Emerging Communication

Series and list of volumes

    Communication in VR
Preface
Introduction
Contents
Contributors
The meeting:
Disputationes Subtitles
Buy it now (Amazon)
Ask your institution
to order it

    Towards CyberPsychology

    Say not to say

    Cybertherapy

    Being there

    Ambient Intelligence

    The hidden structure
    of interaction


    From Communication to
    Presence


    Enacting
    Intersubjectivity


    Advanced Technologies
    in Rehabilitation



IOS Press


Editorial Board


Communications through virtual technologies

Identity, Community and Technology in the Communication Age

Edited by:

G. Riva
Istituto Auxologico Italiano
Milan, Italy

F. Davide
Telecom Italia
Rome, Italy


Preface

In this reality, whereto every computer is a window, seen or heard objects are neither physical nor, necessarily, representations of physical objects but are, rather, in form, character and action, made up of data, of pure information. This information derives partly from the operations of the natural, physical world, but mostly it derives from the immense traffic of information that constitutes human enterprise in science, art, business, and culture.

Benedikt, 1991


Beyond the development of networked technologies, the most striking trend in contemporary telecommunications is the tendency to convergence among the various media, a convergence that involves the computer as well. The convergence of the computer with telephone and television technologies is, in fact, producing new communication environments - from distance learning to cybermalls - that are shaping our experience

Acknowledging this trend, the term cyberspace has been adopted within telecommunications researchers and developers to stress those technologies clustered around computers and networks, and the term information superhighway has become a popular way to underline the continuing convergence of these technologies. The use of cyberspace stresses the social and cultural aspects of telecommunications, whereas the superhighway metaphor favors the commercial and otherwise, utilitarian functions of computer-mediated communication.

Although most often considered just as a tool for making calculations, storing data, and manipulating symbols, the computer can be described an information technology and a medium of communication, too. In this sense any form of human-computer interaction can be studied as a peculiar form of communication, varying in the degree whereto the computer or the users are in control.

Often, stressed is computing's potential to improve the quality of interactivity on mass media earlier limited to one-way communication. Also, significantly is the computer's ability to store and transmit information digital way, as a sequence of 0 and 1, making possible the creation of new electronic tools: digitized images, sounds, data are easier to store, transmit, and edit than analogic versions, opening the door to new forms of expression and manipulation of content. Moreover, computer's ability to digitize, adapt and store variety of data makes it central to any discussion of multimedia, the combination and blending of otherwise discrete media and forms such as still images, video, and text.

The term multimedia, refers to nonlinear computer experiences, in which conceptual nodes are linked to other relevant pieces of information, forming a knowledge network. A node can include any type of text-words, graphics, moving images, sound, or any combination of these. The manner in which multimedia are navigated is by linking nodes to any other nodes. Ideally, multimedia dissolve the differences between texts, book series, or encyclopedias, even libraries; between learning and gaming, and between texts as objects to be read and as environments to navigate through. In this sense, virtual reality can also be viewed as the most advanced form of multimedia.

Through multimedia new experiences of space, location, travel and learning are created. Within this new interface familiar environments and tools acquire new forms and the boundaries between them disappear. Specifically the perceptual experience of one's physical environment is replaced by the sensations of being in a symbolic or artificial environment. Future potential applications of these new tools are really only limited by the imagination of talented individuals. In this sense, understanding how to shape and exploit the full potential of this new situation is an exciting challenge for both developers and researchers. This book wants to help them in identifying some key paths for reaching this goal.

Alfredo Riccio, Telecom Italia, Rome, Italy


Start of the page


Introduction

The users' presence in an environment exists if and only if they can use the electronic environment to interact. To allow interaction in a given situation, the user's freedom must be guaranteed, both in the physical and in the social environment. In fact, more than on the richness of available images, the sensation of presence depends on the level of interaction/interactivity which actors have in both "real" and simulated environments.

Riva and Mantovani, 2000


The title of this book begins with the words communications because our main concern is to understand the processes by which we manage our experience - construct identities, create communities and make meanings - through the most advanced communication media: the virtual technologies. In this sense the focus of this volume is communication as it is mediated by computers, not only the technology itself.

