標題: Titlebook: Collaborative Virtual Environments; Digital Places and S Elizabeth F. Churchill,David N. Snowdon,Alan J. Mu Book 2001 Springer-Verlag Londo [打印本頁] 作者: Lensometer 時間: 2025-3-21 20:08
書目名稱Collaborative Virtual Environments影響因子(影響力)
作者: 社團 時間: 2025-3-22 00:13 作者: 手榴彈 時間: 2025-3-22 02:40
1431-1496 place and space. Central to our work and to the work of the authors in this volume is the belief that putting people "into the loop" - explicitly considering human-human and human-environment interaction in the design and development process - is cent978-1-85233-244-0978-1-4471-0685-2Series ISSN 1431-1496 作者: DOTE 時間: 2025-3-22 06:19
https://doi.org/10.1057/9781137361721ponents of the problem is not guaranteed to work, and we can see evidence that the overall task is hard from the lack of convincing industrial-strength examples. Finding a solution for a real-world problem requires that diverse ideas and solutions be combined in some way. Before VR can move from a r作者: MUTED 時間: 2025-3-22 12:30 作者: graphy 時間: 2025-3-22 15:02 作者: graphy 時間: 2025-3-22 17:10
Collaborative Virtual Environments978-1-4471-0685-2Series ISSN 1431-1496 作者: lobster 時間: 2025-3-22 22:06
Thought, Action and Scientific Technologyhenson, 1992). Some of these allow the users to construct buildings in the world, though in the majority the environment is fixed. These buildings serve as meeting points and atmosphere creators, but do not have any other meaning. . can be presented in these spaces as imported objects or as placards with text and images placed in the environment.作者: Arthritis 時間: 2025-3-23 04:55 作者: BURSA 時間: 2025-3-23 07:07
Nation Branding as Strategic Narrative,This chapter is about extending CVEs to include more people and more objects in more media. Fundamentally the story goes like this.作者: GRIPE 時間: 2025-3-23 10:46 作者: Reservation 時間: 2025-3-23 15:33 作者: Celiac-Plexus 時間: 2025-3-23 21:11 作者: dilute 時間: 2025-3-23 23:43 作者: 不要嚴酷 時間: 2025-3-24 02:45
978-1-85233-244-0Springer-Verlag London Limited 2001作者: atopic 時間: 2025-3-24 06:32 作者: Anticonvulsants 時間: 2025-3-24 13:32
Designing an Emergent Culture of Negotiation in Collaborative Virtual Communities: The DomeCityMOO S greater freedom. We don’t have to reject life on the screen, but we don’t have to treat it as an alternative life either. Like the anthropologist returning home from a foreign culture, the voyager in virtuality can return to a real world better equipped to understand its artifices. (Turkle, 1998, p. xvii)作者: evasive 時間: 2025-3-24 17:08
Shaping China’s Global Imaginationby William Gibson (Gibson, 1989). VR promised to revolutionize the way in which we experience and interact with computers, and research into the field mushroomed. More recently, the hype surrounding VR has died down and, although it is receiving less public attention, serious work is continuing with作者: Mediocre 時間: 2025-3-24 22:05 作者: Interstellar 時間: 2025-3-24 23:51 作者: NOCT 時間: 2025-3-25 07:17 作者: Kidnap 時間: 2025-3-25 11:19
Shaping China’s Global Imagination a virtual setting and to discuss, fashion and manipulate their common environment. The emergence of these systems introduces unique opportunities to develop new sites of sociality and to support distributed collaborative work and interaction. Indeed, as 3D visualizations and single-user VR technolo作者: 辯論 時間: 2025-3-25 13:59 作者: 出生 時間: 2025-3-25 17:21
Reconstructionism in Technology Education the pizza, the person speaking now, the person capturing this on the whiteboard; roles can be formal or informal, long-lived or ephemeral. They can be bestowed by ceremony, or assumed with the invisibility of the taken-for-granted. But it is the interaction of minds that creates and sustains a role作者: Parabola 時間: 2025-3-25 22:48
Conceptual and Procedural Knowledgeifferent activities and user groups. Our aim is to offer plentiful and rich possibilities for interaction across and between both real and virtual environments. This is informed through ongoing activities and projects, starting in the early 1990s, that have provided initial discoveries that point to作者: Override 時間: 2025-3-26 02:56
The Special Role of Leadership,process. The importance of collaboration in the scientific research process has long been recognized by the National Institutes of Health (NIH) in the USA. Its current policy is to fund the development or purchase of specialized scientific instruments in (not-for- profit) research labs across the US作者: Serenity 時間: 2025-3-26 08:11 作者: Ingenuity 時間: 2025-3-26 12:11 作者: 和平主義 時間: 2025-3-26 13:29
Book 2001 are, geographically speaking, worlds apart. We can hang out, present alternative selves, interact with realistic and fantastic objects and carry out impossible manoeuvres. In CVEs we can share the experience of worlds beyond the physical. This book offers an introduction to up-to-date research in t作者: 河潭 時間: 2025-3-26 17:51
Shaping China’s Global Imaginationothers. Many CVE systems have been constructed. Some of these are desktop systems and applications; but large public virtual spaces have also been constructed (such as Alpha World at .; see Chapter 15). CVEs are also being used to experiment with new forms of art and interactive television (Benford .., 1997a,b; Benford ., 2000a).作者: 支柱 時間: 2025-3-26 21:36 作者: 地名表 時間: 2025-3-27 02:26
