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Review: Advancement in Virtual Reality Device
Available online at: http://www.ijmtst.com/vol5issue12.html International Journal for Modern Trends in Science and Technology ISSN: 2455-3778 :: Volume: 05, Issue No: 12, December 2019 Review: Advancement in Virtual Reality Device Dr. Preeti Singh Bahadur 1 | Pushpendra Bahadur2 | Dikshant Delu1 | Shivam Chaudhary1 1Department of Applied Physics, Amity University, Greater Noida(U.P.), 2 Tata Steel, BSL Limited, Sahibabad, Ghaziabad (U.P.)- 201010 To Cite this Article Dr. Preeti Singh Bahadur, Pushpendra Bahadur, Dikshant Delu and Shivam Chaudhary, “Review: Advancement in Virtual Reality Device”, International Journal for Modern Trends in Science and Technology, Vol. 05, Issue 12, December 2019, pp.-40-47. Article Info Received on 21-November-2019, Revised on 12-December-2019, Accepted on 21-December-2019, Published on 26-December-2019. ABSTRACT In this paper we shed light on the advancement in Virtual Reality devices and talk about six latest developments. Virtual reality (VR) is a technology that allows a user to interact with a simulated computer environment, whether that environment is a simulation of the real world or an imaginary world. It is the key to experiencing, feeling and touching the past, the present and the future. It is the means of creating our own world, our own personalized reality. It could range from creating a videogame to taking a virtual tour of the universe, from walking through our own dream house to experiencing a walk through a strange planet. With virtual reality, we can experience the most intimidating and exhausting situations by playing safely and with a learning perspective. However, very few people really know what virtual reality is, what are its basic principles and its open problems. -
IN the UNITED STATES DISTRICT COURT for the EASTERN DISTRICT of PENNSYLVANIA : CIVIL ACTION MARC BRAGG, : NO. 06-4925 : Plaintif
Case 2:06-cv-04925-ER Document 51 Filed 05/30/07 Page 1 of 46 IN THE UNITED STATES DISTRICT COURT FOR THE EASTERN DISTRICT OF PENNSYLVANIA : CIVIL ACTION MARC BRAGG, : NO. 06-4925 : Plaintiff, : : v. : : LINDEN RESEARCH, INC. and : PHILIP ROSEDALE, : : Defendants. : M E M O R A N D U M EDUARDO C. ROBRENO, J. May 30, 2007 This case is about virtual property maintained on a virtual world on the Internet. Plaintiff, March Bragg, Esq., claims an ownership interest in such virtual property. Bragg contends that Defendants, the operators of the virtual world, unlawfully confiscated his virtual property and denied him access to their virtual world. Ultimately at issue in this case are the novel questions of what rights and obligations grow out of the relationship between the owner and creator of a virtual world and its resident-customers. While the property and the world where it is found are “virtual,” the dispute is real. Presently before the Court are Defendants’ Motion to Dismiss for Lack of Personal Jurisdiction (doc. no. 2) and Motion to Compel Arbitration (doc. no. 3). For the reasons set forth below, the motions will be denied. Case 2:06-cv-04925-ER Document 51 Filed 05/30/07 Page 2 of 46 I. BACKGROUND A. Second Life The defendants in this case, Linden Research Inc. (“Linden”) and its Chief Executive Officer, Philip Rosedale, operate a multiplayer role-playing game set in the virtual world1 known as “Second Life.”23 Participants create avatars to represent themselves, and Second Life is populated by hundreds of thousands of avatars, whose interactions with one another are limited only by the human imagination.4 According to Plaintiff, many people “are now living large portions of their lives, 1 The virtual world at issue is an interactive computer simulation which lets its participants see, hear, use, and even modify the simulated objects in the computer-generated environment. -
Virtual Reality and Augmented Reality (VR/AR)
Quad Cities Manufacturing Innovation Hub Playbook Series Virtual Reality and Augmented Reality (VR/AR) How to Use This Playbook Each Quad Cities Manufacturing Innovation Hub playbook is created with the business growth needs of our area’s small and medium manufacturers in mind. By utilizing the information in the VR/AR Playbook, you are taking the first steps to creating a competitive advantage for your company by innovating in the face of disruptive technologies. This playbook follows a logical flow to guide you as you learn more about VR/AR (see Fig. 1). Review the sections as they apply to your individual opportunities and resources, either in the order they’re presented or jump around to fit your immediate needs. Figure 1: VR/AR Playbook Information Flow Understand Identify Build the