Selective Fidelity: Investigating Priorities for the Creation of Expressive Avatars

Selective Fidelity: Investigating Priorities for the Creation of Expressive Avatars
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选择性保真度:研究创建富有表现力的化身的优先事项

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发表时间:
2006
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通讯作者:
Maia Garau
Maia Garau
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作者:
Maia Garau

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最近的网络小说作品描绘了一个不那么遥远的未来,互联网已经发展成为一个完全三维和身临其境的网络,同时可供数百万网络用户访问。这个虚拟世界被描述为具有类似于物理世界的空间属性,其虚拟城市由人的数字代理(称为化身)填充。这个共享空间的多感官复杂性使得它支持与面对面互动互换的丰富性水平上的人际交流。提出的愿景封装了两个中心目标,不仅是协作虚拟环境(CVEs),而且任何通信介质。第一,使人们能够以有效和愉快的方式进行协作和社交互动,第二,培养人们在一起的错觉,而实际上他们在不同的物理位置。虚拟社区具有潜在的强大传播媒介的素质,预示着新的承诺和挑战。这是他们固有的空间属性,使他们有别于其他合作媒体。虽然视频会议和群件系统允许用户进行视觉交互,但每个人的物理环境的3D上下文丢失了。这可能会在小群体互动中造成困难,其中会话管理可能会被模糊的眼睛注视线索打断。3D上下文的丢失在保留空间关系至关重要的任务中也可能特别成问题,例如远程表演排练。CVE可以开始通过将地理上分散的用户放置在共享的计算机生成的空间中来解决这些问题,在该空间中,他们可以与环境以及由化身表示的其他用户进行交互。沉浸式界面还可以提供多模式的周边体验,可以在人工空间内创造强烈的存在感(存在感),有时还可以与他人在一起(共存在感)。作为用户行为的中介,
Recent works of cyberfiction have depicted a not-so-distant future where the Internet has developed into a fully three-dimensional and immersive datascape simultaneously accessible by millions of networked users. This virtual world is described as having spatial properties similar to the physical world and its virtual cities are populated by digital proxies of people, called avatars. The multisensory sophistication of this shared space is such that it supports interpersonal communication on a level of richness interchangeable with faceto-face interaction. The vision presented encapsulates two of the central goals not only of collaborative virtual environments (CVEs), but also of any communication medium. First, to enable groups of people to collaborate and interact socially in an efficient and enjoyable way, and second, to foster the illusion that people are together when in reality they are in distinct physical locations. CVEs have the makings of a potentially powerful medium of communication that heralds new promises and challenges. It is their inherently spatial property that sets them apart from other collaborative media. Though videoconferencing and groupware systems allow users to interact visually, the 3D context of each person’s physical environment is lost. This can pose difficulties in small group interaction where conversation management can be disrupted by ambiguous eye gaze cues. The loss of 3D context can also be particularly problematic in tasks for which it is essential to preserve spatial relationships, such as remote acting rehearsals. CVEs can begin to address these concerns by placing geographically dispersed users in a shared, computer-generated space where they can interact with the environment and with other users represented by avatars. Immersive interfaces can also offer multimodal, surrounding experiences that can create a strong sense of being inside that artificial space (presence), and sometimes of being there with others (copresence). As mediators of users’ actions and