وبلاگ بلیان

Facets of Virtual Environments: First International Conference, FaVE 2009, Berlin, Germany, July 27-29, 2009, Revised Selected Papers (Lecture Notes ... and Telecommunications Engineering, 33)

معرفی کتاب «Facets of Virtual Environments: First International Conference, FaVE 2009, Berlin, Germany, July 27-29, 2009, Revised Selected Papers (Lecture Notes ... and Telecommunications Engineering, 33)» نوشتهٔ edited by Fritz Lehmann-Grube, Jan Sablatnig در سال 2010. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

Kurzbeschreibung This book constitutes the proceedings of the First International ICST Conference on Facets of Virtual Conference, FaVE 2009, held in Berlin, Germany, in July 2009. The 15 invited and regular papers present in the first set the application of virtual worlds to science and in the second set the social aspects of using virtual worlds, both for research and application. Buchrückseite This book constitutes the proceedings of the First International ICST Conference on Facets of Virtual Conference, FaVE 2009, held in Berlin, Germany, in July 2009. The 15 invited and regular papers present in the first set the application of virtual worlds to science and in the second set the social aspects of using virtual worlds, both for research and application. Title Page......Page 1 Preface......Page 4 Organization......Page 7 FaVE 2009 – Track 3......Page 9 Introduction......Page 11 What Is VGE?......Page 12 Why VGE Rising?......Page 13 Related Work......Page 14 Revolution of Geography Research Methods and Geographic Languages......Page 15 VGE Extends Geographic Environment in the Real World......Page 16 Experimental Geography......Page 17 VGE as a Virtual Geographic Experiment Platform......Page 18 Discussion and Conclusion......Page 19 References......Page 20 Introduction......Page 22 Background......Page 23 Self-expression in Virtual Worlds......Page 24 The Vacancy Problem......Page 25 Related Work......Page 26 Real World Implementation......Page 27 Virtual World Implementation......Page 28 Dual Reality Event and Discussion......Page 33 Discussion......Page 34 Conclusion......Page 35 References......Page 36 Introduction......Page 39 The Meta-Institute for Computational Astrophysics (MICA)......Page 40 Improving Scientific Collaboration and Communication......Page 41 A New Approach to Numerical Simulations......Page 43 Immersive Multi-Dimensional Data Visualization......Page 46 Information Architectures for the Next Generation Web......Page 48 Concluding Comments......Page 50 References......Page 52 Introduction......Page 54 Related Work......Page 55 World of Warcraft......Page 56 Methodology......Page 57 Distances traveled.......Page 59 Demographic Density.......Page 60 Temporal Analysis......Page 61 Network Structures......Page 63 Conclusions......Page 67 References......Page 68 Introduction......Page 70 Time-Pressure and Spatial Cognition......Page 71 Introducing Landmarks and Time-Pressure......Page 72 Conclusions......Page 74 References......Page 76 Introduction......Page 78 Method......Page 81 Results......Page 84 Discussion......Page 85 References......Page 86 Introduction......Page 89 Legal Topics of Terms of Service......Page 90 Complexity of Terms of Service......Page 92 Readability......Page 93 Evolution......Page 94 Scope......Page 95 Dealing with Terms of Service Complexity......Page 96 Conclusions......Page 98 References......Page 99 Introduction......Page 101 A Next Generation Online Virtual World Retail Store......Page 102 Domain Ontology and Its Creation......Page 104 Concepts of the Domain......Page 105 Handling Queries on the Domain......Page 106 A Detailed Example......Page 107 Integrating Virtual Worlds and Business Applications......Page 108 Integration Mechanisms......Page 109 Carrying Out Real-World Transactions......Page 110 Role of Visual Semantics in Retail Stores......Page 111 Shopping by Example......Page 112 References......Page 114 Introduction......Page 116 Related Work......Page 117 Virtual Worlds......Page 118 UsageScenario......Page 119 Architecture and Implementation......Page 121 Applications......Page 124 Usage Scenarios with StellarSim......Page 127 Conclusions and Future Work......Page 128 References......Page 129 FaVE 2009 – Track 5......Page 10 Introduxction......Page 131 Online Multi-user Virtual Environments......Page 132 A Blueprint for the Creation of Collaboration Patterns......Page 133 The Semiotic Triad as an Organizing Structure......Page 134 Action and Interaction in 3D Virtual Environments......Page 135 A Typology of Objects in Virtual Environments......Page 136 A Blueprint for Embodied Virtual Collaboration......Page 138 Examples of Collaboration Patterns Based on the Blueprint......Page 140 Conclusion......Page 143 References......Page 144 Introduction......Page 145 Emotions and Virtual Characters......Page 146 Modelling Artificial Emotions and Its Recognition......Page 148 Multifunctional Aspects of the Gestural Behavior......Page 150 Scheme for Virtual Character Research......Page 151 Psychological States - Personality......Page 152 Verbal and Nonverbal Communication......Page 153 Cognitive Processing......Page 154 Virtual Environments......Page 155 Evaluation Method......Page 156 References......Page 157 Introduction......Page 161 Transportation......Page 162 Artificiality......Page 163 Methods......Page 164 Experiment Setup......Page 165 Experiment......Page 166 Experimental Procedure......Page 167 Development of Questionnaires......Page 168 Results for Data Analysis and Interpretation......Page 170 Conclusion......Page 172 References......Page 173 Introduction......Page 175 Literature Review......Page 177 Methodology......Page 178 Leveling......Page 179 End-Game......Page 181 Discussion and Conclusion......Page 185 References......Page 186 Introduction......Page 188 Characteristics of Virtual Environments (and Worlds)......Page 189 The Application of Human Rights in Virtual Worlds......Page 190 Normative Framework......Page 192 Possible Actions......Page 193 In-Game Discrimination: Some Examples......Page 194 Possible Actions......Page 195 Conclusion......Page 196 Introduction......Page 197 Consumers as Producers......Page 198 Social and Cultural Lens......Page 199 Technical Lens......Page 201 Economic and Business Lens......Page 202 Legal and Policy Lens......Page 204 Discussion......Page 205 Emergent Behavior......Page 207 Factors Impacting Consumers as Producers......Page 208 Conclusions and Future Work......Page 210 References......Page 211 Author Index......Page 213 In recent years, the popularity of virtual worlds has increased significantly and they have consequently come under closer academic scrutiny. Papers about virtual worlds are typically published at conferences or in journals that specialize in something - tirely different, related to some secondary aspect of the research. Thus a paper d- cussing legal aspects of virtual worlds may be published in a law journal, while a psychologist's analysis of situation awareness may appear at a psychology conference. The downside of this is that if you publish a virtual worlds paper at an unrelated conference in this manner you are likely to be one of only a handful of attendees working in the area. You will not, therefore, achieve the most important goal of - tending conferences: meeting and conversing with like-minded colleagues from the academic community of your field of study. Virtual worlds touch on many well-established themes in other areas of science. Researchers from all these fields will therefore be looking at this new, interesting, and growing field. However, to do effective research related to these complex constructs, researchers need to take into account many of the other facets from other fields that impact virtual worlds. Only by being familiar with and paying attention to all these different aspects can virtual worlds be properly understood.
دانلود کتاب Facets of Virtual Environments: First International Conference, FaVE 2009, Berlin, Germany, July 27-29, 2009, Revised Selected Papers (Lecture Notes ... and Telecommunications Engineering, 33)