the Find Help Opportunities Business Case Technologies This is your toolkit for plugging into the virtual and augmented reality network in the Quad Cities. Together, all eight of our playbooks work in concert to uplift our regional manufacturers and Department of Defense suppliers through increasing digital readiness; working together to accelerate the understanding and investment in emerging technologies; and foster a culture of innovation in the manufacturing industry. We encourage you to review the other playbooks (see appendix for more information) as well. Whom can I contact at the Quad Cities Manufacturing Innovation Hub with questions? Email [email protected], and a member of the Hub team will respond to your question. About the Quad Cities Manufacturing Innovation Hub and Our Partners The Quad Cities Manufacturing Innovation Hub assists businesses by offering services such as operational assessments, registry in a regional catalog of manufacturers and suppliers, trade and business- to-business events, access to national and international marketing, access to subject matter experts through the Chamber’s Critical Talent Network, connections to the Quad City Manufacturing Lab and national research, and training seminars targeted at key technologies. -
New Realities Risks in the Virtual World 2
Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK. -
Virtual Reality: What Is the State of Play in Education?
Australian Journal of Educational Technology 1998, 14(1), 60-74 Virtual reality: What is the state of play in education? Colin Macpherson Central Queensland University Mike Keppell University of Melbourne Background The term 'virtual reality' (VR) is currently used to describe a range of computer-based systems in which a user can explore a hardware and software generated 'microworld' that bears some resemblance to reality. An early application of such systems was the flight simulator used to train pilots. However, it is in the area of hi-tech games that many of the more recent developments in this field have occurred. Typically, a user will wear a helmet containing either a small video screen positioned in front of each eye, or a device that projects images directly onto the user’s retinas. She might also wear an elaborately wired glove that provides tactile feedback as she attempts to physically interact with the computer- generated visual environment. It was on devices and systems of this nature that our proposed investigation was to concentrate. Although this has remained the case, we have expanded our work to also include VR that mainly uses screen-based graphics – thus reflecting the expanded definition of VR (more of which later). Overall aim Our overall aim was to determine the nature and capabilities of VR devices and systems that have already been developed, and of those that are under development; and to investigate the educational and instructional uses to which these devices and systems are already being put and to which they may be put in the near future. -
A Review on Virtual Reality
IJCSI International Journal of Computer Science Issues, Vol. 9, Issue 6, No 1, November 2012 ISSN (Online): 1694-0814 www.IJCSI.org 325 A Review on Virtual Reality Pallavi Halarnkar1, Sahil Shah2, Harsh Shah3, Hardik Shah4, Anuj Shah5 1 Department of Computer Engineering, NMIMS University Mumbai, Maharashtra 400056, India 2 Department of Computer Engineering, NMIMS University Mumbai, Maharashtra 400056, India 3 Department of Computer Engineering, NMIMS University Mumbai, Maharashtra 400056, India 4 Department of Computer Engineering, NMIMS University Mumbai, Maharashtra 400056, India 5 Department of Computer Engineering, NMIMS University Mumbai, Maharashtra 400056, India Abstract Virtual Reality is a major asset and aspect of our future. It is 2. Levels Of Virtual Reality the key to experiencing, feeling and touching the past, present and the future. It is the medium of creating our own world, There are mainly three levels of Virtual Reality [2]: our own customized reality. It could range from creating a video game to having a virtual stroll around the universe, from walking through our own dream house to experiencing a 2.1 Non-immersive walk on an alien planet. With virtual reality, we can experience the most intimidating and gruelling situations by This level is normally experienced on a desktop computer, playing safe and with a learning perspective. In this review where the virtual environment is generated without any paper, we present our survey about virtual reality: the levels specific use of hardware or other processes. It can be used for of virtual reality, the components used, the factors affecting training purposes. If the equipment is available, almost any the virtual environment, its origin, future and the challenges to scenario can be simulated, which eliminates any imminent overcome in order to obtain an impeccable virtual reality dangers. -
