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Pervasive Virtual Worlds

Pervasive Virtual Worlds
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Author(s): Everardo Reyes-García (Monterrey Tech at Toluca, Mexico)
Copyright: 2011
Pages: 12
Source title: Metaplasticity in Virtual Worlds: Aesthetics and Semantic Concepts
Source Author(s)/Editor(s): Gianluca Mura (Politecnico di Milano University, Italy)
DOI: 10.4018/978-1-60960-077-8.ch004

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Abstract

Digital media have become pervasive. Most of ordinary tasks in everyday life, from leisure to work, are mediated through electronic devices and their respective digital content. The variety of tasks and their integration into computers and portable devices allow us to think about media as a ‘society of media’; a collective of media elements that exchange information and act upon those exchanges. In a society of media, the world is constituted by the hyperspace created by digital media and human uses. Within this context, an interesting role of digital media is that they ‘virtualize’ human senses and capabilities. Historically, the notion of ‘virtuality’ has been associated to seminal media concepts such as virtual worlds, which imply the use of interactive computer graphics imagery (CGI) to perform simulation and immersion. Another concept is virtual reality (VR), which has fostered prominent developments including generated environments, multimodal interaction, 3D modeling, and digital animation.

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