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About 10,000 papers for “Virtual representation”

Virtual information representation

Daniel Skog, Markus Söderlund · 1999

Modern information technology provides new techniques for information visualization and communication. These new advanced visualization techniques make it possible to present large amounts of infor ...

Cited by 3

Virtual Information Representation

Daniel Skog Markus, Markus Söderlund B · 2008

Modern information technology provides new techniques for information visualization and communication. These new advanced visualization techniques make it possible to present large amounts of information by using virtual models. The purpose of this paper is to study virtual information representation and its consequences. This is done through an experiment in which the use of a traditional visualization technique is compared with the use of an advanced technique. A house was described to different persons either by drawings or by a desktop VR-model. Depending on which technique that was being used to present the house to a single person, he or she later described the house in a certain way, pointing out specific aspects of the house and its appearance. The different techniques obviously gave rise to different experiences and these differences could be categorized under the four headings; Language, Aesthetics, Spatial perception and Functionality. The VR-model generated strong emotions within the users and as a result they described the house using an artistic language, mentioning aspects of the house that had more to do with its aesthetic features than with its functionality. The users of the VR-model also demonstrated an incomplete spatial perception whereas the users of the drawings showed a very accurate knowledge. We find these results important since the use of advanced visualization techniques is likely to increase. More studies are needed in order to achieve a greater understanding of these new techniques and the consequences of using virtual information representations.

Cited by 0

Representation in virtual space

Loretta Staples · 1993

The graphical user interface (GUI) typically provides a multi-windowed environment within a flat workspace or “desktop.” Simultaneously, however, controls for executing commands within this interface are increasingly being rendered three-dimensionally. This paper explores ways in which the space of the GUI desktop might be literally and figuratively deepened through the incorporation of visual devices that have emerged during the history of art—specifically, perspective and light effects. By enriching the visual vocabulary of the GUI, greater semantic complexity becomes sustainable.

Cited by 30Open access

Knowledge Representation in Virtual Reality

Mainka, Agnes, Hüwel, Andreas, Kalbreyer, Daniel et al. · Zenodo (CERN European Organization for Nuclear Research) · 2022

ABSTRACT In a research project, we will study whether the method of loci (MoL) could be adapted in general education with the use of virtual reality. In MoL a learner connects learning units with an object in an environment – the memory palace. The method itself is very old, it goes back to documentation from antiquity (O’Grady & Yildirim, 2018). However, the application of this method in virtual reality is rather new. We identified the adaption of MoL in virtual reality first in desktop applications and recently with devices, like virtual reality glasses, that enhance the immersion into a virtual space. In the literature, the MoL was tested in different virtual reality scenarios and with different levels of immersion (Peeters, 2019). The biggest advantage of using MoL in virtual reality is that a user has not had to imagine a memory palace in his mind and become familiar with this environment. In virtual reality, a user can familiarize herself in a few minutes with a new memory palace whereas the classical method needs between two hours and two days (Huttner 2017). Different studies have demonstrated that the MoL in virtual reality shows higher learning performances in contrast to other methods, e.g. learning words from a list (Legge et al., 2012). In a session at the ASIS&T Global Conference 2022, we would like to discuss how complex a virtual environment could be with the aim not to overstrain the user’s senses. In a virtual memory palace, additional features could be integrated like tagging of learning materials or recommender systems. There are a lot more scenarios in everyday life, knowledge management, and research where someone has to “locate” knowledge. For instance, a librarian knows where the materials are located in the library. Could we, therefore, argue that a library is a memory palace? In a discussion about parallels between “locating knowledge” in everyday or work life and the MoL in a memory palace, we will identify new possibilities for our research. In addition, the participants of this session may learn to adapt this method in their work or everyday life.

Cited by 0Open access

Knowledge Representation in Virtual Reality

Mainka, Agnes, Hüwel, Andreas, Kalbreyer, Daniel et al. · Zenodo (CERN European Organization for Nuclear Research) · 2022

