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A Virtual artifact (VA) is an immaterial object that exists in the human mind or in a digital environment, for example the Internet, intranet, virtual reality, etc.[1] WordNet gives four main senses for the English noun object: a physical entity; something that is within the grasp of the senses; an aim, target or objective â see Object (task); a grammatical Object â either a direct object or an indirect object the focus of cognitions or feelings. ...
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An intranet is a private computer network that uses Internet protocols, network connectivity, and possibly the public telecommunication system to securely share part of an organizations information or operations with its employees. ...
Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, be it a real or imagined one. ...
Background
The term "virtual artifact" has been used in variety of ways in the scientific discourse. Previously it has referred to objects of different nature (i.e. images, user-interfaces, models, prototypes) that exist in the digital environment. The concept behind the term is rapidly developing and expanding as new phenomena emerge in the virtual domain.
The history of the phenomenon Imaginary worlds, characters, items and such have been described in stories and tales since the dawn of humanity. In the philosophic discourse utopias have existed where extensive systems and their components have been depicted in detail. Imaginary artifacts have been described and created in terms of the language and visual presentation. The development of the visual presentation techniques (i.e. linear perspective, cinematography) enabled more sophisticated methods to describe these artifacts, events and entities in paintings, photographs and films. The development of computing made possible the creation of interactive virtual environments that were based on digital technologies and new methods of presentation. In digital environments (VR, internet, intranet) virtual artifacts became independent entities that could exist and interact outside of the human mind. Even previously unknown, complex forms and imaginary artifacts (i.e. fractals) could be created in these environments.[2]
Virtual artifacts in digital environments Humans have expanded the existing environment to the virtual domain. Virtual artifacts can be seen as an essential cultural phenomenon in modern society. Virtual artifacts bear meanings and functions and since they are part of the world they affect real world events and people’s lives. The virtual is a concept applied in many fields with somewhat differing connotations, and also denotations. ...
An artifact (also artefact) is a term coined by Sir Julian Huxley meaning any object or process resulting from human activity. ...
Virtual artifacts have certain similarities to real-life artifacts even though they do not have physical properties in the traditional sense. However, real-life objects and environments can be simulated in digital environments (like computer games, 3D modeling or virtual reality). Simulated virtual objects (photorealistic VA) and environments have a model in the real world, however, depending on the context, an abstract virtual artifact isn’t necessarily dependent on the laws of physics or causality.[3] This article needs a complete rewrite for the reasons listed on the talk page. ...
The rewrite of this article is being devised at Talk:3D computer graphics/Temp. ...
This article is about the art movement. ...
Some virtual artifacts are purely abstract in their nature, therefore they can't model real-life objects or phenomena. For example computer programs or digital user interfaces, while often containing representative components of real-life objects, can't exist in physical terms. These virtual artifacts do not have to be comprehensible to humans at all; they can be created and understood solely by artificial intelligence. A computer program (often simply called a program) is an example of computer software that prescribes the actions (computations) that are to be carried out by a computer. ...
The user interface is the part of a system exposed to users. ...
// Hondas intelligent humanoid robot AI redirects here. ...
Virtual artifacts can have physical properties (for example color, length) depending on the environment they exist in. These physical properties can be presented and perceived using a certain medium such as a computer screen. On the other hand, virtual artifacts can also contain properties that aren’t perceptible. Due to their immaterial nature they can be flexibly accessed, reproduced and archived — even simultaneously by multiple users.
Purposes and uses of virtual artifacts - In the field of archeology, real world artifacts are modelled/reproduced in a digital environment, where they can be modified, reconstructed, and archived. Also, whole historical sites and buildings (i.e. Theban Mapping Project) are reconstructed in a virtual environment.
- Virtual artifacts are a crucial part of digital, imaginary game worlds.
- Artwork that is presented/archived in a virtual environment can be considered as a virtual artifact.
- Designers (such as fashion designers, industrial designers, architects) use virtual artifacts (i.e. prototypes, testing environments) in their work process.
