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Geografiske computermedier I: Modelbaserede medier

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Title: Geografiske computermedier I: Modelbaserede medier


1
Geografiske computermedier - IModel-baserede
medier
  • Gennemgang af geografiske medier, der baserer
    sig på 3D-modeller, f.eks. VRML-modeller og 3D
    MUDs
  • Primærlitteratur Jensen (2000)

2
Geografiske computermedier - IModel-baserede
medier
  • Introduktion
  • Modelbaserede, geografiske medier
  • Jens F. Jensen 3D MUDs/MOOs, beboede
    3D-verdener
  • Projektmøde

3
Jens F. JensenInteraktion, repræsentation og
udsigelse i beboede 3D virtuelle verdener
  • Jens F. Jensen
  • lektor ved Institut for Kommunikation, Aaalborg
    Universitet, beboede 3D-verdener
  • redaktør af FISK-serien
  • deltager i Staging 3D-projektet
  • (censor ved DKM)
  • FISK 4 Internet, World Wide Web,
    Netværkskommunikation
  • Om netmedier, netkulturer, beboede 3D virtuelle
    verdener og meget mere.

4
Fra Flatland til Spaceland
  • E.A. Abbot Flatland (1884) - fra flatland
    til spaceland
  • 3D-verdener foregår i en 2D-repræsenteret
    virtuel 3D-verden
  • Bruce Damer
  • the Internet is about to become a place for
    people, and it will become the biggest place in
    the world ... cyberspace with a human face The
    best part about these virtual worlds is that when
    you visit them, you are not alone Houndreds or
    even thousands of people are there with you,
    exploring, communicating, and creating. (min
    kursivering)
  • a place for people en bestemt stedmæssighed
  • cyberspace with a human face avataren som
    menneskelig repræsentation
  • exploring, communicating, and creating
    centrale aktiviteter.

5
3D Inhabited Virtual Worlds (3D IVW)
  • 3D Inhabited Virtual Worlds (3D IVW) som begreb
    i forhold til
  • 3D MUD Multi-User Domain/Dimensions, Multi-User
    Dungeons Dragons
  • 3D MOO MUD Object Oriented
  • Karakteristik
  • 3D rumlig verden, der kun eksisterer i cyberspace
  • Repræsenteret af/på en 2D-skærm
  • indeholder repræsentationer af brugere avatarer
  • Avatarer navigable på 3D scenen
  • Avatarer med viewpoint (POV)
  • Avatar-POV styres relativt til scenen
  • Internettet ellers en stak 2D-dokumenter, man
    kan surfe på, 3D IVW en volumen man kan kan
    være i

6
3D IVW som specifikt medium
  • At 3D IVW som multi-mediesystem eller slet og ret
    medium har udviklet et sæt af tegn, koder og
    konventioner, i.e. et mediesprog En
    mediesemiotisk teori.
  • Hvad er semiotik?
  • Hvad er tegn, kode og konvention?
  • Hvorfor specificitet?
  • At denne specificitet sætter rammerne for
    interaktiviteten (bruger/system) og den
    virtuelle interaktion. En sociologisk og
    interaktionsanalytisk teori.
  • Internettet ellers en stak 2D-dokumenter, man
    kan surfe på, 3D IVW en volumen man kan kan
    være i

7
Jensens analyse af 3D IVW
  • Beskrive rum, artefakter/objekter og aktører
    beskrivelse af forskellige former for interaktion
    herimellem. Forhold mellem virtuelt materiale og
    aktualisering heraf Space/place, map/tour
  • Beskrivelse og analysere præsentations- og
    henvendelsesmodus tekstmæssig udsigelse
    story/discourse, stedordsbetegnelser 1. Person,
    3. Person osv.
  • Beskrivelse af social interaktion og
    kommunikation.

