Presence research 2004
2 pages
English

Découvre YouScribe en t'inscrivant gratuitement

Je m'inscris

Découvre YouScribe en t'inscrivant gratuitement

Je m'inscris
Obtenez un accès à la bibliothèque pour le consulter en ligne
En savoir plus
2 pages
English
Obtenez un accès à la bibliothèque pour le consulter en ligne
En savoir plus

Description

Presence and interaction in mixed-reality environments
Information policy

Sujets

Informations

Publié par
Nombre de lectures 34
Langue English

Extrait

am410984Presence BAT 3/11/04 11:21 Page 1 _
Funded by DG Information Society, European Commission
FET Proactive Initiative 2004
Presence Research - 2004
Presence and interaction in mixed-reality environments
A mixed reality environment can immerse you in a consistent world of sensory-motor experiences generated fromrealas well asvirtual stimuli. Presence is the sense of being there in a mediated world.Brain imagingand othercognitive neurosciencediscoveries give us a deeper scientific understanding of when and how we experience presence. Tomorrow’s gaming, entertainment, defence, medical or other hi-tech industries will take advantage of opportunities to generate our presence responses using immersive high-performance systems based oninnovative information communication technologies. R& D on presence is timely and necessary to exploit available advances in computing power and networking, multi-modal interfaces, sensors, displays, etc to build immersive systems that can convey a sense ofbeing thereas well as the experience of participating, acting, doing, influencing and changing things there.Tracking theimplicitrules, expressiveand non-verbal communication, as well as perception of the motivationalstates are possibly some of the prerequisites for successful presence and interaction. Understanding the design choices of these systems should give users greater control over the communication channels & presence technologies that are supposed to serve them.
Objectives are:
To create novel systemsthat match human cognitive and affective capacities and re-create the different experiences of presence and interaction in mixed reality environments.
To understand different forms of presence: perception, cognition, interaction, emotions and affect. Defining appropriate degrees ofimmersionaccording to context;
To measure presencetaking into account insights from physio- neuro- cognitive sciences; To investigate the ethical aspectsand long-term consequences of using presence technologies; To identify inherent characteristicsof human presence and interaction. Presence and Interaction Scenariosmight include: Persistent hybrid communities, Presence for conflict resolution, Mobile mixed reality presence environments, Personalised learning and training environments. Expected Results:
The initiative expects to build on previous presence research in order to design future media which can sustain the richness and coherence of interaction, for instance giving attention to embodied cognition and design choices.The results of this initiative will have a strategicimpacton the design of IST technologies and devices (to increase usability and effectiveness) and will help to define a common vision on the future multisensory multimedia communication standards.
  • Univers Univers
  • Ebooks Ebooks
  • Livres audio Livres audio
  • Presse Presse
  • Podcasts Podcasts
  • BD BD
  • Documents Documents