3D computer graphics are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be for later display or for real-time viewing.
Three-dimensional illusion effects are powerful devices that can achieve excellent results. They can also add significantly to overall page filesize, and can reduce usability if overused, so should be used deliberately and with care (unlike the title image above, see cooltext.com if you want one).
Some colleges that have built virtual classrooms in Second Life—the online environment where people walk around as avatars in a cartoonlike world—have started looking for an exit strategy. The virtual world has not lived up to the hype that peaked in 2007, when just about every day brought a new announcement from a college entering Second Life. Today, disenchanted with commercial virtual worlds but still convinced of their educational value, a few colleges have started to build their own, where they have more control.
First person user interfaces can be a good fit for applications that allow people to navigate the real world, “augment” their immediate surroundings with relevant information, and interact with objects or people directly around them.
Why are virtual worlds increasingly relevant to technical communicators? What human factors influence the design of virtual worlds? This article explores these two important questions from a technical communication perspective.
There is a need to develop new usability testing environments and methodologies for unconventional interactive systems. Pursuant to that need, we developed a low-cost test environment for a Head-Mounted Display (HMD)-based, virtual reality system called Osmose. Osmose was difficult to test for many reasons, one of which was its style of interaction. We began setting up the testing environment about two weeks before the start of the usability testing. We learned many lessons throughout the experience. This paper summarizes the study findings, both methodological - how to setup and conduct a usability lab for such an environment - as well as conceptual -the human experiences and behavioral patterns involved in using an immersive environment.
The purpose of this paper is to discuss virtual reality and interactive animation as potential documentation tools for training and information distribution and to discuss applications available for developing these genres.
The techniques and styles of correcting images in post-production have changed a lot over the last couple of years. First, we shall take a look at some of the trends and techniques that are happening right now. Next to that, we will take a look at the most impressive architectural visualization shot that CGI has ever seen and at the post-production in that shot. Next to that, the trend it started in terms of post-production.
Software products are easy to demonstrate to clients – the products can be carried around or accessed electronically. But what about hardware products? My product is a security panel for homes. It is a physical product that is difficult to carry around and show to prospective clients. My idea was turning this piece of hardware into a software simulation that would help users get a feel of the product, albeit electronically.
The aim of this article is to articulate a set of principles that can be applied to both the analysis and design of three-dimensional spaces. To achieve this aim, the article discusses the way three-dimensional spaces can be organized as a semiotic resource — a mode, which, like other modes, is multifunctional. The discussion begins by introducing a powerful social semiotic tool, Halliday's metafunctional theory (1978), which has previously been used to theorize numerous semiotic resources in western cultures: language, visual images, speech, music, sound and movement. It then `opens up' a grammar of three-dimensional space using Halliday's notion of three communicative functions. The research presented in this article is illustrated with a museum example, the Hyde Park Barracks Museum, Sydney. However, it is equally relevant to natural spaces as well as built spaces across a broad range of other fields: homes, schools, workplaces, retail sites, hospitals and virtual spaces.
Virtual reality and game technology can be used in the technical communication classrooms and the workplace as well as the laboratory. Because our communication into the 21st century will take many "technical" forms, the technology, creativity, degree of interaction, and multimedia designs of virtual reality simulations should become part of our communication technology in the 1990s. Although hypertext, hypermedia, computer-aided design (CAD), and multimedia, multisensory training applications are becoming more common in the workplace, the concept of virtual reality has seldom been translated into practical applications that require business and technical communicators to have special skills. As well, advances in holographic information create exciting new educational designs for the future.
The Virtual Reality Modeling Language (VRML) is a standard for describing three-dimensional, virtual scenes and environments that can be served via the World Wide Web. A rapidly emerging communication medium, VRML may soon become a technology used by technical communicators in many industries where 30 information truly enhances a message.
To prepare business communication undergraduates for a changing work world and to engage today’s tech-savvy students, many instructors have embraced social media by incorporating its use in the classroom. This article describes AxeCorp, a fictional com- pany headquartered on the immersive social networking platform, Second Life, and one particular exercise developed for the “company,” the AxeCorp Team Challenge. This challenge attempts to integrate students’ skill development with their knowledge of communication concepts through the creation of a virtual team.