The starting point of our analysis is Virtual Reality (VR). What is VR? Virtual reality is a new technology that replaces the way individuals interact with computers. In fact, it can be defined as a set of computer technologies which, when combined, provide an interface to a computer-generated world. Specifically it provides such a convincing interface that the user believes he is actually in a three dimensional computer-generated world. A virtual environment is a virtual reality application that lets users navigate and interact with a three-dimensional, computer generated (and computer-maintained) environment in real time. However, VR is not just a technology. As will be showed in the book, VR is the just the visible edge of general evolution of present communication interfaces like television, computers, and the telephone to the emergence of a metamedium.

To create successful applications with today's communication technologies, we must begin by asking: what are they good at? This book offers an answer to its possible readers - developers, researchers and students - by presenting an overview of the current issues in this field. In fact, the book is a collection of chapters from researchers who have pioneered the ideas and the technology associated with these new communication technologies. More particularly, the book discusses the social and technological issues associated with the use of virtual technologies. It should be noted that technical characteristics of these tools change very rapidly; but what will not change is their user. Thus, to ensure that the contents of this book are not quickly updated, all the contributors have made a great effort to identify possible constraints in the use of these technologies and to indicate how they can be faced and solved. The key issue was to integrate technical knowledge and psycho-social principles related to human factors into the design of virtual technologies.

Another important goal of the volume is to provide rationales for virtual reality applicability in many different fields, from distance learning to telemedicine. We reviewed the relevant literature regarding theoretical and pragmatic issues for these applications, and provided a description of ongoing work developed worldwide. The topics discussed directly involve critical issues for designers and users, and are presented with scientific competence and suggestions for actual use.

We have put a great deal of thought and effort in the structure of this book and the sequence of the contributions, so that those in search of a specific reading path will be rewarded. To this end we have divided the book in three main Sections comprising 15 chapters overall:

The Technology of Virtual Reality

Virtual Reality in Communication: Human Factors and Applications

Virtual Reality in Communication: Emerging Trends and Technologies


Each chapter begins with a brief abstract and a table of contents that help the reader to identify the relationships among the section's chapters.

The starting point of the book is the technology of VR.
In Section 1 - The Technology of Virtual Reality ,the chapter written by Davies (Chapter 1) describes the Virtual Reality hardware and software now available and how these have been built to be usable by people. The technology which lies behind Virtual Reality is, in fact, quite straight-forward and easy to understand, the consequences of its usage and the potential this gives people rather less so. In this sense, the final goal of VR interface design is the full immersion of the human sensorimotor channels into a vivid computer-generated experience. Future trends of this technology are also considered by the Chapter, as well as the challenges which lie ahead for its developers in making user-friendly technology which aids instead of hinders communication.

However, VR is not just a technology. As we have just seen VR is the visible edge of general evolution of present communication interfaces. As
Section 2 - Virtual Reality in Communication: Human Factors and Applications - points out, VR is not a technology; it's a destination. The general shape of this emerging metamedium is like a diving suit which one can plunge into and explore the electronic ocean. Media have always been environments, but the VR environment surrounds the senses.

How can we understand this new metamedium?
Chapter 2, written by Riva and Galimberti, tries to understand the characteristics of the different forms of Computer Mediated Communication and their effects on people, groups and organizations.

The chapter also considers the implications of these changes for current research in communication studies, with particular reference to the role of context and the link between cognition and interaction, and the use of interlocutory models as paradigms of communicative interaction: communication is not only - or not so much - a transfer of information, but also the activation of a psychosocial relationship. Riva, in Chapter 3, expands this vision and defines VR as a communication tool: a communication medium in the case of multi-user VR and a communication interface in single-user VR. The consequences of this approach for the design and the development of VR systems are presented, with the methodological and technical implications for the study of interactive communication via computers.

Starting from the theoretical background presented in the previous chapters,
Chapter 4 prepared by Riva presents a framework for the development of web-based learning environments. These tools can be considered a particular form of hypermedia: computer-stored information, which is connected and retrieved via links. An interesting evolution of hypermedia analyzed by the chapter is shared hypermedia, new Internet tools in which different users, who are simultaneously browsing the same web site, can communicate with each other.

Another interesting application of VR is 3D-CAD systems, focus of
Chapter 5 written by Gaggioli and Breining. These tools may dramatically improve the possibilities of visualization and interaction offered by common 2D display CAD workstations. In particular the chapter investigates how the computer-generated object is represented on 3D immersive display during the design process and the effect of Virtual Reality aided design applications on user's perceptive and cognitive system.

