Search results for "metaverse"
showing 10 items of 30 documents
Fusion of visual tools in virtual spaces
1996
Virtual space environment may be improved by combining it with graphical and visual tools. This paper analyses an integrated system able to merge fusion techniques, icons tools and a virtual space environment. A virtual space is characterised by a set of dynamic visual icons and by a heterogeneous virtual reality environment. Their integration is supported by virtual icon grammar (VIG) working on dynamic icons and virtual world. VIG allows to test the actions made by dynamic icons on the activated Virtual World metaphors at a time “t”, and a range of different transactions that place between user and VW(visual query, view and browse of under-world,...), moreover, user can define, modify and…
Sociable Behaviors in Virtual Worlds
2011
When simulating three-dimensional environments populated by virtual humanoids, immersion requires the simulation of consistent social behaviors to keep the attention of the user/s while displaying realistic scenes. However, intelligent virtual actors still lack a kind of collective or social intelligence necessary to reinforce the roles they are playing in the simulated environment (e.g. a waiter, a guide, etc). Decision making for virtual agents has been traditionally modeled under self interested assumptions, which are not suitable for social multi-agent domains. Instead, artificial society models should be introduced to provide virtual actors with socially acceptable decisions, which are…
Social Affordances for People with Lifelong Disability through Using Virtual Worlds
2013
In the information age, information and communication technology (ICT) is an asset for supporting people with disability to participate and be included in society. Research indicates that virtual worlds may help this group to gain independence and improve social participation. The aim of the present research was to explore the role that virtual worlds play in facilitating people with disability to experience a self-perceived improvement of social participation, independence and well-being. Using qualitative methods our results indicate that people with lifelong disability perceive that they reach a larger and more diverse network through the use of virtual worlds. Based on identified Qualit…
Children’s Social Participation in Virtual Worlds
2013
Virtual worlds provide an arena for children to express themselves and to interact with others. They are a natural and frequent part of children's life today. However, there is not much research on what actually happens in the online worlds and what kind of opportunities those worlds could offer to children and thereby enhance their social participation. The aim in this study is to explore the potential of virtual worlds for children's social participation. The empirical part of the study consists of interviews with 21 Finnish children, aged 11-15 years. By interviewing children, the authors examined their social practices in virtual worlds. In the study, the authors found seven types of so…
A Framework for Children’s Participatory Practices in Virtual Worlds
1970
In recent years, participation of children in virtual worlds has grown and children are also the largest number of users of virtual worlds (KZero, 2009a). This growth in participation in virtual worlds has brought out discussion about their effects on children’s lives. In this article, we consider opportunities of virtual worlds to engage and educate children about their civic life. The aim of this paper is to establish a framework for participation in virtual worlds and to test the framework by looking at current participatory practices in virtual worlds. In this paper we present a framework for children’s participation in virtual worlds which is based on research review. Our framework see…
Capabilities and Affordances of Virtual Worlds for People with Lifelong Disability
2013
Using technology is of great value for people with lifelong disability (PWLD). The Internet can help PWLD to be more independent, to be socially active, and to participate in a range of activities. Virtual worlds (VWs) offer an environment with technology capabilities for interaction, rendering, and communication. The ability to take advantage of these capabilities may depend on the technology and the ability of the person utilizing it. Using a qualitative study we aimed to explore the differences of ability required to use these capabilities and make capabilities into affordances for PWLD. We found there were differences in PWLD’s ability to utilize the capabilities offered and conclude th…
Free networks visible networks
2005
Free network visible network is an active media system that uses the possibilities of the new technologies to create new landscapes in the public space by means of the visualization of the data that flow between digital networks. It changes our perception of the world with the "invisible meanings" that are around us. Mixed reality technology and Internet traffic listening system are adopted in this project in order to visualize, floating in the space, the interchanged information between users of a network. The people are able to experience in a new exciting way about how colorful virtual objects, representing the digital data, are flying around. These virtual objects change their shape, si…
Prefazione a: "Metaversi culturali" : nuove frontiere digitali per le imprese e la cultura
2023
Preface to the volume by Claudio Calveri "Cultural metaverses. New digital frontiers for business and culture"
Sembra facile dire Metaverso
2023
La "logica culturale" del Metaverso risiede nel sua natura gaming e nel suo carattere di media spaziale. The "cultural logic" of the Metaverse lies in its gaming nature and spatial media character.
Generatore di sentimenti
2023
A brief portrait of Kamilia Kard and her work Toxic Garden about perfomance and metaverse.