. 《Computer》2005,38(10):101-103
Academic studies and news reports have suggested that the increasing number of obese youth derive at least partially from television viewing and video game use. In particular, the couch potato hypothesis suggests that watching television and playing video games consume time that could be spent engaging in physical activities. This hypothesis assumes that video gamers pursue their hobby by pressing buttons and moving joysticks while occupying comfortable chairs placed in front of large video screens. An accurate stereotype until recently, this form of gaming is being supplanted by a new generation of games and controllers that entice players to become more physically active. Low-cost cameras and advanced video processing algorithms let video games be controlled by bodily movements, while touch-sensitive floor sensors let players dance in virtual spaces. The article looks briefly at some of these new generation games including: Dance Dance Revolution; and GameBike.  相似文献   

6.
The new technology of Virtual Reality (VR) provides a revolutionary way to improve the coupling of the human operator to the computing machine. In a VR system, the goal is to remove the distinction between the system and the user's environment, as compared to the conventional relationship between the user and a computer. Thus, to be able to immerse the user in his artificial world, the VR system shall make use simultaneously of the human senses and of his cognitive capacities. In practice, the VR system is the integration of computer graphics and various sensor and actuator technology to create the illusion of immersion in a computer generated reality.

VR has therefore been identified as a good candidate for the Technological Research Programme of the European Space Agency (ESA). In 1991, the Agency has initiated research activities in the field of VR to identify its potential applications for European space programmes. A generic VR system has been developed allowing the Agency to evaluate the performance of VR technology and to define research activities for the coming years. The aims are to build a European expertise in VR technology and to demonstrate the applicability of VR to space programmes.  相似文献   


7.
Recent research on online learning suggests that virtual worlds are becoming an important environment to observe the experience of flow. From these simulated spaces, researchers may gather a deeper understanding of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies suggest that flow is encountered in an array of activities and places, including those in virtual worlds. The authors’ posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a better attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them. These findings shed light on the complex interrelationships and interactions that lead to flow experience in virtual gameplay and learning, while engendering hope that learners, who experience flow, may acquire an improved attitude of learning online.  相似文献   

8.
Multimedia Tools and Applications - Virtual worlds are the most advanced form of virtual environments, which offer one of the best platforms for serving various domains. They are, especially, well...  相似文献   

9.
ExploreNet is an experimental environment for creating and delivering networked “virtual worlds.” This system's style of user interaction was inspired by the concept of a “habitat” as first articulated in the LucasFilm's Habitat system. Players enter and interact in a habitat via their animated alter egos, called “avatars.” Habitats may be created for many purposes, including social interaction, entertainment and education. Our focus has been to facilitate the creation of habitats in which virtual communities of learners and mentors interact. This paper presents details of the current ExploreNet system, including its user interface, the means it provides for creating complex behaviors, details of its implementation, the outcomes of several experiments using this system, and our plans for its natural migration to a World Wide Web-based system.  相似文献   

10.
Virtual Worlds (or, VWs) are an intriguing field of research. In particular, VWs appear to create new opportunities for integrating the business of the firm with Information Technology (or, IT). This article is a first attempt to address the topic of how owning and maintaining a VW can impact on the business models of firms and on the literature on business models, and VWs are examined in order to understand the relationship between them. A qualitative methodology is proposed to sketch a radar map framework, which is able to identify value drivers and the subsequent impact on elements of value proposition. Although they need to be tested and verified, the findings provided in this work might offer support for firms looking to VWs as a new way to implement a winning business model. Finally, suggestions for empowering future research are proposed and examined.  相似文献   

11.
Embodied identity, that is, who we are as a result of our interactions with the world around us with and through our bodies, is increasingly challenged in online environments where identity performances are seemingly untethered from the user's body that is sitting at the computer. Even though disembodiment has been severely criticized in the literature, most conceptualizations of the role of users’ bodies in virtuality nevertheless reflect a representational logic, which fails to capture contemporary users’ experience of cyborgism. Relying on data collected from nine entrepreneurs in the virtual world Second Life (SL), this paper asks how embodied identity is performed in virtual worlds. Contrasting representationalism with performativity, this study highlights that the SL entrepreneurs intentionally re-presented in their avatars some of the attributes of physical bodies, but that they also engaged in habitual practices in-world, thereby unconsciously enacting embodied identities in both their ‘real’ and virtual lives.  相似文献   

12.
Polis  M.F. Gifford  S.J. McKeown  D.M.  Jr. 《Computer》1995,28(7):57-65
Databases for large-scale virtual worlds have several critical applications. Automating their construction can improve fidelity and save considerable time. In this article, we focus on: (1) automated cartographic feature extraction (derivation of man-made objects from aerial imagery); (2) triangulated irregular network (TIN) generation (automated techniques for terrain skin generation); and (3) road correction (automated integration of complex transportation networks). The product of these components forms a major part of the input to the final database compilation via computer image generator-specific tools such as the S1000 or the Close Combat Tactical Trainer (CCTT) database formatter  相似文献   

13.
Towards an architecture for virtual enterprises   总被引:24,自引:0,他引:24  
An approach to the design of an architecture for industrial virtual enterprises (VE), with special emphasis on the identification of main functional requirements, is presented. First, a discussion of the various types of virtual enterprises is provided. Some classification scenarios and discussions of the modelling and reengineering tools and methodologies are described. Due to the importance of the information flows and management in the VE, one section is merely devoted to the analysis of the appropriateness of a federated information management approach. This work is based on and represents the ongoing activities in two European Union funded projects; the Esprit PRODNET II and the INCO-DC SCM+ projects.  相似文献   