A second interesting area of application for VR systems - the clinical area - is explored by
Chapter 6, written by Riva, Molinari and Vincelli. The great potential offered by VR to clinical psychologists derives prevalently from the central role, in psychotherapy, occupied by the imagination and by memory. Using VR as an advanced imaginal system it is able to reduce the gap existing between imagination and reality improving the efficacy of a psychological therapy.

A further area of application, discussed in Chapter 7 by Riva and Gamberini is telemedicine. Since telemedicine is principally focusing on transmitting medical information, VR has the potential to enhance this function. Particularly VR can be used in telemedicine as an advanced communication interface, which enables a more intuitive mode of interacting with information, and as a flexible environment that enhances the feeling of physical presence during the interaction. In the chapter, the state of the art in VR-based telemedicine applications is described. A final area of application for VR is Computer Based Learning (CBL). CBL is well known as a source of effective tools to aid learning processes and there is evidence that computer simulation can contribute to raise interest and motivation in students and to effectively support knowledge transfer.

As discussed in Chapter 8, written by Ruggeroni, VR is very interesting for CBL because using virtual environments the learning process can be settled within an experiential framework. The chapter also presents a case study carried out to assess the influence of immersive subjective tendencies on the transfer of knowledge in the educational process mediated by VR. The obtained results support the effectiveness of these environments in the learning process and provide a reference framework for teachers and designers interested in this area.

Section 3 - Virtual Reality in Communication: Emerging Trends and Technologies - introduces technological developments in fields apparently far from VR. Seven chapters for four topics: telecommunications, computing, hardware, wet-ware. The vision that guided our choice is that breakthroughs in VR cannot come from the refinement of current human interface technology, but rather from fields that are undergoing spectacular improvements and are building new technological paradigms.

First, there is the technology of mobile communications. An amazing amount of information will reach a wireless VR user through the broadband mobile networks. An increasingly strict interleaving between real world and networking will rewrite the traditional definition of "augmented reality", whilst the new networks make feasible to decrease the power of the wearable interfaces and to leave the computation burden on the networked servers.

Chapter 9, written by Castelli, describes terminal, services and applications in the scenario generated by the diffusion of the Universal Mobile Telecommunications System (UMTS). We are conscious that there are many other topics in telecommunications which would have merited attention, but we preferred to leave room for other technologies and to deepen telecommunications in the forthcoming volumes of the series this book belongs to.

Chapters 10 and 11 are devoted to latest paradigms in computing. Walker explores the relationship between adaptive technologies and VR services. Adaptive technology stems from the application of "biological problem solving" to classical engineering problems, and becomes, according to Walker, an invaluable way to manage artificial complexity. Artificial neural networks, evolutionary computing, the ecological /embodied approach to artificial cognition and collective computing are some of the ways that allow us to attack problems which are intractable for a traditional engineering approach. These will include, in a near future, many key issues in virtual reality: from how to process data from large numbers of redundant noisy sensors to sensory fusion, from the identification of high level events to the effective personalization of interfaces.

Chapter 11
, written by Amigoni, Schiaffonati and Somalvico, follows a vision coherent with the previous one, though more focussed on epistemology. The focus is on the study of creativity, where a creative act is defined as the observation of a set of phenomena and the invention of a set of models of them. Within the framework of the multi-agent systems in artificial intelligence, the authors propose a partial explanation of creative intellectual activity via a specific form of agency called creative dynamic agency. Results of the study of creativity can be of great interest for researchers of VR: from one hand they regard the epistemological issue of methodology and creativity; from the other hand they allow for an improvement of technical methods in artificial intelligence. In the center there is always the human being, whose behaviors are the everlasting preoccupation and inspiration source for these studies as well as for VR technology.

There are exciting times ahead also gratia emerging technologies affecting the hardware of the human interfaces.

Chapters 12 an 13 discuss technology of artificial olfaction and nanofabrication. Davide, Holmberg and Lundstrom introduce the topic of olfactory information processing that is strangely not present in the common practice of VR applications. Two enabling technologies, electronic noses and virtual olfactory displays, are presented. They came from the science of chemical sensors and technology of gas calibration, respectively. They confirm the key assumption of this book: VR may greatly benefit from research and development fostered by fast growing applications, which have only a loose relationship with VR. Relevant psycho-physiological issues are also reviewed and originally presented for those who are more interested of end-to-end systems than of results internal to the discipline of artificial olfaction. Built on the advances that have been witnessed in microelectromechanical systems (the famous MEMS), nanomechanics is delivering stunning results. Nanoelectromechanical systems have been fabricated first in hard, inorganic materials, and then also in polymeric materials, which have many advantages in interfacing biological systems.

