We have come a long way since Mario. The impact of high-resolution rendered avatars in 3D multi-user virtual worlds is considerable for our sense of real life identity and engagement with synthetic life forms that are increasingly finding their way into our lives. Psychologically our relations with people may be greatly influenced by our virtual interactions with avatars controlled by advance AI or by real people. The significance of these interactions for us is heavily influenced by the sense of immersion or believability in the virtual world. Our sense of immersion in these worlds is critical for the social relationships that develop. High-resolution graphical representations of people are essential to this.

I will be exploring these issues further from the end of the year. We'll be looking at the psychological impact of photorealistic synthetic avatars and the implications of their use and the attitudes and (social-emotional) attachments that form from them.
Join us in the graphics sphere http://slurl.com/secondlife/research%20center/122/142/651 at Oddfellow Studios to discuss how high resolution graphics will soon transform Immersive Education. Support for high-resolution avatars, objects and environments is a requirement for the next generation (3rd generation) of Immersive Education that is now under development. During this meeting we’ll discuss and see examples of: high resolution avatars; high resolution objects and environments; photo-based modeling technology that enables high resolution avatars to be automatically created from a photograph of your face; current and next generation graphics rendering engines and game engines; open file formats and open art paths that enable “CREATE ONCE, EXPERIENCE EVERYWHERE”.


1 comments:
See Please Here
Post a Comment