Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds

  • Lars Qvortrup

Table of contents

  1. Front Matter
    Pages i-xii
  2. Introduction — Welcome into the Interface

  3. Avatars and Agents in Computerized Theatre

  4. Construction of Interactive Lifelike Agents and Actors

    1. Front Matter
      Pages 95-99
    2. Peter Bøgh Andersen, Jørgen Callesen
      Pages 132-165
    3. M. Wibroe, K. K. Nygaard, P. Bøgh Andersen
      Pages 166-181
    4. Claus B. Madsen, Erik Granum
      Pages 182-208
    5. P. Bøgh Andersen, Claus B. Madsen, Erik Granum
      Pages 209-213
  5. Verbal and Non-Verbal Interaction with Virtual Worlds and Agents

  6. Interactive Narratives

  7. Methods for Designing Interactive Inhabited Virtual Worlds

    1. Front Matter
      Pages 385-388
    2. Bjarne Horn, Ernest Holm Svendsen, Kim Halskov Madsen
      Pages 389-403
    3. Claus A. Foss Rosenstand
      Pages 422-442
  8. Back Matter
    Pages 443-443

About this book


Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly, he makes a classification of human users, avatars, autonomous agents and objects, demon­ strating that no universal differences can be made. We are dealing with a continuum. While Jensen approaches these categories from a semiotic point of view, in Chapter 3 Peer Mylov discusses similar isues from a psychological point of view. Seen from the user's perspective, a basic difference is that between stage and back-stage (or rather: front-stage), i. e. between the real "I" and "we" and the virtual, representational "I" and "we". Focusing on the computer as a stage, in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to conceptualize the stage phenomena and the relationship between stage and front-stage.


3D Design Interaction Interactive Multimedia Interface Internet Motion Capture Virtual 3D World computer interactive system multimedia multimedia system multimedia systems perception simulation

Editors and affiliations

  • Lars Qvortrup
    • 1
  1. 1.Department of Literature, Culture and MediaUniversity of Southern DenmarkOdense MDenmark

Bibliographic information

Industry Sectors
IT & Software