Metaplasticity in Virtual Worlds: Aesthetics and Semantic ConceptsRelease Date: November, 2010. Copyright © 2011. 330 pages.
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In Stock. Have it as soon as Jun. 24 with express shipping*. DOI: 10.4018/978-1-60960-077-8, ISBN13: 9781609600778, ISBN10: 1609600770, EISBN13: 9781609600792  | | TopDescriptionThe concept of virtual worlds is strongly related to the current innovations of new media communication. As such, it is increasingly imperative to understand the criteria for creating virtual worlds as well as the evolution in system architecture, information visualization and human interaction. Meta-plasticity in Virtual Worlds: Aesthetics and Semantics Concepts provides in-depth coverage of the state-of-the-art among the best international research experiences of virtual world concept creations from a wide range of media culture fields, at the edge of artistic and scientific inquiry and emerging technologies. Written for professionals, researchers, artists and designers, this text is a perfect companion for those who want to improve their understanding of the strategic role of virtual worlds within the development of digital communication. TopTable of Contents and List of Contributors
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Reset | 1. |
Gianluca Mura (Politecnico di Milano University, Italy)
This chapter defines a new metaplastic discipline through analysis of Digital art history and their relations among artistic and scientific achievements. Virtual Rea...
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| 2. |
Gianluca Mura (Politecnico di Milano University, Italy)
This chapter introduces a methodology of metaplastic discipline for the realization of new virtual world. It explains the theoretical and artistic background of meta...
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| 3. |
Paul Catanese (Columbia College Chicago, USA), Joan Truckenbrod (School of the Art Institute of Chicago, USA)
This chapter introduces the concept of Tangiality, a defining characteristic of digital studio practice. It proceeds by illustrating how Tangiality is present in the...
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| 4. |
Everardo Reyes-García (Monterrey Tech at Toluca, Mexico)
Digital media have become pervasive. Most of ordinary tasks in everyday life, from leisure to work, are mediated through electronic devices and their respective digi...
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| 5. |
Vadim Slavin (Lockheed Martin Space Systems, USA), Diane Love (Lockheed Martin Information Systems & Global Services, USA)
This chapter explores how a parallel semantic knowledge base describing the virtual world can improve the utility of virtual world environment by enabling virtual ag...
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| 6. |
Jeffrey M. Morris (Texas A&M University, USA)
Developments in electronic communications are drastically changing what it means to be human and to interact with humans. The value of recent technological developme...
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| 7. |
Chris Shaw (Simon Fraser University, Canada), Diane Gromala (Simon Fraser University, Canada), Meehae Song (Simon Fraser University, Canada)
The Meditation Chamber is an immersive virtual environment (VE), initially created to enhance and augment the existing methods of training users how to meditate, and...
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| 8. |
Héctor Orozco (Centro de Investigación y de Estudios Avanzados del I.P.N., México), Félix Ramos (Centro de Investigación y de Estudios Avanzados del I.P.N., México), Daniel Thalmann (École Polytechnique Fédérale de Lausanne, Switzerland), Victor Fernández (Centro de Investigación y de Estudios Avanzados del I.P.N., México), Octavio Gutiérrez (Centro de Investigación y de Estudios Avanzados del I.P.N., México & Grenoble Institute of Technology, France)
In this chapter, we present a three-layered model based on the Triune Brain Model to simulate human brain functioning and human beings’ behavior in realistic virtual...
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| 9. |
Jocelyne Kiss (LISAA, University Paris East, France), Sidi Soueina (Strayer University, USA), Martin Laliberté (LISAA, University Paris East, France), Adel Elmaghraby (University of Louisville, USA)
While exploring autonomous evolution concepts for virtual worlds, we will present a new design Cerberus an avatar singer who can accompany a singer, perform alone an...
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| 10. |
Carola Moujan (Université Paris 1 LETA/CREDE)
The development of ubiquitous computing has brought up the emergence of a new type of space, sensitive and neither fully material nor totally virtual, within our env...
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| 11. |
Elif Ayiter (Sabanci University, Turkey)
This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual a...
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| 12. |
Dew Harrison (University of Wolverhampton, UK), Denise Doyle (University of Wolverhampton, UK)
The chapter outlines the curation process for both of the exhibitions; presents the artists’ ideas and works; and with the panel’s insights, (some of whom are somewh...
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| 13. |
Ina Conradi Chavez (Nanyang Technological University, Singapore)
‘On earth, painters, sculptors, musicians, dream dreams of exquisite beauty, creating their visions by the powers of the mind, but when they seek to embody them in t...
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| 14. |
Catherine Nyeki (Plurimedia artist,“plasticienne”, France)
Over the last ten years, my work has developed into a biotope abounding in diversity, a sort of virtual “vivarium” composed of interactive pieces, musical creations,...
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| 15. |
Hidenori Watanave (Tokyo Metropolitan University, Japan)
We would like to propose a new spatial model, the “Contents Oriented Space”, conforming to the physical senses experienced in the 3D virtual worlds, as well as provi...
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| 16. |
Michael Johansson (PRAMnet, Sweden & China)
In the City of Abadyl we try to explore a complex digital space in a setting that invites to participation. We provide a detailed and complex, yet open world that ca...
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| 17. |
Germán Mauricio Mejía (Universidad de Caldas, Colombia), Felipe César Londoño (Universidad de Caldas, Colombia), Paula Andrea Escandón (Universidad de Caldas, Colombia)
Colombia is a country that is growing in technological and economical areas, but cultural diversity, armed conflict, and everyday violence are forces that lessen the...
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TopTopics Covered- 3D immersive systems
- augmented and mixed reality studies
- Human issues in virtual worlds
- Mobile mixed reality
- Social communities in virtual worlds
- User generated 3D content
- Virtual design methodologies
- Virtual heritage projects
- Virtual life and avatars
- Virtual worlds in education and training
TopAuthor(s)/Editor(s) BiographyGianluca Mura is a researcher, architect, and designer at Politecnico di Milano University. His research area is within digital cultures interrelations among art, science, and technology. He holds a Phd in industrial design and multimedia communication from Politecnico di Milano University. He has teaching experience in design university and professional courses. He is doing research, academic publishing, and actively participates in numerous international scientific conferences and symposiums. Dr. Mura is also a scientific member of several international conference committees. |
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