In
Chapter 13 Jager, Smela and Inganäs discuss how conducting polymeric nanosystems can produce controlled movements through the differential expansion of a layer of one material pressed against another of different material. Microrobots for cell manipulation are shown in this outstanding paper, already appeared in a recent issue of Science totally dedicated to nanotechnology. And there is more to come in the biological domain, also thanks to the impressive funding infusions into this field.

Direct interfaces to biological systems can follow paradigms, designated by the word wet-ware, radically different from the common ones. Sanguineti, Giugliano, Grattarola and Morasso report in Chapter 14 the state of the art in the technology of interfacing the neural system of living beings. Neural interaces are considered as both a peculiar kind of human-machine interaction in which there is no participation of the sensory and motor systems, and a means for the study of neural plasticity and neurocode. In this original chapter a hybrid system consisting of a mobile robot connected to a part of living brain tissue is presented as a bridge between the cellular and the behavioral levels. Another hybrid consisting of a network of cultured neurons connected to an artificial body is envisioned by the authors as a further step towards the understanding of basic mechanisms in information representation and processing in a sampled neuronal population.

Chapter 15, written by Dagnelie, closes the book with a brilliant and complete analysis of feasibility of neural visual prostheses for blind people. This is indeed more than VR claims: nonetheless these achievements are possible even if not yet practical. In the next decade we will have three research tracks, whose combined results will lead to retinal (and maybe cortical) working prototypes. In the long run, nervous prostheses using electronic implants and computer signal processing should emerge as well as bio-robotic applications based on the interface between living biology and robotics. It is not the come of the age of the cyborg but instead the opportunity to use the hardware as physical models of biological systems (e.g. to study in field locomotion, orientation and vertebrate arm control) and to be inspired by biological studies for new communication services.

The wide array of disciplines represented here strengthens the idea of using VR for real-life applications, and the continued growth and investigation of new approaches geared to helping improve the final usability of the emerging tools. As the field continues to grow, we eagerly expect larger on-the-field trials as well as outcomes comparisons to existing methods of practice, supporting continued growth of new applications.

In the end, we hope that the contents of this book will stimulate more research on technical, cognitive and human factors connected to the virtual experience and on how best use virtual technologies in communication, education, commerce, design and telemedicine.

Giuseppe Riva, Ph.D.
Istituto Auxologico Italiano
Milan, Italy

Fabrizio Davide, Ph.D.
Telecom Italia
Rome, Italy

Start of the page

Contents

Important: To read the chapters (PDF format) you need
Adobe Acrobat Reader


Please support us - Ask your institution to order the book.
to download chapters: 

Position the pointer on top of the chapter you want to download and click the right mouse button to bring up the menu.
Move down to Save this File as... and click the left mouse button.


For the download time check the size of the files: 200Kb require 35 sec. using a 56Kb connection.



Preface
A. Riccio
go to preface


Introduction
G. Riva and F. Davide
go to introduction


Section 1 - The Technology of Virtual Reality
1. Virtual Reality hardware and software: complex usable devices? (180 Kb)
R.C. Davies

download


Section 2 - Virtual Reality in Communication:
Human Factors and Applications


2. Virtual Communication: social interaction and identity in an electronic environment (122 Kb)

G. Riva and C. Galimberti
download

3. Virtual Reality as communication tool: a socio-cognitive analysis (48 Kb)

G. Riva
download

4. Communication and interaction in web based learning environments (165 Kb)
G. Riva

download

5. Perception and cognition in immersive Virtual Reality (502 Kb)
A. Gaggioli, R. Breining

download

6. VR as communicative medium between patient and therapist (70 Kb)
G. Riva, E. Molinari, F. Vincelli

download

7. Virtual Reality in telemedicine (87 Kb)
G. Riva, L. Gamberini

download

8. Ethical education with Virtual Reality: Immersiveness and the Knowledge Transfer Process (113 Kb)
C. Ruggeroni

download


Section
3 - Virtual Reality in Communication: Emerging Trends and Technologies

9. Universal Mobile Telecommunications System: terminals and applications (345 Kb)
G. Castelli

download

10. Virtual reality and adaptive technology (87 Kb)
R. Walker

download

11. Dynamic agency: models for creative production and technology applications (157 Kb)
F. Amigoni, V. Schiaffonati, M. Somalvico

