Embodied Collaboration Support System for 3D Shape Evaluation by Using Network Virtual Reality

Author(s):  
Masashi Okubo ◽  
Tomio Watanabe

In this paper, a collaboration support system for 3D shape evaluation by using network virtual reality is proposed on the basis of both studies in 3D shape evaluation and communication support in virtual space. Collaboration mainly consists of two tasks; one is each partner’s task that is performed by the individual, the other is communication with each other. Both of them are very important objectives for all the collaboration support system. The proposed system provides the two viewpoints for each task. One is the viewpoint of back side of user’s own avatar for the smooth communication. The other is that of avatar’s eye for 3D shape evaluation. Switching the viewpoints satisfies the task conditions for 3D shape evaluation and communication. The system basically consists of PC, HMD and sensors, and users can share the embodied interaction by observing interaction between their avatars in virtual space. However, the HMD and magnetic sensors, which are put on the users, would restrict the nonverbal communication. Then, we have tried to compensate the loss of nodding of partner’s avatar by introducing the speech-driven embodied interactive actor InterActor. Sensory evaluation by paired comparison of 3D shapes in the collaborative situation in virtual space and in real space and the questionnaire are performed. The result demonstrates the effectiveness of InterActor’s nodding in the collaborative situation.

2003 ◽  
Vol 2003.4 (0) ◽  
pp. 249-250
Author(s):  
Masashi OKUBO ◽  
Tomio WATANABE ◽  
Satoshi KUBOKI

2021 ◽  
Vol 16 (1) ◽  
pp. 12
Author(s):  
Biko Nabih Fikri Zufar ◽  
Eka Kartika Sari

Technological developments in society are separate space into two forms, real space and virtual space. The two meet each other when either individuals or communities use virtual space. Foucault described space to be three forms: dystopia, utopia, and heterotopia. This article aims to explain Instagram as virtual space that intersects real space, forming other spaces in the process. This article uses the perspective of the sociology of space and place while also using Foucault’s theory of other space. This study used the qualitative research method with a discourse analysis approach. The finding of this article is that there are six heterotopia principles contained in Instagram’s features. The results, Instagram forms other space beyond the activity of uploading photos or videos. Instagram as a real space becomes biased because of heterotopia. Individuals interpret Instagram differently as a place to share. On the contrary, when sharing activities, other individuals may use it for more than just sharing. Instagram has changed its space due to a shift in place use. Instagram can create other spaces besides its original function of uploading photos or videos through the other features on Instagram.


2010 ◽  
Vol 2 (3) ◽  
pp. 124-137
Author(s):  
Yelena Georgievna Yaremenko

The digital special effects industry is constantly developing and searching new expressive means. The article explores the ambiguous relationship between virtual reality and cinema. The new milieu is an instrument of film creators, on the one hand, and the film's protagonist, on the other. Virtual space, artificial environment and digital technologies have become part of the "living" reality without our noticing it, and we are its virtual element. (Conclusion, for beginning see Issue # 3-4).


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