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E-Book, Englisch, 202 Seiten
Almeida / Brunetti / Chen Facets of Virtual Environments. Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecomm. Eng. Vol 33
1. Auflage 2010
ISBN: 978-3-642-11743-5
Verlag: Springer
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
First International Conference, FaVE 2009, Berlin, Germany, July 27-29, 2009, Revised Selected Papers
E-Book, Englisch, 202 Seiten
ISBN: 978-3-642-11743-5
Verlag: Springer
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
This book constitutes the proceedings of the First International ICST Conference on Facets of Virtual Conference, FaVE 2009, held in Berlin, Germany, in July 2009. The 15 invited and regular papers present in the first set the application of virtual worlds to science and in the second set the social aspects of using virtual worlds, both for research and application.
Autoren/Hrsg.
Weitere Infos & Material
1;Preface;5
2;Organization;8
3;Table of Contents;10
4;FaVE 2009 – Track 1;12
4.1;Development of Virtual Geographic Environments and Geography Research;12
4.1.1;Introduction;12
4.1.2;Background and Research Progress of VGE;13
4.1.2.1;What Is VGE?;13
4.1.2.2;Why VGE Rising?;14
4.1.2.3;Related Work;15
4.1.2.4;Research Contents and Key Issues of VGE;16
4.1.3;Revolution of Geography Research Methods and Geographic Languages;16
4.1.4;Development of Virtual Geography;17
4.1.4.1;VGE Extends Geographic Environment in the Real World;17
4.1.4.2;Virtual Geography;18
4.1.5;Development of Experimental Geography;18
4.1.5.1;Experimental Geography;18
4.1.5.2;Virtual Geographic Experiments for Experimental Geography;19
4.1.5.3;VGE as a Virtual Geographic Experiment Platform;19
4.1.6;Discussion and Conclusion;20
4.1.7;References;21
4.2;Dual Reality: Merging the Real and Virtual;23
4.2.1;Introduction;23
4.2.2;Background;24
4.2.2.1;Self-expression in Virtual Worlds;25
4.2.2.2;The Vacancy Problem;26
4.2.2.3;Mapping between Realities;27
4.2.2.4;Related Work;27
4.2.3;Design and Implementation;28
4.2.3.1;Real World Implementation;28
4.2.3.2;Virtual World Implementation;29
4.2.4;Dual Reality Event and Discussion;34
4.2.4.1;Discussion;35
4.2.5;Conclusion;36
4.2.6;References;37
4.3;Exploring the Use of Virtual Worlds as a Scientific Research Platform: The Meta-Institute for Computational Astrophysics (MICA);40
4.3.1;Introduction;40
4.3.2;The Meta-Institute for Computational Astrophysics (MICA);41
4.3.2.1;Improving Scientific Collaboration and Communication;42
4.3.2.2;A New Approach to Numerical Simulations;44
4.3.2.3;Immersive Multi-Dimensional Data Visualization;47
4.3.2.4;Exploring the OpenGrid and OpenSim Technologies;49
4.3.2.5;Information Architectures for the Next Generation Web;49
4.3.2.6;Education and Public Outreach;51
4.3.3;Concluding Comments;51
4.3.4;References;53
5;FaVE 2009 – Track 2;55
5.1;Characterizing Mobility and Contact Networks in Virtual Worlds;55
5.1.1;Introduction;55
5.1.2;Related Work;56
5.1.3;Virtual Worlds: Background;57
5.1.3.1;Second Life;57
5.1.3.2;World of Warcraft;57
5.1.4;Methodology;58
5.1.5;Spatio-temporal Analysis;60
5.1.5.1;Spatial Analysis;60
5.1.5.1.1;Distances traveled.;60
5.1.5.1.2;Demographic Density.;61
5.1.5.2;Temporal Analysis;62
5.1.6;Network Structures;64
5.1.7;Conclusions;68
5.1.8;References;69
5.2;Landmarks and Time-Pressure in Virtual Navigation:Towards Designing Gender-Neutral Virtual Environments;71
5.2.1;Introduction;71
5.2.2;Related Work;72
5.2.2.1;Landmarks as a Navigational Aid;72
5.2.2.2;Time-Pressure and Spatial Cognition;72
5.2.3;Methodology;73
5.2.3.1;Virtual Environment, Task and Subjects;73
5.2.3.2;Introducing Landmarks and Time-Pressure;73
5.2.3.3;Data Recording and Analysis;75
5.2.4;Conclusions;75
5.2.5;References;77
5.3;The Effects of Virtual Weather on Presence;79
5.3.1;Introduction;79
5.3.2;Hypothesis;82
5.3.3;Method;82
5.3.4;Results;85
5.3.5;Discussion;86
5.3.6;References;87
6;FaVE 2009 – Track 3;90
6.1;Complexity of Virtual Worlds’ Terms of Service;90
6.1.1;Introduction;90
6.1.2;Legal Topics of Terms of Service;91
6.1.3;Complexity of Terms of Service;93
6.1.3.1;Size;94
6.1.3.2;Readability;94
6.1.3.3;Evolution;95
6.1.3.4;Scope;96
6.1.4;Dealing with Terms of Service Complexity;97
6.1.5;Conclusions;99
6.1.6;References;100
6.2;The Role of Semantics in Next-Generation Online Virtual World-Based Retail Store;102
6.2.1;Introduction;102