8
3D MUDsRepræsentation og entiteter
  • Virtual world 3D environment
  • koordinatbaseret enhver position kan bestemmes
    med tre koordinator
  • geometrisk endeligt
  • kontinuerligt navigerbart seamless
  • sociale, fysiske oa. regler bundet til miljøet
  • verden repræsenterer en bestemt vision/koncept
    bestemmende for miljøets udvikling en egen
    ontologi
  • Objects
  • Agents
  • Avatars
  • Bots og andre autonome agenter

9
Avatarer, objekter og cyber-hybrider
  • Avatar Fremtræden (appearance) og funktionalitet
    (functionality)
  • Avatar og objekt
  • Cyberhybrider
  • Alife/Digital biota
  • Karakterer baseret på genetiske algoritmer lærer
    af interaktioner
  • Spilkarakterautonome agenter knyttet til en
    spilsammenhæng
  • Maskekarakterer en smart avatar
  • Virtual humans Stand-ins baseret på simulering i
    udtrykket
  • Avatar/Agent skifter mellem bot- og
    avatarfunktion

10
Rum/figur-interaktion i IVW
  • Interaktion beskrevet med begrebsparret
    virtualitet/aktualitet - konkretiseret med
    begrebsparrene
  • Space/place (lieu/espace) hos Michel de Certeau
    Practice of everyday life Menneskelligt
    hverdagsrum (espace, antropologisk rum cf.
    Merleau-Ponty) er praktiseret sted (lieu,
    geometrisk sted)
  • Tours and maps To måder at forstå
    interaktionsrum på Observationel versus
    operationel - eller synkron versus diakron Rum
    opfattet via et samlende overblik (som i metriske
    eller i det mindste relationsmæssigt korrekte
    kort) eller via en bestemt praksis, i.e. tur
    først til højre, så til venstre Svarer til
    grundlæggende forskellige kognitive måder at
    forholde sig til rum på. 3D MUDs primært baseret
    på turmodellen.

11
Udsigelse i 3D MUDs/3D IVW
  • Udsigelsesteori - stammer fra analysen af
    fortællende medier man må skelne mellem oplevet
    historie og diskursive operationer, altså det,
    der får os til at opleve noget som historie,
    f.eks. via en udsigelse. Således begrebsparret
    story/discourse.
  • Jensen skelner mellem
  • Udsigelsesform Discourse space/story space
  • Personkategori jeg, du, han, hun den 1.-2. og
    3. person ental.
  • Rum og tid deiktiske markører Her/der, nu

12
Interaktion og virtuel interaktion
  • Interaktion i sociologien normalt forstået som
    grundlæggende interaktion mellem fysisk
    inter-nærværende mennesker i det sociale at
    enkelt handlinger i det sociale er indbyrdes
    afhængige i sammenhæng.
  • Virtuel interaktion forstået som interaktion
    mellem virtuelle repræsentanter og miljø
  • Menneskelig aktør
  • Avatar
  • Bot
  • Objekt
  • Verden

13
Interaktion og virtuel interaktion
  • Interaktionsformer
  • Human Actor/Avatar Menneskeinteraktion med egen
    avatar
  • Human Actor/Object Menneskeomgang med virtuelle
    objekter via avatarer
  • User-in-Avatar/user-in avatar interaktion mellem
    mennesker repræsenteret ved avatarer
  • User-in-Avatar/Virtual Worlds
  • User-in-Avatar/Bot
  • User-in-Avatar/Object
  • Virtual World/Bot
  • Virtual World/Object
  • Virtual World/Virtual World

14
  • Background Basic Questions
  • Theory What is geographical representation for
    the lay-man user in web-served visualization in
    computer-mediated communications (CMC)?
  • Application How do we strategically make use of
    media and design when applying visualization in
    planning communication and public participation
    in decision making?

15
  • Geographical media in Web-Served CMC
  • Panoramic visualization, e.g. QuickTime VR
  • Outdoor live web-cams
  • 3D models, e.g. VRML
  • Geographical 3D MUDs, e.g. ActiveWorlds
  • Animations
  • Streaming media
  • CAD model viewers, e.g. the VoloViewer
  • Still pictures

16
  • Common Themes Specificity - I
  • All media have a strong geographical theme
  • All media are thematized by the technique of
    their production, i.e. either photographic or
    digital production (models, photo-manipulation)
  • All media are thematized by the technique of
    their presentation hyper-mediation or model
    navigation
  • All media are thematized by the technique of
    their distribution, i.e, as web-served media

17
  • Common Themes Specificity - II
  • All media have a strong geographical theme in
    the pictorial presentation as such
  • All media have additionally a geographical theme
    associated to the technique of their production
    (i.e., the obvious use of geo-data), their
    presentation (i.e. the use of models or
    hyper-maps), and/or their distribution (e.g. the
    access to a web-server with explicit geographical
    location, the access to live geo-data via a
    web-server, etc.)

