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Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds answers the basic research questions involved in the development of user-friendly interfaces, such as: * How does one navigate in and with a virtual inhabited three-dimensional world? * How can the virtual world and the interface be part of the same world? * How can the use of these interfaces be supported by implicit narrative structures? * How can the autonomous agents function as assistants to the end-user? * How can the current--what you see is what you get--be replaced by What you want is what you get:? Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the core activity of interfaces: interaction. It takes the reader all the way from general theories and conceptualizations of interaction aspects of virtual inhabited 3D worlds, through theories of and methods for the design of autonomous agents, ending in specific design methodology considerations and suggestions for management in the multimedia industry.
Lars Qvortrup The world of interactive 3D multimedia is a
cross-institutional world. Here, researchers from media studies,
linguistics, dramaturgy, media technology, 3D modelling, robotics,
computer science, sociology etc. etc. meet. In order not to create
a new tower of Babel, it is important to develop a set of common
concepts and references. This is the aim of the first section of
the book. In Chapter 2, Jens F. Jensen identifies the roots of
interaction and interactivity in media studies, literature studies
and computer science, and presents definitions of interaction as
something going on among agents and agents and objects, and of
interactivity as a property of media supporting interaction.
Similarly, he makes a classification of human users, avatars,
autonomous agents and objects, demon strating that no universal
differences can be made. We are dealing with a continuum. While
Jensen approaches these categories from a semiotic point of view,
in Chapter 3 Peer Mylov discusses similar isues from a
psychological point of view. Seen from the user's perspective, a
basic difference is that between stage and back-stage (or rather:
front-stage), i. e. between the real "I" and "we" and the virtual,
representational "I" and "we." Focusing on the computer as a stage,
in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to
conceptualize the stage phenomena and the relationship between
stage and front-stage."
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