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Subject: Re: [huml-comment] RE: FW: [www-vrml] Fw: Being There - The new FREEbook on Presence
1. us humble humming HUMLers may find that the Presence site Len point out is Well-worth bookmarking for exploration and noting of even its table of contents! web sites: http://www.atnplab.com http://www.cybertherapy.info books and papers: http://www.psychnology.com snagged by Len from stuff contributed by a clinically oriented lab, namely, e-mail: auxo.psylab@auxologico.it i.e., Applied Technology for Neuro-Psychology Lab. Istituto Auxologico Italiano Casella Postale 1 28900 Verbania Italy Tel: +39-0323-514278 Fax (Italy): +39-0323-587694 Fax: (US): +1-781-735-7714 =========== For instance, all these have links from http://www.cybertherapy.info : 10.Technology review 1.General review of technology 2.Head Mounted displays 3.3d glasses 4.3d projection screens 5.VE Interface Technology 6.3D engines list 7.3D Software 8.3D Audio 9.The best HW/SW solutions 11.Haptics 1.Haptics Library 2.Haptics links 3.Haptics-e: The Electronic Journal of Haptics Research 4.Haptics references (listed for areas) 6.FREE advanced info about Virtual Reality 1.Sensing in VR 2.Vision in VR 3.Vision and virtual environments 4.Hearing in VR 5.Virtual auditory displays 6.Virtual acceleration: The role of the vestibular modality 7.Eye tracking in virtual environments 8.Locomotion interfaces (PDF file) 9.Gesture recognition (PDF file) 10.Human factors 11.Human factors: a review (PDF file) 12.Motion sickness: Neurophysiology, Physiological Correlates, and Treatment 13.Human syndromes associated with synthetic experiences such as virtual environments 14.VR vestibular adaptation and aftereffects measurement 15.Direct effects of virtual environments on users 16.VR as advanced communication tool (PDF file) 17.VR market and future 7.FREE info about VR Online 1.VR Worlds on the Internet: Software and tutorial 2.An Advanced Course on Avatars: Building and Exploring VR worlds on the Internet 3.The VRML Repository 4.A Taxonomy for networked VEs (PDF file) 5.Internet-based virtual environments 8.FREE info about the concepts of PRESENCE/TELEPRESENCE 1.Presence in VEs 1.Being There: The Subjective Experience of Presence 2.Designing Presence 3.At the Heart of It All: The Concept of Presence 4.How different ontologies generates different criteria for presence (PDF file) 5.Dimensions determining Telepresence (PDF file) 6.The psycho- physiology of Presence 7.Designing Personal Tele-embodiment (PDF file) 8.Presence as an Emotional Experience 9.Cyberpsychology: Principles of Creating Virtual Presence 10.A Virtual Presence Counter (PDF file) 2.Presence Measurement 1.Presence: Concept, determinants and measurement (PDF file) 2.Measuring Presence (PDF file) 3.IPO Social Presence Questionnaire (IPO-SPQ) 4.ITC Sense of Presence Inventory (SOPI) 5.Igroup Presence Questionnaire (IPQ) 6.Towards a Robust, Quantitative Measure for Presence 7.Questionnaire s in Usability Engineering 8.Using Presence questionnaires in reality (PDF file) 9.Behavioural Realism as a metric of Presence (PDF file) 3.Presence and Embodiment 1.The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments 2.Virtual Eyes Can Rearrange Your Body 3.Virtual reality and the human body 4.User embodiment in collaborative virtual reality 5.Talk and embodiment in collaborative virtual reality 6.Living digitally: embodiment in virtual world (PDF file) 7.A classification for user embodiment in collaborativ e virtual environments (PDF file) 8.Embodiment without a physical body (PDF file) 9.Nonverbal communication interface for collaborativ e VEs (PDF file) 4.Presence Bibliography 5.Sites that represent and/or describe presence-related experiences and news ... 6.Avatars!: Exploring and building Virtual World on the Internet 7.Handbook of Virtual Environments 1.Virtual environments in manufacturing 2.VR systems design 3.Cognitive aspects of virtual environments design 4.Influence of individual differences on VR application 5.Assessment of virtual ergonomics 6.Usability engineering of virtual environments (PDF file) 7.Measuring and managing presence in virtual environments 8.The social impact of virtual environments technology 9.Adapting to virtual environments (PDF file) 10.Multimodal interaction modeling (Word file) 11.Virtual Environments and products liability 12.Spatial orientation, wayfinding and representation 13.VR as a tool for academic learning 14.Team training in VR 15.Entertainment application of virtual environments 16.VR engineering applications (PDF File) ... 