Alterecho: Loose Avatar-Streamer Coupling for Expressive Vtubing
AlterEcho: Loose Avatar-Streamer Coupling for Expressive VTubing Paper ID: 2117 Figure 1: AlterEcho VTuber avatar animation (top) and corresponding streamer video frames (bottom), which are not shown to the viewer, and are shown here for illustration purposes (bottom). The avatar’s coupling to the streamer is looser than in conventional motion capture, with the avatar making gestures that are identical (a), similar (b and c), or completely different (d) from those of the streamer. ABSTRACT YouTube and Twitch allow anyone with a webcam and an Internet VTubers are live streamers who embody computer animation virtual connection to become a streamer, sharing their life experiences and avatars. VTubing is a rapidly rising form of online entertainment in creative content while engaging with an online audience in real- East Asia, most notably in Japan and China, and it has been more time. More recently, advances in motion capture and computer recently introduced in the West. However, animating an expres- animation have empowered streamers to represent themselves with sive VTuber avatar remains a challenge due to budget and usability virtual avatars without revealing their real self. Virtual YouTubers, limitations of current solutions, i.e., high-fidelity motion capture is or VTubers, are streamers who embody a virtual avatar and role- expensive, while keyboard-based VTubing interfaces impose a cog- play a specially designed persona [28]. Originating from East Asia nitive burden on the streamer. This paper proposes a novel approach where the subcultures of anime and manga are prevalent, the VTu- for VTubing animation based on the key principle of loosening ber community has since rapidly grown and expanded, reaching a the coupling between the VTuber and their avatar, and it describes worldwide audience across cultural and language barriers. -
Virtual Celebrities and Consumers: a Blended Reality
Virtual Celebrities and Consumers: A Blended Reality How virtual celebrities are consumed in the East and West Author: Thuy Duong Hoang (115821) Yidan Su (115392) Supervisor: Claus Springborg Master’s Thesis, MSocSc Management of Creative Business Processes Copenhagen Business School Date of submission: May 15, 2019 Pages: 117 (31.960 words, 202.544 characters) excl. front page, bibliography and appendix Abstract The goal of this study is to research how virtual celebrities are consumed in the East and West. The digital revolution has led to a surge in circulation of information. This has contributed to the transformation of human attention from an innate information gathering tool to a profitable resource, paving the way for the economy of attention. Therefore, it is significant for marketers and companies to understand how to attract attention. As celebrities enjoy large amounts of attention, they have been widely used in endorsement campaigns. Yet, their human flaws can still lead to scandals. Therefore, we argue that virtual celebrities can be used as an alternative. They are a new type of celebrity, who are able to perform ‘real life’ activities and earn money. Examples from the East include the virtual singer Hatsune Miku and the virtual YouTuber Kizuna AI, while the West is represented by the virtual band Gorillaz, or virtual model Lil Miquela, among others. A descriptive approach is used to describe the preferences of Eastern and Western consumers in context of virtual celebrities. Our research philosophy consists of objectivism and positivism. Applying a deductive research strategy, we draw hypotheses from literature, which will be tested using quantitative methods. -
The Question of Algorithmic Personhood and Being
Article The Question of Algorithmic Personhood and Being (Or: On the Tenuous Nature of Human Status and Humanity Tests in Virtual Spaces—Why All Souls Are ‘Necessarily’ Equal When Considered as Energy) Tyler Lance Jaynes Alden March Bioethics Institute, Albany Medical College, Albany, NY 12208, USA; [email protected] Abstract: What separates the unique nature of human consciousness and that of an entity that can only perceive the world via strict logic-based structures? Rather than assume that there is some potential way in which logic-only existence is non-feasible, our species would be better served by assuming that such sentient existence is feasible. Under this assumption, artificial intelligence systems (AIS), which are creations that run solely upon logic to process