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Video Mediated Communication Producing a sense of presence between individuals in a shared virtual reality Claus J. Knudsen Ambjörn.

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Presentation on theme: "Video Mediated Communication Producing a sense of presence between individuals in a shared virtual reality Claus J. Knudsen Ambjörn."— Presentation transcript:

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3 Video Mediated Communication Producing a sense of presence between individuals in a shared virtual reality http://gt.kth.se Claus J. Knudsen Ambjörn Naeve Leif Handberg Division of Media Technology and Graphic Arts The Knowledge Management Research group Department of Numerical Analysis and Computing Science The Royal Institute of Technology Stockholm, Sweden http://kmr.nada.kth.se Keynote address at the ISEC conference, Banff, Calgary, Canada, June 1, 2002

4 I-2-I Alleviating absence by use of the "Telephonoscope". A mirror is envisage as the display screen. [From Albert Robida "Le Vingtième Siècle, 1880s] iSpace project meeting between Royal Institute of Technology and Stanford University

5 Telepresence As described by teleoperators, presence is the sensation of being at the remote worksite rather than at the operator`s control station. Marvin Minsky (1980) in reference to teleoperation systems Teleoperators and Telerobotics, (Held & Durlach, 1992) Simulated environments, (Rheingold, 1991; Sheridan, 1992).

6 Definition of Presence at a Distance Presence at a distance is defined as the subjective experience of being in one place or environment, even when one is physically situated in another. Presence journal 2000

7 Definition of Presence in Virtual Environments Presence is defined as the subjective experience of being in one environment (there) when one is physically located in another environment (here). Measuring Presence in Virtual Environments, (Witmer Bob G. and Singer Michael J., 2000) As applied to my own research, presence refers to the experiencing of both mediated bodies and spaces.

8 Two models of mediated communication traditional communication model telepresence view Defleur & Ball-Rokeach, 1989; Schramm, 1974; Shannon & Weaver, 1962 Steuer (1993) after Krueger (1991) BA BA Shared virtual reality

9 The main research question How do we produce a sense of presence and reality at a distance between individuals physically separated in space?

10 Factors creating a sense of presence and reality sensory environment individual preconditions content characteristics vividness interactivity and control company of others depth & breadth imagination emotional state associative context suspension of disbelief plot and story narration and dramaturgy presentation and execution [Enlund N.]

11 Experiments and user studies experiment with new methods of creating human-to-human Interaction, including for musical and artistic performance. strong international collaboration produce “pre-competitive” results in the form of prototypes, demonstrators and user studies.

12 The blue- screen background was mapping out the person by use of colour keying. Physical background Virtual space with two non-physical projected walls Physical background Mix of audio/ video sources Virtual marriage As seen from KTH As seen from Gjøvik

13 Synchronous virtual communicative spaces transparent technology for producing a sense of presence at a distance The audience ”point of view” at Academic Forum ”camera space”.

14 Synchronous virtual communicative spaces Transparent Technology for Producing a Sense of Presence and Reality at a Distance A student watching a video from the teachers computer at a distance. Two students learning a dance from a teacher at a distance.

15 Synchronous virtual communicative spaces transparent technology for producing a sense of presence at a distance

16 Two students acting at a distance Two musicans playing with a singer at a distance

17 Telepresence Production Course

18 New Learning Modes in the Production of Presence Distance Technique for Education Interactive storytelling and presence production

19 New Learning Modes in the Production of Presence Distance Technique for Education Interactive storytelling and presence production

20 New Learning Modes in the Production of Presence Distance Technique for Education Interactive storytelling and presence production

21 - Games and competitions - Instruction - Role play and ceremonies - Multipoint cooperation - Interactive information package Topics chosen for the exam projects: New Learning Modes in the Production of Presence Distance Technique for Education

22 Storytelling Interactivity Technical level Technology using skills Evaluation criteria

23 The Cave Experience People and Technology in an Experimental Performance Space connected to the Internet

24 Connecting Sweden on ISDN to Hungary on the Internet Distance Learning Applications across Multiple Platforms and Networks A Media Laboratory Test Model

