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of the use of artificial intelligence, for example
for film animation. Applications for computer
animation displayed combinations of techniques
depending on demands.
Countless options of social networking
stimulate artists to create online works of differ-
ent type, for example, interactive art where both
the form and content of the artwork are affected
by the behavior of the audience, or augmented
reality art where the observer is experiencing
and responding to events as if they were real.
Multi-touch screens allow multi-touch collabo-
ration of participants. For example, touching
and waving at the screen brought up displays
of zooming graphics on the 8ft x 3 ft large
monitor called the Multi-Touch Collaboration
Wall, which could be positioned at will around
the screen (Farhi, 2008). Solutions of that kind
promote the videoconferencing and Skype (a
voice-over-Internet service and software appli-
cation) contacts. Within this approach we may
find examples of defeating the semiotic divide
between fictional and material characters, or
between virtual and realistic images. Users are
represented as avatars, the 3D graphical icons.
Communication through the use of avatars in
a virtual social space often applies the action
panels designed to animate avatars in a conven-
tional way using ready expressions, gestures,
and actions. Websites, e-mails, and game spaces
are also often designed in a similar conventional
way. According to Heinrich (2010, p. 9):
Pervasive applications are usually based on the
shared virtual environment. Collaborative virtual
environments involve interacting participants
(often over large distances) for such actions as
distributed simulations, 3D multiplayer games, or
collaborative engineering software. Collaborative
virtual environments include intelligent agents as
an essential part. An intelligent agent, which is
an object of study and design in the field of arti-
ficial intelligence, is a system that perceives its
environment through sensors and takes actions to
achieve goals. It may be as simple as a thermostat
or as complex as a human being (an individual or
a whole community). To attain goals, an intelligent
agent may learn or use knowledge.
Experts show amazingly high perceptual
skills. Experience-induced improvement is called
perceptual learning and the accompanying neural
changes are called neural plasticity (Eysel, 2002).
Perceptual learning and neural plasticity have
been studied in all sensory modalities including
vision, hearing, and touch perception. Attention
of researchers has been focused on developing a
visual information processing model and defining
a link between perceptual learning and attention
(Yotsumoto & Watanabe, 2008).
Wahl, Winiwarter, & Quirchmayr (2011)
evaluated several toolkits for natural language
processing (NLP), and then designed the frame-
work architecture for the intelligent integrated
computer-assisted language learning (iiCALL).
The use of artificial intelligence technologies
such as natural language processing (NLP) allows
developing computer-assisted language learning
(CALL) environment. Integrated e-learning en-
vironment is a web-based language learning with
the use of common working environments, for
instance web browsers or e-mail clients.
The pervasiveness of mobile communication
includes the text and multimedia messaging, along
with the virtual publication of data in physical
places called spatial messaging. The spatial mes-
saging services, including gaming, location-based
The digital iconic avatar seems to undermine the
Western epistemic distinction between the human
subject and pictorial representation, questioning
the notion of the body as a mainly biologically
defined entity. … It is in and through the player's
actions that the avatar portrait emerges as a pro-
totype, thereby dissolving the distinction between
subject and its representation and between mate-
rial and virtual reality.
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