Wednesday, September 21, 2016

Week 6: Academic journal



Little is known about how individuals come to relate to settings in virtual worlds (VWs), which are defined as digital environments in which individuals, groups, and even organizations interact in virtual (that is to say, nonphysical) spaces.

The article explores the role of apparent three-dimen- sional space in allowing users to interact with work tools that are virtual objects. The theory incorporates spatial concepts that can be applied to create a “place” for users in a VW. In simple terms, space is for us the sum of all places (Norberg- Schulz 1971, p. 10), whereas virtual place is defined as the perception of bounded space imbued with meaning. Researchers expand on the notion of place as the sum of associated mental representations that are created not only through social inter- actions in a virtual space, but also by manipulating virtual objects. The theory of virtual space and place (VSP) distinguishes among the concepts of space, place, and presence, and seeks to explain their interrelationships.  


The research was motivated by a desire to better understand how to employ spatial considerations to make virtual worlds more appealing. Moore et al. (2007) note the ever-increasing focus of designers on using space in VW to increase visual realism. In their search for realism, a number of designers have used three-dimensional space to build places that are visually impressive. Some technologies even offer perfectly simulated three-dimensionality. Unfortunately, the three- dimensional spaces do not offer any specific features for supporting extended interactions. The researchers created a meaningful virtual place where avatars interacted with tools as well as other avatars. Doing so made it easier and more enjoyable for participants to use the tools. They encourage VW designers notonly to work more toward an excellent, thoroughly engrossing simulation of reality that allows VW participants to experience social presence, but also toward giving them access to a warm, familiar environment that they can personalize as a function of their own cognitive preferences, as well as past interactions with objects and other participants.
  


VIRTUAL SPACE AND PLACE: THEORY AND TEST

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