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E-voting and the architecture of virtual space

E-voting and the architecture of virtual space

Presently we experience a revolution in the way we can communicate, process, access and represent information. This is due to the new information technologies. Storage devices enable the storing of huge amounts of data, accessible from everywhere around the globe. Digital representations, using virtual reality techniques, have led to the digitalization of architecture, offering a new experimentation field, free from materials, where new space-time reference systems can be applied. Marcos Novak, virtual architect and artist, introduced the word “transArchitecture” to describe current architecture, which has a twofold character: within cyberspace it exists as liquid architecture that is transmitted across the global information networks, while within physical space it exists as an invisible electronic double superimposed on our material world [No96]. Architecture has become transmissible, and thus is placed on a virtual shelf, available to be put to use on demand. Furthermore, form and function can be differently interrelated in virtual space. By changing the relation between form and function and decoupling reality from actuality, “we can vectorized significance into series of independent dimensions. We assemble what we need by picking and choosing among endless arrays of options” [Nov96]. transArchitecture establishes the lost connection between knowledge and architectonic exploration. “It brings knowledge … back into the realm of poietic experience” [No96].
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Anzeige von Cyberspace as final frontier. Artificial and virtual space in William Gibson’s "Neuromancer"

Anzeige von Cyberspace as final frontier. Artificial and virtual space in William Gibson’s "Neuromancer"

Oliver Plaschka (Heidelberg) Cyberspace as final frontier: artificial and virtual space in William Gibson’s Neuromancer Talking about space in speculative fiction (i.e. fantasy, science fiction or supernatural fiction) touches upon several key aspects of the genre such as worldbuilding, perception of reality and the human condition: what kind of space do we create for ourselves, how do we attribute meaning to it, in which ways are we limited or isolated by its boundaries? Especially in cyberpunk, with its focus on near-future societies and the technologies of the information age, the space we live in and the space we send our minds to do not have to be the same, so the answers are manifold.
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The virtual space of immersion - the third turn of modernity : on the collapse of the subject/object field

The virtual space of immersion - the third turn of modernity : on the collapse of the subject/object field

phrasing Bergson, summarizes the composite as such: ”The important thing here is that the decom- position of the composite reveals to us two types of multiplicity. One is represented by space (or rather, if all the nuances are taken into account, by the impure combination of homogeneous time): It is a multiplicity of exteriority, of simultaneity, of juxtaposition, of order, of quantitative differentia- tion, of difference in degree; it is a numerical mul- tiplicity, discontinuous and actual. The other type of multiplicity appears in pure duration: It is an internal multiplicity of succession, of fusion, of organization, of heterogeneity, of qualitative dis- crimination, or of differences in kind; it is a virtual and continuous multiplicity that cannot be redu- ced to numbers.“ 23
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Asymmetries of visuospatial attention in peri- and extrapersonal virtual space

Asymmetries of visuospatial attention in peri- and extrapersonal virtual space

response key (left or lower button: left hand; right or upper button: right hand). Participants were not told that there wasn’t actually any difference in luminance for the greyscales. Each stimulus pair was presented for 3 seconds and was followed by an inter-trial interval of 1.5 seconds. Each of the four experimental conditions consisted of 108 trials, resulting in a total amount of 432 trials. Participants did not receive any feedback on accuracy during testing. Different from the experiments of Mattingley et al. (2004), a decision was made to change the arrangement of the buttons (side by side, not one above the other for the horizontal condition). Thus, the stimulus-response compatibility was maintained and enabled a direct comparison with the landmark task. Instructions were also slightly different as the participants in this study were asked to decide which half of the pair of greyscales appears darker. Mattingley and colleagues asked for a decision about which one of the two greyscales appeared overall darker. However, this response instruction likely yields an incongruity between decision, response and observed bias: While the task aims to assess a horizontal bias, the subject is instructed to select the upper or lower stimulus and press the upper or lower response button accordingly. By modifying the instruction, this incongruity of match decision, response and bias direction is minimated. Thus this paradigm utilizes a more space-based approach compared to the object-based approach of Mattingley and colleagues.
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Navigating the European space: physical and virtual forms of cross-border mobility among EU citizens