6.2.2;A Next Generation Online Virtual World Retail Store;103
6.2.3;Framework for Text Based Natural Language Interaction;105
6.2.3.1;Domain Ontology and Its Creation;105
6.2.3.2;Concepts of the Domain;106
6.2.3.3;Parsing the Input to Identify Concepts;107
6.2.3.4;Handling Queries on the Domain;107
6.2.3.5;A Detailed Example;108
6.2.4;Integrating Virtual Worlds and Business Applications;109
6.2.4.1;Integration Mechanisms;110
6.2.4.2;Carrying Out Real-World Transactions;111
6.2.4.3;Dynamic Rendering;112
6.2.5;Role of Visual Semantics in Retail Stores;112
6.2.5.1;Shopping by Example;113
6.2.6;Conclusion;115
6.2.7;References;115
6.3;StellarSim: A Plug-In Architecture for Scientific Visualizations in Virtual Worlds;117
6.3.1;Introduction;117
6.3.2;Related Work;118
6.3.2.1;3D Programs in Use;119
6.3.2.2;Virtual Worlds;119
6.3.3;UsageScenario;120
6.3.4;Architecture and Implementation;122
6.3.5;Evaluation: StellarSim;125
6.3.5.1;Applications;125
6.3.5.2;Usage Scenarios with StellarSim;128
6.3.5.3;User Feedback;129
6.3.6;Conclusions and Future Work;129
6.3.7;References;130
7;FaVE 2009 – Track 4;132
7.1;Formalizing and Promoting Collaboration in 3D Virtual Environments – A Blueprint for the Creation of Group Interaction Patterns;132
7.1.1;Introduxction;132
7.1.2;Online Multi-user Virtual Environments;133
7.1.3;A Blueprint for the Creation of Collaboration Patterns;134
7.1.3.1;Using Patterns for the Description of Virtual Embodied Collaboration;135
7.1.3.2;The Semiotic Triad as an Organizing Structure;135
7.1.3.3;Action and Interaction in 3D Virtual Environments;136
7.1.3.4;A Typology of Objects in Virtual Environments;137
7.1.3.5;A Blueprint for Embodied Virtual Collaboration;139
7.1.4;Examples of Collaboration Patterns Based on the Blueprint;141
7.1.5;Future Research Needs and Initiatives;144
7.1.6;Conclusion;144
7.1.7;References;145
7.2;Conceptual Design Scheme for Virtual Characters;146
7.2.1;Introduction;146
7.2.2;Emotions and Virtual Characters;147
7.2.3;Modelling Artificial Emotions and Its Recognition;149
7.2.4;Multifunctional Aspects of the Gestural Behavior;151
7.2.5;Scheme for Virtual Character Research;152
7.2.5.1;Psychological States - Personality;153
7.2.5.2;Verbal and Nonverbal Communication;154
7.2.5.3;Cognitive Processing;155
7.2.5.4;Virtual Environments;156
7.2.5.5;Evaluation Method;157
7.2.6;Conclusion;158
7.2.7;References;158
7.3;Usability Issues of an Augmented Virtuality Environment for Design;162
7.3.1;Introduction;162
7.3.2;Mixed Reality Boundaries Theory;163
7.3.2.1;Transportation;163
7.3.2.2;Artificiality;164
7.3.3;Research Issues for Experimentation;165
7.3.4;Methods;165
7.3.4.1;Experiment Setup;166
7.3.5;Experiment;167
7.3.5.1;Experimental Procedure;168
7.3.6;Development of Questionnaires;169
7.3.7;Results for Data Analysis and Interpretation;171
7.3.8;Limitation and Future Work;173
7.3.9;Conclusion;173
7.3.10;References;174
8;FaVE 2009 – Track 5;176
8.1;The Managed Hearthstone: Labor and Emotional Work in the Online Community of World of Warcraft;176
8.1.1;Introduction;176
8.1.2;Literature Review;178
8.1.3;Methodology;179
8.1.4;Analysis;180
8.1.4.1;Leveling;180
8.1.4.2;End-Game;182
8.1.5;Discussion and Conclusion;186
8.1.6;References;187
8.2;Human Rights and Private Ordering in Virtual Worlds;189
8.2.1;Introduction;189
8.2.2;Human Rights in Virtual Environments: Principles;190
8.2.2.1;Characteristics of Virtual Environments (and Worlds);190
8.2.2.2;The Application of Human Rights in Virtual Worlds;191
8.2.3;Freedom of Expression Applied to Virtual Worlds;193
8.2.3.1;In-Game Expressions: Some Examples;193
8.2.3.2;Normative Framework;193
8.2.3.3;Possible Actions;194
8.2.4;Freedom from Discrimination as Applied to Virtual Environments;195
8.2.4.1;In-Game Discrimination: Some Examples;195
8.2.4.2;Concept Definition;196
8.2.4.3;Possible Actions;196
8.2.5;Conclusion;197
8.3;Investigating the Concept of Consumers as Producers in Virtual Worlds: Looking through Social, Technical, Economic, and Legal Lenses;198
8.3.1;Introduction;198
8.3.2;Consumers as Producers;199
8.3.3;Social and Cultural Lens;200
8.3.4;Technical Lens;202
8.3.5;Economic and Business Lens;203
8.3.6;Legal and Policy Lens;205
8.3.7;Discussion;206
8.3.7.1;Virtual World Architecture;208
8.3.7.2;Emergent Behavior;208
8.3.7.3;Operators as Gods;209
8.3.7.4;Factors Impacting Consumers as Producers;209
8.3.8;Conclusions and Future Work;211
8.3.9;References;212
9;Author Index;214