download

12. Virtual olfactory interfaces: electronic noses and olfactory displays (234 Kb)
F. Davide, M. Holmberg, I. Lundström

download

13. Microfabrication: conjugated polymer actuators (1480 Kb)
E. W. H. Jager, E. Smela, O. Ingänas

download

14. Neuro-Engineering: from neural interfaces to biological computers (313 Kb)
F. Amigoni, V. Schiaffonati, M. Somalvico

download

15. Virtual technologies aid in restoring sight to the blind technology applications (369 Kb)
G. Dagnelie

download

Color plates for Chapters 13 and 15 (263 Kb)

download


Start of the page


Contributors

Francesco AMIGONI
Dipartimento di Elettronica e Informazione, Politecnico di Milano
Milan, Italy

Ralf BREINING
Competence Center for Virtual Reality, Fraunhofer Institute for Industrial Engineering
Stuttgart, Germany

Giorgio CASTELLICSELT
Centro Studi Laboratori e Telecomunicazioni Torino
Torino, Italy

Gislin DAGNELIE
Lions Vision Research and Rehabilitation Center, The John Hopkins University School of Medicine
Baltimore, MD, USA

Fabrizio DAVIDE
Innovation and Development, Telecom Italia S.p.A.
Rome, Italy

Roy C. Davies
Division of Ergonomics and Aereosol Technology, Department of Design Sciences, Lund Institute of Technology, Lund University
Lund, Sweden

Andrea GAGGIOLI
Applied Technology for Neuro-Psychology, Istituto Auxologico Italiano
Milan, Italy

Carlo GALIMBERTILICENT
Dipartimento di Psicologia, Università Cattolica
Milan, Italy

Michele GIUGLIANO
Dipartimento di Ingegneria Biofisica ed Elettronica (DIBE), Università di Genova
Genova, Italy

Massimo GRATTAROLA
Dipartimento di Ingegneria Biofisica ed Elettronica (DIBE), Università di Genova
Genova, Italy

Martin HOLMBERG
Laboratory of Applied Physics, Linköping University
Linköping, Sweden

Olle INGANAS
Biomolecular and Organic Electronics Department Of Physics and Measurement Technology, Linköping University
Linköping, Sweden

Edwin W. H. JAGER
Biomolecular and Organic Electronics Department Of Physics and Measurement Technology, Linköping University
Linköping, Sweden

Ingemar LUNDSTRÖM
Laboratory of Applied Physics, Linköping University
Linköping, Sweden

Enrico MOLINARI
Laboratorio Sperimentale di Ricerche Psicologiche, Istituto Auxologico Italiano
Milan, Italy

Dipartimento di Psicologia, Università Cattolica
Milan, Italy

Pietro MORASSO
Dipartimento di Informatica Sistemistica e Telematica (DIST), Università di Genova
Genova, Italy

Giuseppe RIVA
Applied Technology for Neuro-Psychology, Istituto Auxologico Italiano
Milan, Italy

Centro Studi e Ricerche di Psicologia della Comunicazione, Università Cattolica
Milan, Italy

Carlos RUGGERONI
National University of Rosario,
Rosario, Argentina

Vittorio SANGUINETI
Dipartimento di Informatica Sistemistica e Telematica (DIST), Università di Genova
Genova, Italy

Viola SCHIAFFONATI
Dipartimento di Elettronica e Informazione, Politecnico di Milano
Milan, Italy

Elisabeth SMELA
Department of Mechanical Engineering, University of Maryland
College Park, MD, USA

Marco SOMALVICO
Artificial Intelligence and Robotics project
Dipartimento di Elettronica e Informazione, Politecnico di Milano
Milan, Italy

Francesco VINCELLI
Laboratorio Sperimentale di Ricerche Psicologiche, Istituto Auxologico Italiano
Milan, Italy

Dipartimento di Psicologia, Università Cattolica
Milan, Italy

Richard WALKER
Istitute of Psychology Consiglio Nazionale delle Ricerche
Rome Italy

Artificial Intelligence Lab, Psychology Department
Facoltà di Lettere e Filosofia, II Università di Napoli
Caserta, Italy

Start of the page