In this film Louise Phillips discusses her integral analytical framework bringing together Dialogic Communication Theory, Science and Technology Studies on Public Engagement in Science, and Action Research.
Ars Navalis Virtual Shipyard is a creative collaboration group, working in online MUVE environments (Second Life, OpenSim) with 3D reconstruction of Mediterranean ancient ships models, on the basis of the original documentation. The availability of physics engines (Havok v. 4) allowed the reproduction of ancient square-sail shipping conditions, as well as the use of realistic 3D reconstructions as visible in the film below on the “Uluburun Ship” Project. The project aims to foster ancient shipping knowledge in the Mediterranean area, and to sharpen users’ curiosity towards ancient travel and business topics, and relationships among Mediterranean cultures.
A groups of Danish musicians are now turning to more immersive forms of online social media to engage with new and established fans alike. The Danish band ‘Giana Factory’ have recently consented to let ‘POP ART LAB’ a media/music production company that operates in the virtual world of ‘Second Life’ to use their song ‘Pixelated Truth’ as part of a virtual film making event that will see film makers from across the globe make a music video using only Second Life to shoot all scenes and action.
CEO of POP ART LAB, Claus Frisenberg Povlsen says of this new venture “POP ART LAB is proving that music can be promoted online in many different ways. The production of a music video for Giana Factory using nothing but Second Life for its creation, will show how online games can be used for more than just social interaction, but how they are also the platform of choice for different artistic genres. The low cost of production, great visuals and ease of use of such platforms also means that they are the perfect promotional vehicle during these economically hard times and I predict we will see many other record companies produce music videos in the same way this coming year – Giana Factory are ahead of their time.”
This 4-ECTS course at Aalborg University, Denmark, provides an overview of multimodal interaction techniques for virtual environments. We start with an overview of multimodal perception to explain how humans behave in virtual environments where incomplete and impoverished sensory cues are reproduced. We then present an overview of technologies for visual-haptic-audio feedback in virtual environments, together with sensing technologies based on capacitive sensing and optical motion capture. We discuss issues of integration of technologies, and we describe algorithms for recognizing input data as well as simulating feedback based on physics modelling. We then introduce evaluation techniques for multimodal environments.
Introduction to multimodal interaction in virtual environments: perceptual illusions, sensory substitution, and multimodal enhancement.
-Visual feedback: screen, projectors, head-mounted display
-Auditory feedback: surround sound, headphones
-Technologies for haptic feedback
-Physics based algorithms for audio-haptic feedback
-Sensing and tracking technologies (capacitive sensors, optical motion capture)
-Integration of technologies
-Evaluation of multimodal interfaces
Dates: May 10,11,12, 13 and June 6, 2011
The course is free but students will have to pay for their own accommodation and board. Registration here
Join ARVEL SIG the 10th of February for an inworld discussion in Second Life with Dr. Ralph Schroeder (SL: Mondaugen Knutson) on his new book ” Being There Together Social Interaction in Virtual Environments”. The book was published in October 2010 from Oxford University Press.
Book description: Virtual environments provide places for ‘being there together’, for avatars to interact with each other in computer-generated spaces. They range from immersive systems in which people have life-size tracked avatar bodies to large-scale spaces such as Second Life where populations of users socialize in persistent virtual worlds. This book draws together research on how people interact in virtual environments: What difference does avatar appearance make? How do avatars collaborate and play together? How do the type of system and the space affect how people engage with each other? How does interaction between avatars differ from face-to-face interaction? What can social scientists learn from experiments and other studies of how people interact in virtual environments? What are the ethical and social issues in doing this research, and in the uses of this technology? And how do virtual environments differ from other communication technologies such as videoconferencing systems and other new media? This book is a state-of-the art survey of research on these topics, and offers a framework for understanding this technology and its future implications.
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