Navigating the European space: physical and virtual forms of cross-border mobility among EU citizens

At the heart of European citizenship lies the right to mobility. Most noticeably, unrestricted geographical mobility across national borders, for both long- and short-permanence travels, which is a unicum of the EU in the worldwide regulation of individual movements (Recchi 2013). But perhaps less spectacularly, every citizen of EU member states also enjoys the liberty of communicating with people from any other country, navigating the web, buying goods, properties and services all over the EU, and shopping across the Union’s frontiers. These ‘options’ are part and parcel of citizenship rights, enlarging the package of individual ‘life-chances’ remarkably (Dahrendorf 1988). However, we know little on how options turn into real practices. A sociological take on citizenship cannot stop at formal rights. Citizenship rights translate into a ‘set of practices […] which define a person as a competent member of society’ (Turner 1993: 2). This reading of citizenship brings to the forefront not only individuals’ rights of action, but also their actual ‘capability of doing things’ (Giddens 1984: 9; emphasis added). Considering mobilities as critical rights implied in EU citizenship, in this first exploration of the EUCROSS data we have overviewed Europeans’ exercise of their capabilities to move in both physical and virtual space.
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The Impact of a Virtual Agent’s Non-Verbal Emotional Expression on a User’s Personal Space Preferences: Supplemental Material

The Impact of a Virtual Agent’s Non-Verbal Emotional Expression on a User’s Personal Space Preferences: Supplemental Material

While we support findings of an elliptical shape of PS, a recent study found a close-to-circular shape of PS [7]. The shape may indeed differ depending on personal or situational, but also methodological factors. We combined an explicit assessment of PS preferences via a stop-distance paradigm (𝑆𝑎𝑚𝑝𝑙𝑒) with an implicit assessment of active avoidance of a by-passing VA (𝑃𝑎𝑠𝑠𝐵𝑦). In contrast, subjects in [7] approached a virtual individual from different directions (ego- centric approach) or moved a virtual space invador towards another virtual individual (allocentric approach). Subjects in the egocentric approach thereby indicated only their own frontal PS preferences, while the safety clearance chosen in the allocentric approach does not involve a self-representation. Here, social expectations about “appropriate distances” between others may play a large role. In general, depending on the specific setting, individuals may not only act based on their own comfort zones, but also consider others’ PS demands or social norms.
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Virtual Internationalization in Higher Education

Virtual Internationalization in Higher Education

Transitioning to the host institution is not always conceived as a step-by-step process that should (or even: could) be split into easily discernible, distinct entities. Several abstracts describe comprehensive virtual offerings that do not differentiate between separate phases, but instead, allow seamless transitions, anytime, anywhere. For in- stance, one contribution proposes the use of online media and e-learning for a “seam- less orientation experience” [240] which can be begun prior to arrival on campus, and which is intended to continue delivering a personalized connection to the host insti- tution after students arrive [240]. Following a similar approach, one contribution sug- gests using the LMS Moodle “to establish a social community and centralized knowl- edge library for incoming international students to use before and during their stay” [324]. A third contribution discusses online content for aiding the process of transi- tion which international students experience [468]. These examples are insightful be- cause they demonstrate the virtual disintegration of borders between the “before” and the “during”: While previously, it may only have been possible to start orienta- tions the moment students arrived on campus, the virtual space provides the possi- bility of an orientation experience independent of physical location.
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Virtual Internationalization in Higher Education

Virtual Internationalization in Higher Education

Transitioning to the host institution is not always conceived as a step-by-step process that should (or even: could) be split into easily discernible, distinct entities. Several abstracts describe comprehensive virtual offerings that do not differentiate between separate phases, but instead, allow seamless transitions, anytime, anywhere. For in- stance, one contribution proposes the use of online media and e-learning for a “seam- less orientation experience” [240] which can be begun prior to arrival on campus, and which is intended to continue delivering a personalized connection to the host insti- tution after students arrive [240]. Following a similar approach, one contribution sug- gests using the LMS Moodle “to establish a social community and centralized knowl- edge library for incoming international students to use before and during their stay” [324]. A third contribution discusses online content for aiding the process of transi- tion which international students experience [468]. These examples are insightful be- cause they demonstrate the virtual disintegration of borders between the “before” and the “during”: While previously, it may only have been possible to start orienta- tions the moment students arrived on campus, the virtual space provides the possi- bility of an orientation experience independent of physical location.
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Around a Table, around the World. Facebook Spaces, Hybrid Image Space and Virtual Surrealism