16.Free Tools for VR Development 1.Maya Personal Learning Edition (Platform for creating 3D graphics) 2.GMax 3D Game Editor (Editor for commercial 3D games) 3.Adobe ATMOSPHERE beta (web authoring for 3D worlds) 4.Eon Personal Edition (Web based 3d environment) 5.Alice 99 (VR development Kit) 6.VNet (Multi-user VRML-Java based VR toolkit) VR worlds created using VNet 7.Cyberworld Trial Edition (3D World Editor) 8.Blender (3D game/world creator) 9.3DMeNow Trial (Create speaking 3D avatars using two 2D images) 10.VRUT (3D graphics environment for building and rendering VEs) 11.Wild Tangent Personal Web Driver (Web based 3D environment) 12.Meet 3d (Java-based, Web based 3d environment) 13.Traveler Communities (3D Web based chat) 14.Northdragon 3D Webmaker (Web based 3d environment) MayaVi is a python dual-window visualizer, well-done open-source, picks up your data-filters in realtime. Alice development is a bit static. Blender - 3d Modeling and Game Engine. Details: Uses Python as it's scripting language. Python is used to both run scripts to affect the rendering of scenes and used as the scripting language for the Game engine. URL: http://www.blender.nl Owner: Matthew Flagg Categories: Games Created: 2002-01-18 02:30:49 3d Modeling and Game Engine. <more> [Games] 02/01/18 02:30 Blender Animations To Other Renderers - Several Python scripts to export to following renderers within Blender: Panorama, Povray, Radiance, RenderMan. <more> [Graphics] 99/10/29 13:21 Disney animations are done with python but that isn't open source. There's lots of stuff for games, role-playing (e.g., GPLed OpenRPG runs on Python 2.2 and wxPython v2.3.3.1 which are both open free and well done), etc. ... 3.Presence and Embodiment 1.The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments 2.Virtual Eyes Can Rearrange Your Body 3.Virtual reality and the human body 4.User embodiment in collaborative virtual reality 5.Talk and embodiment in collaborative virtual reality 6.Living digitally: embodiment in virtual world (PDF file) 7.A classification for user embodiment in collaborativ e virtual environments (PDF file) 8.Embodiment without a physical body (PDF file) 9.Nonverbal communication interface for collaborativ e VEs (PDF file) 4.Presence Bibliography 5.Sites that represent and/or describe presence-related experiences and news ======== At 09:19 AM 09-01-2003 -0600, you wrote: >If nothing else, it and the success of the SIMS franchise >validate what the VRMLers have been trying to achieve for >some time. And it says there finally may be money in it. > >When HTML came along, the veterans of hypertext recognized >the design immediately. They also mostly didn't like it >because they knew where it would run out of steam technically. >A smaller set also knew it world go like a grassfire because > >1. Most important: the spice would flow in vast quantities; >that is, more information at lower cost to more people. > >2. It would satisfy the human urge to create actions in a medium >mostly reserved to priests (programmers) before that. > >So a dumbed down version of old experimental technology changed >everything everyone in the CS industry was focused on as well as >drawing in the media, mom and pop and the neighbors. > >Immersive, presence based interfaces may be poised to do that, >but today, it is still mostly experiments or very expensive >single focus setups. The Gibsonian experience promised by >Pesce et al from VRML has yet to occur because the dumbed down >technology has yet to emerge and the desire to create actionable >experience is sated for the moment. > >If initiatives like HumanML are to be of any help here, the >products must be stripped down to basic, easy to apply sets >that act as a multiplier on the experience of presence in >the virtual world they augment. I believe we have ferreted >out the basic properties of human communication in context >that must be supported, but no one has stepped forward with >the resources to do the experiments, and the academic world >is spread from here to hell in their different but converging >approaches. Like HTML, at some point, someone trying to >solve a given problem will take the pieces and do the chopshop >voodoo. > >len > >From: Sandy Ressler [mailto:sressler@nist.gov] > >And speaking of "there" there is a new multiuser world project at >www.there.com >it's got lots of money and notables behind it...not sure what's new if >anything, in it though...Sandy > >---------------------------------------------------------------- >To subscribe or unsubscribe from this elist use the subscription >manager: <http://lists.oasis-open.org/ob/adm.pl> > >
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