ABSTRACT In a research project, we will study whether the method of loci (MoL) could be adapted in general education with the use of virtual reality. In MoL a learner connects learning units with an object in an environment – the memory palace. The method itself is very old, it goes back to documentation from antiquity (O’Grady & Yildirim, 2018). However, the application of this method in virtual reality is rather new. We identified the adaption of MoL in virtual reality first in desktop applications and recently with devices, like virtual reality glasses, that enhance the immersion into a virtual space. In the literature, the MoL was tested in different virtual reality scenarios and with different levels of immersion (Peeters, 2019). The biggest advantage of using MoL in virtual reality is that a user has not had to imagine a memory palace in his mind and become familiar with this environment. In virtual reality, a user can familiarize herself in a few minutes with a new memory palace whereas the classical method needs between two hours and two days (Huttner 2017). Different studies have demonstrated that the MoL in virtual reality shows higher learning performances in contrast to other methods, e.g. learning words from a list (Legge et al., 2012). In a session at the ASIS&T Global Conference 2022, we would like to discuss how complex a virtual environment could be with the aim not to overstrain the user’s senses. In a virtual memory palace, additional features could be integrated like tagging of learning materials or recommender systems. There are a lot more scenarios in everyday life, knowledge management, and research where someone has to “locate” knowledge. For instance, a librarian knows where the materials are located in the library. Could we, therefore, argue that a library is a memory palace? In a discussion about parallels between “locating knowledge” in everyday or work life and the MoL in a memory palace, we will identify new possibilities for our research. In addition, the participants of this session may learn to adapt this method in their work or everyday life.

Cited by 0Open access

Virtual Human Representation and Communication in Networked Virtual Environments

Tolga K. Capin, Igor Sunday P, Hansrudi Noser et al. · 1997

The pace in computing, graphics and networking technologies together with the demand from real-life applications made it a requirement to develop more realistic virtual environments (VEs). Realism not only includes believable appearance and simulation of the virtual world, but also implies the natural representation of participants. This representation fulfils several functions:- The visual embodiment of the user,- The means of interaction with the world,- The means of feeling various attributes of the world using the senses. The realism in participant representation involves two elements: believable appearance and realistic movements. This becomes even more important in multiuser networked virtual environments (NVE), as participants ' representation is used for communication. A NVE can be defined as a single environment which is shared by multiple participants connected from a different host. The local program of the participants typically store the whole or a subset of the scene description, and they use their own avatars to move around the scene and render from their own viewpoint. This avatar representation in NVEs has crucial functions in addition to those of single-user virtual environments:- perception (to see if anyone is around)- localization (to see where the other person is)- identification (to recognize the person)- visualization of others ' interest focus (to see where the person's attention is directed)- visualization of others ' actions (to see what the other person is doing and what she means through gestures)- social representation of self through decoration of the avatar (to know what the other participants ' task or status). Using virtual human figures for avatar representation fulfils these functionalities with the

Cited by 0

Facilitating virtual interaction through flexible representation

Fiona Mcneill, Alan Bundy · 2014

Fluent, effortless and diverse e-business transactions depend on the ability of systems to interact automatically. The difficulties of tailoring representation and information to be consistent and therefore interoperable needs to fall not on human users but on automated systems. In this paper, we present our system, ORS, which is designed to be a tool for automated agents acting on behalf of people or systems which need to interact, to enable them to understand one another, despite the fact that they are not centrally or consistently designed. BACKGROUND It is universally acknowledged that the problem of integration of information across large communities is a difficult and pressing one, particularly when these communities are disparate, wide-spread and not under centralised control, such as in the Semantic Web. The simplest solution to this problem is the enforcement of a single ontology: a single view of the world. However, even if all users subscribe to a single ontology, integration problems still exist, as changes and updates are made and users tweak the ontology to fit their own needs. If the agents interacting are from different organisations or fields, even attempting to use a single ontology is usually neither practical nor desirable. Users need to develop a representation that is best for their own data and they need to maintain and update that data locally. The problem of ontology matching has been widely studied and powerful solutions are available (see (Shvaiko and Euzenat, 2005) for a comprehensive survey and

Cited by 0

Representation of architecture through virtual media

Anders Hermund · Architecture, Design and Conservation (Aarhus School of Architecture, Design School Kolding, The Royal Danish Academy of Fine Arts, Schools of Architecture, Design and Conservation (KADK)) · 2023

How can architects, and architecture in general, benefit from the emerging digital media and tools such as virtual reality, eye tracking, EEG analysis and the new insights gained from neurology in relation to perception in the past decades? This essay will discuss recent research into these fields exemplified in the development of an engaging representational model using a combination of feedback logging mechanisms in virtual reality to indicate the quality of universal design and of architecture. During the last five years, a series of experiments have led us to the prototyping an architectural transformation and design tool, with the intent to extract both the feedback of behaviour and emotion using a digital architectural representational model. Combining digital scans of existing architecture with suggestions of architectural transformations, allows the prototype tool to provide a more informed and detailed basis for decision making. With this ambition of working in the virtual digital realm and at the same time investigate and stress the importance of the human mind engaging with the representation of architecture with all its floors, walls, and atmospheres, it can be a complicated issue to establish a common frame of reference explaining why certain aspects in a representation are preferred and others are not. This use of architectural representational models eventually holds the potential to further improve the experience and quality of architecture and architectural transformation.