Around a Table, around the World. Facebook Spaces, Hybrid Image Space and Virtual Surrealism

virtual environment mimic highly conventionalized actu- al practices with the help of virtual objects characterized by certain affordances, e. g. taking a selfie with a virtual selfie-stick. 37 Glitches aside, the interface arrangement of Facebook Spaces creates a “regime of control” which, at first glance, contradicts the rhetorics of limitless freedom generally applied to VR. 38 But, as became apparent during the design process, another system of opening and closing, not unlike the one granting access to the greater heteroto- pia of VR itself, had to be established to connect users to their friends via Facebook Spaces. The designers soon dis- covered that one particularity of VR is that many problems of actual space repeat themselves within the virtual space they created. The reproduction of more traditional social settings chosen in older virtual worlds and other contem- porary social VR applications (like living rooms or bars) did not bring their users together effectively enough to let them engage in social interactions. On the contrary, “when able to freely move around, people tended to get lost and weren’t really interacting with each other”, according to Facebook Spaces lead designer Christophe Tauziet. 39 There- fore, the seemingly rigidly controlled virtual action space we addressed earlier as apparatus_2 was implemented to more closely define the range of possible social connections and interactions granted by the user interface. The key design element of this solution is the virtual table. Media theorist Walter Seitter acknowledged the mediality of tables early on, describing their ability to keep things – and people,
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Virtual Prototyping von Nano- und Makrosystemen

Virtual Prototyping von Nano- und Makrosystemen

Ein wesentlicher Effekt der VR-Repräsentation ist die Möglichkeit der Interaktion mit großen Ob- jekten im Maßstab 1:1, weshalb großformatige Darstellungen durch Caves, Powerwalls und Holo- banches sich gegenüber Bildschirm-Systemen und Head-Sets für Virtual Reality-Applikationen immer mehr durchsetzen. Das Erzeugen einer VR-Datenstruktur ist zur Zeit noch ein aufwändiger Prozess (Bild 5) [3].

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Virtual Reality in Assembly Simulation

Virtual Reality in Assembly Simulation

Like [ GAS + 95 ], I have tried to use an ultrasonic measuring device to ob- tain the true positions of the sensors. The advantage is that no “hardware” is needed to guide the positioning of sensors. In addition, the data matrix ob- tained is the inverse of the one obtained by my method, because the sensor is guided by visual aids (e.g., cubes). So the grid of measured positions is (almost) a regular one (in particular, it is rectangular), while the grid of true positions is warped. However, there are more disadvantages: The ultrasonic device intro- duces too much measuring error (they report an error of about 1% of the mea- sured distance, my experience is about 2%, i.e., 4 cm if the device is 2 m from a wall). Also, a display device is needed, so the person placing the sensors in space has to wear an HMD, Boom, or the Cave has to be switched on. Further- more, it is not clear to me how the procedure suggested in [ GAS + 95 ] could be modified such that orientational data can be measured too with the necessary precision. And finally, positioning several sensors precisely at the same time seems impossible to me, because they must be positioned completely indepen- dently.
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Design und Implementierung eines optimierenden VHBC-Compilers für die Virtual Hardware Machine und Realisierung der Virtual Hard

Design und Implementierung eines optimierenden VHBC-Compilers für die Virtual Hardware Machine und Realisierung der Virtual Hard

Der für diese Arbeit relevante Teil des JHDL-Projekts ist der EDIF 2 0 0 Parser. Da auch dieser in Java implementiert ist, gab es keine Probleme ihn in den VHBC-Compiler zu integrieren. [r]