14.
Avatar creation has become common for people to participate and interact in virtual worlds. Using an online survey (N = 244), we investigated both the behavioral characteristics and major motivations for avatar creation in virtual worlds. Our results suggest that a majority of the participants had multiple avatars; these avatars’ appearance did not merely resemble the human players; and their personality did not necessarily mirror the player’s real personality. Furthermore, participants on average spent over 20 h per week and often interacting with others in the virtual worlds. Our exploratory factor analysis yielded four major motivations: virtual exploration, social navigation, contextual adaptation, and identity representation.  相似文献   

15.
Past research suggests that “situatedness”, i.e. the context, as well as the social interaction that occurs within it, play an important role in cognitive processes such as learning and decision-making. Thus far, IT tools have been limited in the level and type of situatedness they facilitate. The advent of virtual worlds has changed this. Virtual worlds provide open, three-dimensional platforms for creating and designing real life-like spaces; they also allow for interaction between users in the form of “avatars” in that space. This research study focuses on virtual worlds as platforms for learning and decision-making. We propose a model that explains how individuals in a group learn and make decisions through a process that is influenced by the two unique characteristics of virtual worlds that enable situatedness: the facilitation for designing real life-like spaces, and the facilitation of rich many-to-many interactions.We draw on theories of situated cognition, social cognition, and flow to explicate the influence of these characteristics on the process of learning and decision-making. Data was collected by means of a quasi-experiment in Second Life (SL). Results from this study extend and validate the predictions of situated theories of decision-making within the context of a virtual world environment and suggest guidelines for practitioners who wish to use such environments to support organizational learning and decision-making. Perhaps the most compelling of these is to focus on maximizing the immersion of the individual in the activity by stimulating his or her perceptions of others and activity-related cues in the environment.  相似文献   

16.
As increasing numbers of educators explore the use of virtual worlds for education, there is a need to consider which pedagogical approaches can provide an opportunity to do more than recreate the traditional classroom by leveraging the unique characteristics and potential that the technology can offer. This study identifies Communal Constructivism as a potentially appropriate pedagogy for use in the virtual world Second Life. Five groups of learners took part in a learning experience specifically designed to provide opportunity for the features of Communal Constructivism to emerge through the affordances of the technology. The chat logs, learning artefacts, post-activity semi-structured interviews and researcher’s observations from each of the five groups were analysed to explore participants’ experiences and both the operation and outcome of the pedagogy in action. Findings from the qualitative analysis of the data sets indicate that learners collaboratively constructed knowledge for themselves as a group and for others, as the features of the pedagogy emerged.  相似文献   

17.
As profit margins gradually decline, and market competition becomes increasingly intensive, 3G telecom operators must provide various mobile value-added services, as well as traditional voice services, to attract new subscribers and retain old ones. However, for many 3G mobile value-added services, whether ARPU (average revenue per user) can be effectively enhanced depends on the consumer behavioral intentions. Therefore, this study uses the Technology Acceptance Model as the foundation and incorporate personal innovativeness and perceived cost to further understand consumer’s behavioral intention to use 3G mobile value-added services. The following conclusions can be reached from the research findings: (1) consumer usage rate of current 3G value-added services remains low; (2) increased personal innovativeness will directly enhance the perceived ease of use of 3G mobile value-added services; (3) the perceived usefulness is enhanced when consumers perceive higher ease of use of value-added services; (4) perceived usefulness has the strongest effect on consumer attitude, followed by perceived ease of use and perceived cost, and (5) the most important factor in increasing consumer’s behavioral intention to use 3G mobile value-added services is attitude, followed by perceived ease of use, perceived cost and perceived usefulness. Results of this study provide a valuable reference for service providers to develop mobile value-added services.  相似文献   

18.
Many OS crashes are caused by bugs in kernel extensions or device drivers while the OS itself may have been tested rigorously. To make an OS immortal we must resurrect the OS from these crashes. We present a novel OS-hypervisor infrastructure that allows automated and transparent OS crash diagnosis and recovery in a virtual environment. This infrastructure eliminates the need for reboots or checkpoint-restart mechanisms, which require preserving the states of critical applications before the crash happens and also require extensive modifications to those applications. At the core of our approach is a small hidden OS-repair-image that is dynamically created from the healthy running OS instance. When an OS crashes, the hypervisor dynamically loads this repair-image to perform diagnosis and repair. One way of repair we have experimented with, is to quarantine the offending process and resume the running of the fixed OS automatically without a reboot. Experimental evaluations demonstrated that it takes less than 3 s to recover from an OS crash. This approach can significantly reduce the downtime and maintenance costs in data centers, and is the first design and implementation of an OS-hypervisor combo capable of automatically resurrecting a crashed commercial server-OS. In addition to online diagnosis and recovery, this infrastructure can also be used for offline diagnosis and can be incorporated into the technical support tools of the OS vendor. Additionally, we have used parts of this infrastructure to speed-up the diagnosis of AIX OS-crashes for the IBM technical support teams.  相似文献   

19.
20.
Design can be characterized using a linguistic model which compares the use and power of language in real-life with its use and power in text-based virtual worlds. In this paper, the theory of speech acts is used as a background and a point of development to analyse and model design in the virtual space. Metaphors and other linguistic constructs become fundamental in the realisation of an innovative theory that helps users to design in virtual worlds. Examples of how language can be used for design purposes and a parallel with linguistic theories support the author’s thesis that words can ‘do things’ in the electronic space.  相似文献   

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