Virtual environments and interactivity: windows to the future

Author(s):  
C. Conn ◽  
J. Lanier ◽  
M. Minsky ◽  
S. Fisher ◽  
A. Druin
Author(s):  
Karl Steiner

Narratives are an important method of human-to-human communication. Combining the power of narrative with the flexibility of virtual environments (VEs) can create new and innovative opportunities in education, in entertainment, and in visualization. In this chapter, we explore the topic of narrative VEs. We describe the characteristics and benefits of narrative VEs, review related work in VEs and in computer-generated narrative, and outline components of an architecture for managing narrative VEs. We present the current status of our work developing such an architecture and conclude by discussing what the future of narrative VEs may hold.


Author(s):  
Michelle O. Crosby-Nagy ◽  
John M. Carfora

This chapter examines applications of information and communications technologies (ICTs) for education, including multi-user virtual environments (MUVEs) and their returns to teaching and learning in U.S. higher education. ICT applications are most valuable when used in the context of courses with a team-based approach to learning or collaboration opportunities. Some drivers of ICT integration are discussed including the internationalization of higher education and the Millennial generation as the new customers of higher education. Recommendations for the fundamentals of positive ICT applications and integration are provided, as well as a discussion about the future of ICT applications such as MUVEs.


2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Marc Van den Broeck ◽  
Sigurd Van Broeck ◽  
David Zhe Lou

One of the technologies from which we can say that it definitely and completely changed the way we work today is the Internet. Along with these many advantages, people are however also burdened with inefficient parental control, spam , pop-ups, viruses, adware and spyware to name a few. Virtual Environments (VE) are posing themselves as the future of Internet. Today, several 100s of VEs already exist, each addressing a certain target group. These VEs will have to deal with the same negative influence as the Internet of today only now presenting itself in a different package. This paper proposes a solution to guard our future Internet already from the very start from such counterproductive content.


2008 ◽  
pp. 838-847
Author(s):  
K. Steiner

Narratives are an important method of human-to-human communication. Combining the power of narrative with the flexibility of virtual environments (VEs) can create new and innovative opportunities in education, in entertainment, and in visualization. In this chapter, we explore the topic of narrative VEs. We describe the characteristics and benefits of narrative VEs, review related work in VEs and in computer-generated narrative, and outline components of an architecture for managing narrative VEs. We present the current status of our work developing such an architecture and conclude by discussing what the future of narrative VEs may hold.


2003 ◽  
Vol 12 (3) ◽  
pp. 241-267 ◽  
Author(s):  
Jolanda G. Tromp ◽  
Anthony Steed ◽  
John R. Wilson

This paper presents results of the longitudinal usability and network trials that took place throughout the COVEN (COllaborative Virtual ENvironments) Project. To address the lack of understanding about usability design and evaluation for collaborative virtual environments (CVEs), a deductive analysis was used to systematically identify areas of inquiry. We present a summary of the analysis and the resulting framework through which various complementary methods were utilized during our studies. The objective of these studies was to gain a better understanding about design, usability, and utility for CVEs in a multidisciplinary setting. During the studies, which span four years, we undertook longitudinal studies of user behavior and computational demands during network trials, usability inspections of each iteration of the project demonstrators, consumer evaluations to assess social acceptability and utility of our demonstrators, and continuous preparations of design guidelines for future developers of CVEs. In this paper, we discuss the need for such activities, give an overview of our development of methods and adaptation of existing methods, give a number of explanatory examples, and review the future requirements in this area.


Author(s):  
William G. Burns

The future of the evolving, collaborative communications structure will be impacted to an enormous and ever increasing degree by the merging of e-commerce and virtual worlds. Such media outlets will bring new and innovative methods by which to interact with clients and customers, as well as business to business. As these technologies continue to evolve, bringing higher definition, realism, and the power to manipulate potential customer experiences, increasing numbers of people will come to the realization that virtual worlds and similar environments are an essential part of an online communications experience. Evidence of this paradigm shift can be noted in the multitudes of brand names which also inhabit these virtual environments through countless offerings and marketing campaigns.


Sign in / Sign up

Export Citation Format

Share Document