Cited by 0Open access

VIRTUAL COMMUNICATION: ONLINE SELF-REPRESENTATION STRATEGIES

L. El-Bakhey · Scientific Journal ECONOMIC SYSTEMS · 2020

The paper deals with issues related to the peculiarities of user behavior during communication in the network, describes the tools and strategies of self-presentation that they use. The purpose of the study is to understand how strategic self-presentation tools affect changing one’s own image in the eyes of other users. The purpose of the study was to identify the reasons why people want to create a more presentable image in the network, to determine the frequency of use, and what contributes to this. With the help of survey and content analysis the behavior of network users aged from 16 to 25 years, who build their image on the Internet, is analyzed. The results showed that people actually build their image on the network, based on their attitudes, depending on gender and work status.

Cited by 0

Investigating self-representation with virtual reality

Ma, Ke · Leiden Repository (Leiden University) · 2016

The main issue addressed in this thesis is the degree to which the representation of our body is flexible, and what possible implication this has. By using the virtual hand illusion (VHI) paradigm, we provided evidence for a dissociation between subjective ownership perception and the skin conductance response (SCR). We then investigated perceived ownership for a virtual balloon and a virtual square, and found that noncorporeal objects can be incorporated as a body part under certain conditions. We also analyzed the contribution of the visual form of the effector and sense of agency for senses of ownership. We proposed that the sense of ownership arises from a rather broad integration of both top-down and bottom-up factors, without a modulation relationship between them, and it is possible that information from one source can compensate for a lack of information from another. We further found that self-representation can be affected by context-induced spatial reference frames. Finally, we replicated the enfacement illusion (EI) in a virtual environment and also showed that participants can incorporate some facial features of the viewed face when multisensory stimulation was applied. Overall, the present thesis provides strong evidence that body representations are flexible in many ways.

Cited by 0Open access

Virtual reflector representation theorem (acoustic medium)

Flávio Poletto, Kees Wapenaar · The Journal of the Acoustical Society of America · 2009

The virtual reflector method simulates new seismic signals by processing traces recorded by a plurality of sources and receivers. The approach is based on the crossconvolution of the recorded signals and makes it possible to obtain the Green's function of virtual reflected signals as if in the position of the receivers (or sources) there were a reflector, even if said reflector is not present. This letter presents the virtual reflector theory based on the Kirchhoff integral representation theorem for wave propagation in an acoustic medium with and without boundary and a generalization to variable reflection coefficients for scattered wavefields.

Cited by 14Open access

Virtual Agent Representation for Critical Transactions

Ningyuan Sun, Jean Botev · 2021

With their proliferation, virtual agents become increasingly involved in critical transactions between groups and individuals. Mediated-reality technologies such as virtual and augmented reality present both new opportunities and challenges for representing such agents. This study explores which agent representation users prefer for critical transactions such as a substantial financial investment. We compare our experimental results from a more general group of users with those from a control group of savvy users familiar with virtual environments and computer games, deriving initial design recommendations and an outlook on further research. Generally, a human or humanoid representation is deemed preferable, while, among the alternatives, object representations are favored over zoomorphic, plant-based, or purely symbolic options.

Cited by 5Open access

Iconic Representation in Virtual Physics Labs

Nicole Simon · American Journal of Educational Research · 2015

The use of imagery and iconic representation of scientific concepts is a key component in improving Critical Thinking (CT) skills while maintaining optimal Cognitive Load (CL) within higher education STEM learners. Laboratory experiences are a vital component within science education, while rote traditional lab experiments are currently not addressing inquiry nor linking with educational technologies [16]. Existing research regarding science learning using visualizations for information design processes such as underscoring vital information through cueing [3] and color coding [8], have focused on presenting a dynamic association between the integration of multiple representations with one another. Iconographic representations aid learners in comprehension as a form of intervention in learners who have a lower level of prior knowledge, while this method of assistance in higher levels of prior knowledge learners would impede further learning. Interaction design features must account for expertise reversal effect in the cognitive load schema targeting long-term memory [6,7]. By mitigating for this effect while constructing intervention processes, researcher and educators can reduce the impact on working memory through the use of carefully integrating iconic representations into learning of complex problem-solving techniques. The research performed was a causal-comparative quantitative study with 100 learners enrolled at a two-year community college, to determine the effects of virtual laboratory experiments on CT skills and CL. Data collection involved a quantitative analysis of pre/post-laboratory experiment surveys that included a comparison using the Revised Two-Factor Study Process survey, Motivated Strategies for Learning Questionnaire, and the Scientific Attitude Inventory survey, using a Repeated Measures ANOVA test for treatment or non-treatment [17]. By studying the manner in which learners comprehend information and reducing their cognitive load while conducting scientific experiments in Virtual Learning Environments (VLEs), we are provided with the information required to structure pedagogical changes and appropriate technology resources in applicable teaching modalities [18].