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Virtual Schooling and Student Learning: Evidence from the Florida Virtual School

Virtual Schooling and Student Learning: Evidence from the Florida Virtual School

6. Conclusion There are at least two potential goals of virtual education, as we discussed above: increasing access to education and improving quality. The first goal is more easily attainable than the second, as a student who takes a virtual course not otherwise available to him clearly has gained access to the course as a result of the virtual option. We can measure one part of the increased choice created by FLVS by examining enrollment in Advanced Placement (AP) courses, the availability of which may be most constrained, especially in smaller high schools. In 2008-09 (the most recent year of our linked data), at least 1,384 AP courses (916 unique students) were taken by students enrolled in high schools where those courses were not offered. For the 877 courses for which we have test results, 55 percent reflect a passing score (three or better) on the AP exam. 27
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Competência virtual para a mediação da informação e do conhecimento (virtual literacy)

Competência virtual para a mediação da informação e do conhecimento (virtual literacy)

A virtual literacy é um processo de comunicação que trabalha com a linguagem visual e suas novas propriedades dos códigos virtuais. Essa linguagem está inserida no desenvolvimento da competência em informação e no pensamento em rede. A partir de ambos, a aplicação da tecnologia se transforma em competência pedagógica virtual com os recursos da plataforma Windows, no processo de uso como ferramenta e mediação da construção do conhecimento.

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Diffusion in position space and in phase space

Diffusion in position space and in phase space

That is, the position is in general not a Markov process, even if the Langevin force is a Gaussian process with a vanishing autocorrelation time.. To recover the Markovian character, one[r]

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Distributed annotation in virtual reality

Distributed annotation in virtual reality

The solution was simple: to make a separate empty NetworkUser object which spawns the default StolperwegeVR user if it represents the local user and an avatar (see fig. 3.2) else. This worked well but also added some problems. Since the Stolper- wegeVR user does not exist on the server, the actions could not be caught on the server-side. Because of that, the whole network system had to be construct partly client-based, meaning a client can change something on his local machine and it will be synchronized on all other clients. This could add a bit of delay since the client has to send all the data to the server which then sends it to all clients instead of just sending input commands to the server which then reacts to it and sends the result to all clients. But it can provide a more enjoyable experience since for example the only problems with the Virtual Reality headset will be on the local machine and cannot caused by the network.
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Simulation and Interactive Visualisation: Building the Space System Digital Twin
Collaborative Approach and Virtual Spacecraft throughout Project Phases

Simulation and Interactive Visualisation: Building the Space System Digital Twin Collaborative Approach and Virtual Spacecraft throughout Project Phases

The second open discussion of the Round Table started acknowledging that several technologies are currently being developed by non-space companies (Google glasses, Virtual and Augmented Reality applications) which could be used to improve AIT. Technology is thus relatively mature; we are not far away from using it (ESA is supporting developments leading to Harness applications with VR). However, a good understanding of which technology we need in space is required, in order to support ad-hoc developments.

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Managing the virtual library

Managing the virtual library

Open URL „ No need to repeat the search in different systems „ Social networking: tagging, rating, reviews,. bookmarking.[r]

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DLR’S VIRTUAL SATELLITE APPROACH

DLR’S VIRTUAL SATELLITE APPROACH

In October 2008, the German Aerospace Center (DLR) inaugurated the new Institute for Space Systems located in Bremen, Germany. This concentrates the competences in space engineering enabling the DLR to build space systems in-house. Furthermore, a Concurrent Engineering Facility (CEF) was established according to ESA’s Concurrent Design Facility (CDF) [1] to offer the very effective approach of concurrent systems engineering. Additionally, the need for a tool supported process for the simulation-based space system development based on a modern and flexible software infrastructure was identified. The Virtual Satellite project aims at the definition of this process and the implementation of the needed infrastructure.
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Creating impressions in virtual communication

Creating impressions in virtual communication

Двадцать участников исследования были разделены на три группы: – для аватары используют такие фотографии, чтобы точно отразить себя; дан- ная группа выбрали для отображения фотог[r]

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