data, even with self-learning architectures, should therefore not face the opposition they have to gaining some legal duties and protections insofar as they are sophisticated enough to display consciousness akin to humans. Should our species enable AIS to gain a digital body to inhabit (if we have not already done so), it is more pressing than ever that solid arguments be made as to how humanity can accept AIS as being cognizant of the same degree as we ourselves claim to be. By accepting the notion that AIS can and will be able to fool our senses into believing in their claim to possessing a will or ego, we may yet Citation: Jaynes, T.L. The Question have a chance to address them as equals before some unforgivable travesty occurs betwixt ourselves of Algorithmic Personhood and Being and these super-computing beings. -
Analysis of Embodied Conversational Agents in Secondlife for Speech
Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Except where reference is made to the work of others, the work described in this thesis is my own or was done in collaboration with my advisory committee. This thesis does not include proprietary or classified information. Wanda R. Moses Certificate of Approval: Cheryl D. Seals Juan E. Gilbert, Chair Associate Professor Professor Computer Science and Software Engi- Computer Science and Software Engi- neering neering Ivan E. Watts George T. Flowers Associate Professor Dean Educational Foundations Leadership and Graduate School Technology Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses A Thesis Submitted to the Graduate Faculty of Auburn University in Partial Fulfillment of the Requirements for the Degree of Master of Science Auburn, Alabama December 18, 2009 Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses Permission is granted to Auburn University to make copies of this thesis at its discretion, upon the request of individuals or institutions and at their expense. The author reserves all publication rights. Signature of Author Date of Graduation iii Vita Wanda Moses is a PhD student in the Computer Science and Software Engineering Department at Auburn University. She was born in Charleston, SC on May 2, 1962 to Annie M. and David E. Moses. Ms. Moses received a Bachelor of Science degree in Mathematics and Computer Science from South Carolina State University in May 2005. She is currently a graduate research assistant in the Human Centered Computer Lab at Auburn University. Her interests are in Human Computer Interaction, User Interface Design, Adaptive Learning Technologies, Multimodal Interfaces and Spoken Language Systems. -
Phantoms, Crashers, and Harassers: Emergent Governance of Social Spaces in Virtual Reality
Phantoms, Crashers, and Harassers: Emergent Governance of Social Spaces in Virtual Reality Author: Anne Hobsona July 2020 Working Paper 2020.013 The Center for Growth and Opportunity at Utah State University is a university-based academic research center that explores the scientific foundations of the interaction between individuals, business, and government. This working paper represents scientific research that is intended for submission to an academic journal. The views expressed in this paper are those of the author(s) and do not necessarily reflect the views of the Center for Growth and Opportunity at Utah State University or the views of Utah State University. a Anne Hobson is a PhD student in economics at George Mason University. Abstract This paper examines the process by which human interactions give shape to social order in VRChat, a multiuser virtual reality (VR) platform. It relies on primary and secondary source analysis and case studies to show how polycentric governance solutions arise to solve collective action problems such as harassment in virtual reality social spaces. Game developers and end users coproduce informal and formal rules to govern behavior in a polycentric order wherein venue-specific rulesets compete. Case studies from VRCh- at demonstrate that VR social spaces that empower users to self-moderate and coproduce the rules by which they are governed lead to more robust, self-sustaining communities. Furthermore, user-specified governance (that is, rulesets that are created by and tailored to users in the community), in contrast to platform-imposed governance, is critical to sustaining cooperation in VR social spaces. 2 1. Introduction Virtual reality (VR) is “a computer-generated display that allows or compels the user (or users) to have a sense of being present in an environment other than the one they are actually in, and to interact with that environment” (Schroeder 1996, 25). -
Natsuiro Matsuri Irl Reddit
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