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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Introduction: Lars Qvortrup: Introduction - Welcome into the Interface.- Section 1: Avatars and Agents in Computerised Theatre: Lars Qvortrup: Introduction. Jens F. Jensen: Virtual Inhabited 3D Worlds. Interactivity and Interaction between Avatars, Autonomous Agents, and Users. Peer Mylov: Three Types of Multimedia Interactions - and Beyond. Torunn Kjolner and Niels Lehmann: Uses of Theatre as Model. Discussing Computers as Theatre - Some Additional Perspectives.- Section 2: Construction of Interactive Life-Like Agents and Actors: Erik Granum: Introduction. Michael Mogensen: Agents: Dependent Autonomy and Transparent Automatons? Mikael B. Skov: Enhancing the Usefulness of Community Chat Rooms: Application of Autonomous Agents. Peter Bogh Andersen and Jorgen Callesen: Agents as Actors. M. Wibroe, K. K. Nygaard and P. Bogh Andersen: Games and Stories. Claus B. Madsen and Erik Granum: Aspects of Interactive Autonomy and Perception. Peter Bogh Andersen, Erik Granum and Claus B. Madsen: Discussion.- Section 3: Verbal and Non-Verbal Interaction with Virtual Worlds and Agents: Patricia Paggio: Introduction. Thomas B. Moeslund: Interacting with a Virtual World through Motion Capture. Patrizia Paggio and Bradley Music: Linguistic Interaction in Staging - A Language Engineering View. Costanza Navarretta: Exploiting Recent Research on Dialogue to Model Verbal Communication in Staging. Berit Holmqvist: Interactive Systems.- Section 4: Interactive Narratives: Soren Kolstrup: Introduction. Soren Kolstrup: Different Narratives, Different Theories for Different Media. Jorgen Stigel: The Limits of Narration. Jens F. Jensen: Film Theory Meets Interactive 3D. A Film Theoretic Approach to the Design and Analysis of 3D Spaces. Edvin Vestergaard Kau: Shapes of Meaning. On Action and Content in Unreal Worlds. Hanne Dankert and Niels Erik Wille: Constructing the Concept of 'The Interactive 3D Documentary' - Film, Drama, Narrative or Simulation?.- Section 5: Methods for Designing Interactive, Inhabited Virtual Worlds: Kim Halskov Madsen: Introduction. Bjarne Horn, Ernest Holm Svendsen and Kim Halskov Madsen: Experimental Design of an Interactive Installation. Mikael B. Skov and Jan Stage: Using Software Engineering Approaches to Model Dynamics in Interactive Software Systems. Peter Ohrstrom: Time Logics in Interactive Multimedia Systems. Claus A. Foss Rosenstand: Management in the Narrative Multimedia Industry.
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Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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. 456 pp. Englisch. Codice articolo 9781849968638
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Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. 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 . Codice articolo 4288930
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Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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.Springer-Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 456 pp. Englisch. Codice articolo 9781849968638
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Taschenbuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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. Codice articolo 9781849968638
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