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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."
Human and animal vision systems have been driven by the pressures
of evolution to become capable of perceiving and reacting to their
environments as close to instantaneously as possible. Casting such
a goal of reactive vision into the framework of existing technology
necessitates an artificial system capable of operating
continuously, selecting and integrating information from an
environment within stringent time delays. The YAP (Vision As
Process) project embarked upon the study and development of
techniques with this aim in mind. Since its conception in 1989, the
project has successfully moved into its second phase, YAP II, using
the integrated system developed in its predecessor as a basis.
During the first phase of the work the "vision as a process
paradigm" was realised through the construction of flexible stereo
heads and controllable stereo mounts integrated in a skeleton
system (SA V A) demonstrating continuous real-time operation. It is
the work of this fundamental period in the V AP story that this
book aptly documents. Through its achievements, the consortium has
contributed to building a strong scientific base for the future
development of continuously operating machine vision systems, and
has always underlined the importance of not just solving problems
of purely theoretical interest but of tackling real-world
scenarios. Indeed the project members should now be well poised to
contribute (and take advantage of) industrial applications such as
navigation and process control, and already the commercialisation
of controllable heads is underway.
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.
Human and animal vision systems have been driven by the pressures
of evolution to become capable of perceiving and reacting to their
environments as close to instantaneously as possible. Casting such
a goal of reactive vision into the framework of existing technology
necessitates an artificial system capable of operating
continuously, selecting and integrating information from an
environment within stringent time delays. The YAP (Vision As
Process) project embarked upon the study and development of
techniques with this aim in mind. Since its conception in 1989, the
project has successfully moved into its second phase, YAP II, using
the integrated system developed in its predecessor as a basis.
During the first phase of the work the "vision as a process
paradigm" was realised through the construction of flexible stereo
heads and controllable stereo mounts integrated in a skeleton
system (SA V A) demonstrating continuous real-time operation. It is
the work of this fundamental period in the V AP story that this
book aptly documents. Through its achievements, the consortium has
contributed to building a strong scientific base for the future
development of continuously operating machine vision systems, and
has always underlined the importance of not just solving problems
of purely theoretical interest but of tackling real-world
scenarios. Indeed the project members should now be well poised to
contribute (and take advantage of) industrial applications such as
navigation and process control, and already the commercialisation
of controllable heads is underway.
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