18
  • Common Themes Specificity - I
  • All media have a strong geographical theme
  • All media are thematized by the technique of
    their production, i.e. either photographic or
    digital production (models, photo-manipulation)
  • All media are thematized by the technique of
    their presentation hyper-mediation or model
    navigation
  • All media are thematized by the technique of
    their distribution, i.e, as web-served media

19
  • Common Themes Specificity - II
  • All media have a strong geographical theme in
    the pictorial presentation as such
  • All media have additionally a geographical theme
    associated to the technique of their production
    (i.e., the obvious use of geo-data), their
    presentation (i.e. the use of models or
    hyper-maps), and/or their distribution (e.g. the
    access to a web-server with explicit geographical
    location, the access to live geo-data via a
    web-server, etc.)

20
  • The Concept of Grounding
  • The concept of ground in C.S Peirces semiotic
    philosophy, i.e., the idea on which a sign
    relation is based
  • Grounding visualization discovering the idea
    that founds visualization as a specific sign
    relation
  • Cyber-geographic re-grounding of pictorality
    and cartographic space (Johansson 2000a, 2000b)

21
  • Grounding GIS and CAD?
  • The grounding of visualization should capture
    the idea of representation in both GIS and CAD
  • GIS represents positively a world of geography
    and corresponds to the world-view of geographers
  • CAD may represent the idea of a geography, and
    corresponds in this sense rather to the
    world-view of artists

22
  • Semiotic Grounding
  • To discover in semiotic terms the ideas of
    actual sign relations, i.e. the principles of how
    signification is organized in the world
  • C.S. Peirce Three types of sign relations
    iconic in terms of similarity, indexical in terms
    of contiguity or factorality, and symbolic, in
    terms of convention
  • Pictorial semiotics Exploring the signs of
    images

23
  • The Re-Grounding of Pictorality
  • Pictorality images as a specific sign relation
  • The re-grounding of pictorality in new media
    what is an image in the age of digitalization,
    hyper-mediation, etc. (Sonesson 1999, Johansson
    2000c)
  • The apologetic re-grounding of the concept of
    iconicity in semiotics and its implication for
    our understanding of the idea of images (eg.
    Sonesson)

24
  • The Ground of Pictorality
  • Pictorality The iconic mediation of a
    primordial life-world, i.e., the set of
    indexicalities that makes out the world of our
    perceptual experience
  • Iconic sign relations are asymmetrical and
    hierarchical Images are thus secondary to the
    world
  • The image mediates iconically a life-world and
    forms part of a life-world as index, i.e. as
    artefact or as a node in a hyper-mediated
    environment hence the two-dimensionality of
    pictorial representation

25
  • A Cybergeographic Image?
  • An image whose status as both iconic
    representation and indexical object seems to
    double itself along with the techniques of
    production, presentation, and distribution (e.g.
    geo-referenced, hyper-mediated, and web-served
    images).
  • The themes of production, presentation, and
    distribution are given as a synchronic system
  • An image which assumes the status as node in the
    system of cyber-geography

26
  • Nodal Pictures on Distinct Levels
  • Nodes, incl. nodal pictures may be surfed and
    thus be integrated in a sense of every-day space
    realized by the routine use of the lay-man.
  • Following Michel de Certeau we think of space
    as the practice of place, i.e. as the surfing of
    nodes and nodal pictures in a cyber-geographic
    system

27
  • Cybergeographic Images
  • Cyber-geographic images are at the same time
    nodes and representations they lend themselves
    to surfing as nodes on a number of distinct
    levels while constantly escaping the status as
    artifact. In this manner they make possible the
    unfolding of the indexical dimension of
    pictorality and weaken at the same time the
    theoretical importance of a singular life-world
    grounding of pictorality
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