Archaeology or sometimes in American English archeology (from the Greek words αρχαίος = ancient and λόγος = word/speech) is the study of human cultures through the recovery, documentation and analysis of material remains, including architecture, artefacts, biofacts, human remains, and landscapes. ...
See drugs, medication, and pharmacology for substances that are used to treat patients. ...
Chemistry (from Greek Ïημεία khemeia meaning alchemy, see below for possible origins of this word) is the science of matter at the atomic to molecular scale, dealing primarily with collections of atoms (such as molecules, crystals, and metals). ...
A giant Hubble mosaic of the Crab Nebula. ...
Designer is a broad term for a person who designs any of a variety of things. ...
Prototypes or prototypical instances combine the most representative attributes of a category. ...
Virtual consumerism Virtual artifacts can have a virtual and/or "real" exchange value, and thus can be considered as products. A person or other juristically defined actor can claim ownership and invest money in virtual artifacts. Virtual artifacts can also be valuable in an economical sense outside the environment (i.e. virtual worlds such as massively multiplayer online games) they are created in. For example game items and characters are valued in terms of real currencies.[4] A massive multiplayer online game (MMOG) is a type of computer game that enables hundreds or thousands of players to simultaneously interact in a game world they are connected to via the Internet. ...
Within many virtual worlds, there exists a virtual economy that often mimics real-life commercial features and models such as trading with in-game virtual artifacts, virtual currencies, supply and demand, etc. A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual persistent world, usually in the context of an Internet game. ...
The supply and demand model describes how prices vary as a result of a balance between product availability at each price (supply) and the desires of those with purchasing power at each price (demand). ...
There is a viable real-life business model based on the exhange of virtual artifacts within a virtual environment. One example is the social networking game Habbo Hotel; In Habbo-world, users buy virtual products such as furniture for their virtual hotel room with real money. Many online games require a paid subscription for providing access to the game world, creating revenue to the creator of the world. An editor has expressed a concern that the subject of the article does not satisfy the notability guideline or one of the following guidelines for inclusion on Wikipedia: Biographies, Books, Companies, Fiction, Music, Neologisms, Numbers, Web content, or several proposals for new guidelines. ...
Moreover, virtual game environments have also created commercial models around them. In fact, the market for virtual artifacts such as game items or virtual property is booming [1]. In China, for example, people are hired to play online games to develop game characters and collect game resources. [2] Furthermore, virtual environments have enabled the production and commercialization of virtual artifacts created by end-users — creating new markets and effectively blurring the line between "real" and virtual consumerism. [3]
Notes - ^ Masaki Omata, Kentaro Go, Atsumi Imamiya. A Gesture-Based Interface for Seamless Communication between Real and Virtual Worlds. 6th ERCIM Workshop "User Interfaces for All" October 2000. Dmitry Sokolov, Dimitri Plemenos and Karim Tamine. Methods and data structures for virtual world exploration. The Visual Computer Volume 22, Number 7 / July, 2006. Janet Rountree and William Wong. Learning to Look: Real and Virtual Artifacts. Educational Technology & Society 5 (1) 2002. Shahram Izadi, Mike Fraser, Steve Benford, Martin Flintham, Chris Greenhalgh, Tom Rodden, Holger Schnädelbach. Citywide: Supporting Interactive Digital Experiences Across Physical Space. Personal and Ubiquitous Computing, Volume 6, Number 4 / September, 2002.
- ^ Steven R. Holtzmann. Digital Mantras - The Languages of Abstract and Virtual Worlds, p. 193-211. The MIT Press 1996.
- ^ Vince, John. Introduction to virtual reality. Springer-Verlag London limited 2004.
- ^ Lehdonvirta, Vili. Real-Money Trade of Virtual Assets: New Strategies for Virtual World Operators. Proceedings of Future Play 2005, Michigan State University, 13-15 October 2005.
References - "Virtual property market booming" BBC News | Technology, 9 November 2005.
- Caroline Bailey. "China's full-time computer gamers" BBC News | Technology, 13 October 2006.
- Jo Twist. "Picturing online gaming's value" BBC News | Technology, 27 October 2005.
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