Cited by 4Open access

Virtual-Link Representation for Link Prediction

Can Yao, Hai Huang, Longxuan Ma et al. · 2019

Link prediction predicts the likelihood of a future association between two nodes in a network. It plays an important role in mining and analyzing the evolution of networks and it is the fundament of many applications, including bioinformatics, e-commerce, security domain and co-authorship networks. The past few decades has witnessed the development of link prediction. In this paper, we propose a link prediction method VirtualLink2vec, which learns features of target link by concatenating representations from two different aspects as the link's full representation. Comprehensive experiments are conducted on six networks. Compared with heuristics and latent feature methods, our results show that VirtualLink2vec has the ability to reserve rich information related to positive link and negative link with less consumption of time and computing resources. In the meantime, our method consistently performs well across networks with different structures and characteristics.

Cited by 0

Panoramic Virtual Museum: Representation or Simulation

Indah Tjahjawulan · International Journal of Innovation Management and Technology · 2015

Today, as the development of global networking technology has created a computer-based communication world, many museums in the world has set up a display of their collection and information by means of online media using different technologies of delivery; they even use three-dimensional imitation environment. Using computer technology virtual museum can simulate a room using panoramic virtual which is a panorama that enables visitors to go circling around the room completely (360 degree); they can look up and look down as well. This also creates a sensation as if they are actually present in the real museum. Based on the researches using examples of a number of panoramic museum such as the virtual museums of Smithsonian National Museum of Natural History, British National Gallery, High Museum of Art and Valentino Virtual Museum, we can concluded that virtual museum with equipped with panoramic virtual can be a representation, a repeated representation and simulation. However, those three processes are actually creating a new reality or also named as hyper-reality despite the fact that it cannot serve to the same extent as the actual museum.

Cited by 6

Intermediate representation for stiff virtual objects

Yoshitaka Adachi, Takahiro Kumano, Kouichi Ogino · 2002

A method of intermediate space for controlling haptic interfaces is characterized by updating a virtual plane at a low frequency while maintaining a high update rate at force control loop of the interface. By using the virtual plane, the detection of collisions between the tip of finger and virtual objects became independent from the control of the haptic interface. This will enable the haptic interface to display more and more complex surfaces in keeping the same sampling frequency of impedance control. It was revealed by the experiments with a haptic interface SPICE that an operator could touch and trace smoothly on a curved surface of stiff virtual object, even if the update rate of the virtual plane is relatively low.

Cited by 170

Virtual Museums. Communication and/Is Representation

Elena Ippoliti, Piero Albisinni · SHILAP Revista de lepidopterología · 2016

In recent years, museums have undergone profound renovation, extending their functions from conservation to the production and promotion of culture. They no longer serve as ‘containers’ of works, but as places where knowledge is built, communicated, and shared in a complex system of relationships between subjects (institutions, curators, scholars, the public, visitors, the community, etc.), the heritage (material, immaterial, collections, the territory, the landscape, etc.), and digital technologies (interaction, immersion, virtual reality, augmented reality, performance, etc.). In this context, starting with the assertion that every act to conserve the heritage is naturally an act of communication, the aim is to propose a reflection on what the specific contributions of Representation may be.

Cited by 8Open access

Sensor Representation in 3D Virtual Environments

Changhyuk Im, Myeong Won Lee · 2015

Various types of physical sensors are currently being used in the real world, and it is expected that the number of sensors and their types will increase with advancements in physical sensor technologies. Physical sensors integrate with 3D virtual worlds by way of information convergence technologies, including mixed and augmented reality. These technologies will be further developed and progressed based on industry need. While physical sensor devices will continue to advance technologically, current sensor devices are being integrated into 3D worlds for use in various real world simulation applications. In this paper, physical sensor types are classified for analyzing and defining the attributes of the sensors. Abstract data structures and a new scene graph are defined to represent physical sensors in 3D virtual environments. In addition, interfaces with physical sensors are defined to represent and control the functions of physical sensors in 3D virtual environments.

Cited by 0