Reconstructionism in Technology Educationthere is confusion or concern about who is playing what role, it is generally good for a group to work it out as a social issue. If roles were encoded solely in human biology or in physical law, life might be simpler but certainly more stulfiying.作者: 清澈 時間: 2025-3-27 06:09
Collaborative Virtual Environments: Digital Spaces and Places for CSCW: An Introductionothers. Many CVE systems have been constructed. Some of these are desktop systems and applications; but large public virtual spaces have also been constructed (such as Alpha World at .; see Chapter 15). CVEs are also being used to experiment with new forms of art and interactive television (Benford .., 1997a,b; Benford ., 2000a).作者: 史前 時間: 2025-3-27 12:22
Virtually Missing the Point: Configuring CVEs for Object-Focused Interaction, such as online gaming, inhabited TV, artistic installations and museum exhibits (see Benford .., 1997a,b, 1999a; Greenhalgh .., 1999b,c; and Chapter 5 of this volume). However, here we are particularly concerned with the potential for collaborative VR to provide support for remote working - a relatively under-explored area.作者: 使入迷 時間: 2025-3-27 14:28 作者: 神圣在玷污 時間: 2025-3-27 20:22
Shaping Education Policy Discourseas such as scientific visualization, education, and design. Sharing these virtual environments with your remote collaborators as well as the topic of your collaboration may be better than collaborating with them in person, as you can now collaborate while standing inside your data, sharing the context of your discussions.作者: Flawless 時間: 2025-3-27 23:00
1431-1496 ine digital places and spaces where we can be in touch, play together and work together, even when we are, geographically speaking, worlds apart. We can hang out, present alternative selves, interact with realistic and fantastic objects and carry out impossible manoeuvres. In CVEs we can share the e作者: 揉雜 時間: 2025-3-28 04:02 作者: 絕種 時間: 2025-3-28 08:37 作者: Arable 時間: 2025-3-28 12:15 作者: Genistein 時間: 2025-3-28 18:39
Designing to Support Collaborative Scientific Research Across Distances: The nanoManipulator Environ USA. Its current policy is to fund the development or purchase of specialized scientific instruments in (not-for- profit) research labs across the USA and to help fund scientists to travel to those labs to collaborate and conduct scientific experiments using these specialized scientific instruments.作者: Ceremony 時間: 2025-3-28 21:49 作者: Apogee 時間: 2025-3-29 01:38
Shaping China’s Global Imaginationemerged. These include 3D environments: MASSIVE (Greenhalgh and Benford, 1995), DIVE (Dix, 1997), AlphaWorlds, Blaxxun, VWWW; 2D graphical systems: ThePalace; and textual environments: MUDs (Edwards, 1994).作者: Adenoma 時間: 2025-3-29 03:47 作者: FLAGR 時間: 2025-3-29 09:52
“He’s Behind You”: The Experience of Presence in Shared Virtual Environmentsemerged. These include 3D environments: MASSIVE (Greenhalgh and Benford, 1995), DIVE (Dix, 1997), AlphaWorlds, Blaxxun, VWWW; 2D graphical systems: ThePalace; and textual environments: MUDs (Edwards, 1994).作者: 似少年 時間: 2025-3-29 11:34 作者: GEAR 時間: 2025-3-29 17:14
Collaborative Virtual Environments: Digital Spaces and Places for CSCW: An Introductionby William Gibson (Gibson, 1989). VR promised to revolutionize the way in which we experience and interact with computers, and research into the field mushroomed. More recently, the hype surrounding VR has died down and, although it is receiving less public attention, serious work is continuing with作者: 斜 時間: 2025-3-29 22:39
System Challenges for Collaborative Virtual Environments mean that, although the technology has advanced to a point where many things are possible, there are still inadequacies which prevent its application to real-world problems. This difficulty of getting virtual reality (VR) to work adequately is due to a wide range of things: some are hardware-relate作者: 小故事 時間: 2025-3-30 01:33
Understanding the Network Requirements of Collaborative Virtual Environmentspter we focus on the network and communication requirements of CVEs in relation to several aspects of their design, implementation and use. We cannot cover the relationships between these various aspects comprehensively in this chapter; rather we will give a framework and a number of key illustratio作者: Substitution 時間: 2025-3-30 06:48
“He’s Behind You”: The Experience of Presence in Shared Virtual Environmentsence is manifest in practice within virtual environments and second, the means by which everyday users experience virtual environments. The ethnographic study presented in this chapter is part of a multidisciplinary approach to the design of online large-scale collaborative virtual environments (CVE作者: FATAL 時間: 2025-3-30 10:27
Virtually Missing the Point: Configuring CVEs for Object-Focused Interaction a virtual setting and to discuss, fashion and manipulate their common environment. The emergence of these systems introduces unique opportunities to develop new sites of sociality and to support distributed collaborative work and interaction. Indeed, as 3D visualizations and single-user VR technolo