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Lecture 1

Digital Communication 2002A/B Lecture Notes - Sensorama, Graphical User Interface, Multiplayer Video Game
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, Spring 2018
3 pages53 viewsSpring

Department
Digital Communication
Course Code
Digital Communication 2002A/B
Professor
Andie Shabbar
Lecture
1

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DC 2002
January 17, 2018
Week 2: What are Virtual Worlds and Why Do They Matter?
Spatiality of Virtual Worlds
- The virtual is a liminal space:
o ‘betwixt and between’
- Virtual worlds are places where imaginary meets the real
Terminology and Definitions:
- Virtual Worlds: not tricking your sensations or perceptions like a video game, but it relies on your
mentality or your emotional engagement with the content in the world. i.e. club penguin
o Shared graphical environment
o Manipulate elements of the world
o Avatars
3rd person perspective
o Communication
o Real time
Shared wimulated space
Whatever’s happening is happening in real time
Once you log off, it’s still happening
o Automated rules
- Virtual Reality: tricks your sensations/perceptions. i.e. video game.
o Mechanisms
o Means by which you may enter a VW
o Computer simulations
o Visors, data, gloves, etc.
o Avatars
From 1st person perspective
- Augmented Reality
o Real world is augmented by computer-generated sensory input
o Continue to be in touch w/ the real world while interacting w/ virtual objects
- Augmented Virtuality
o Replaces the real world w/ a simulated one
o Isolated from the real world (at least in some sense) and immersed in a fabricated world
o i.e. someone in a virtual environment w/ a VR headset acting from a third person POV
Origins of Virtual Worlds
- Started from v simple forms of video games
- Types of evolution:
o Multi-user dungeons/domains (MUDs)
Lots of people in the space that you are (chat room, game space, etc)
o Tiny MUDs
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find more resources at oneclass.com
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