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Designing for Social Interaction in Virtual Spaces
| Content Provider | Scilit |
|---|---|
| Author | Cudworth, Ann Latham |
| Copyright Year | 2018 |
| Description | The purchase of the virtual reality (VR) headset company Oculus Rift by the social network Facebook in early 2014 is indicative of social media's interest in providing a fully immersive, inhabitable virtual space with naturalistic avatar interactions [2]. Planning the design of your game-based virtual environment for real-time social interaction will take on even more meaning and prominence in your workflow as we progress toward the full integration of head-mounted display and facial/body tracking with the on-screen representation of avatars in the virtual space. If you are familiar with Facebook, you probably use the “friend” and “like” functions built into the pages and you know that these functions create ripples in a vast social net that interconnects with and influences others. To be a virtual world designer requires an understanding of how social media works and how to build support for it into your 3D designs. Here are the related concepts we will examine in this chapter, as we seek to deepen this understanding. Book Name: Extending Virtual Worlds |
| Related Links | https://content.taylorfrancis.com/books/download?dac=C2014-0-31596-5&isbn=9781315381411&doi=10.1201/9781315381411-11&format=pdf |
| Ending Page | 132 |
| Page Count | 22 |
| Starting Page | 111 |
| DOI | 10.1201/9781315381411-11 |
| Language | English |
| Publisher | Informa UK Limited |
| Publisher Date | 2018-09-03 |
| Access Restriction | Open |
| Subject Keyword | Book Name: Extending Virtual Worlds Computation Theory and Mathematics Social Media Virtual Space |
| Content Type | Text |
| Resource Type | Chapter |