25 Distance Learning Applications across Multiple Platforms and Networks A Media Laboratory Test Model Continuous Presence – a virtual Meetingpoint

26 Interaction between musicans and audience in a learning process on the Internet

27 The first performance for motivation

28 The concert based on the creative material library on the Internet

29 Unified Language Modeling Video mediated communication

30 The KMR-group at CID People: Ambjörn Naeve (senior researcher, head of the group) Mikael Nilsson (grad. student, mathematics didactics) Matthias Palmér (grad. student, computer science) Fredrik Paulsson (grad. student, MDI) Claus Knudsen (grad. student, media technology)

31 Knowledge Management Research areas Knowledge Manifolds Conceptual Modeling Conceptual Browsing New paradigms and tools for mathematics education E-learning frameworks / Semantic web technologies Component-based learning technologies Semantic Interoperability Presence production

32 A Knowledge Manifold is a structured information architecture that supports a number of different strategies for information hiding (encapsulation). can be regarded as a Knowledge Patchwork, with a number of linked Knowledge Patches, each with its own Knowledge Gardener. gives the users the opportunity to ask questions and search for certified human Knowledge Sources. can be used to design learner-centric, knowledge-pulling interactive learning environments that support Question Based Learning.

33 A Knowledge Manifold (cont.) has access to distributed archives of resource components. allows teachers to compose components and construct customized learning environments. makes use of conceptual modeling to support separation of content from context. contains a concept browser (Conzilla) that supports these principles and activites.

34 The different Knowledge Roles of a KM The knowledge cartographer The knowledge composer The knowledge librarian The knowledge coach The knowledge preacher The knowledge plumber The knowledge mentor constructs context-maps. fills the context-maps with content. composes content components into learning modules. cultivated questions. provides live answers. connects questions with appropriate preachers. provides motivation and supports self-reflection.

35 Design principles for Concept Browsers separate context (= relationships) from content. describe each context in terms of a context-map. assign an appropriate set of components as the content of a concept or a conceptual relationship. filter the content components through different aspects. label all resources with a standardized data description (metadata) scheme (LOM-IEEE). transform a content component which is a context-map into a context by contextualizing it.

36 Mathematical Knowledge Manifold work at KMR Virtual Mathematics Exploratorium (Conzilla) New ways to study geometrical constructions Interacting with mathematical formulas, using Shared 3D interactive learning environments Interactive geometry with PDB. Graphing Calculator (Ron Avitzur). LiveGraphics3D (Martin Kraus). framework for archiving and accessing components CyberMath. created with these (and other) techniques.

37 Virtual Mathematics Exploratorium 1

38 Virtual Mathematics Exploratorium 2

39 CyberMath: A Shared Virtual Environment for the Interactive Exploration of Mathematics teaching of both elementary, intermediate and advanced mathematics and geometry. Goals: The CyberMath system should allow: Means: Making use of advanced VR technology (e.g. DIVE). global sharing of resources. the teacher to teach in a direct manner. students to work together in groups. teachers to present material that is hard to visualize using standard teaching tools.

40 CyberMath: The cylindrical exhibition hall Presence Production in a Distributed Shared Virtual Environment for Exploring Mathematics CyberMath: The Teacher in Stockholm

41 CyberMath: Experimental Lecture Connectivity

42 CyberMath: Students in Uppsala

43 CyberMath: The Virtual Museum Mode

44 CyberMath: Changing the Learning Mode

45 CyberMath: From Control to Chaos

46 Car Vehicle is a :Car kind of is a kind of a Unified Language Modeling :Wheel Wheel abstraction of part of has is a a is a part of a has a a kind of Basic principles

47 Unified Language Modeling The CyberMath lecture

48 Relevant web sites http://kmr.nada.kth.se http://www.gt.kth.se http://www.r1.kth.se


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