Conference Paper

The Metaplastic Virtual Spaces

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Abstract

Virtual reality systems need new metaphors for their communication. This paper presents a fuzzy enhanced semantic virtual space model. The application of the model tries to improve its conceptualization and definition of a new virtual world system. The paper explains more precisely the theoretical and artistic background of metaplastic virtual worlds evolutions,from their archetypes to their definition.

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... This imagined space can be produced by inverting, abstracting, or contradicting ordinary environments (Burrows, 2020). This aesthetic approach is related to futurism, abstract art, and constructivism (Mura, 2007). ...
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Background Despite the significant level of recent interest in social virtual reality (VR), there has been little discussion about environment design considerations that affect social interactions. This study suggests two possibilities for environment design in social VR. One is reality-based worlds where the definition of place is obvious, and the other is virtuality-based worlds where the definition of place is ambiguous. This study aims to explore environment roles in social VR by comparing behaviours and users' responses in the two environments, with a focus on the early stages of social VR. Methods This study collected data from 46 research participants who were assigned to a team and arranged in a virtuality-based or reality-based environment setting. In order to explore initial social interactions, data of exploration and meeting sessions were collected. The differences in behaviour, according to their environment, were compared based on the coding scheme via video recording. For qualitative analysis, a contextual interview was held to understand affective responses by the given environment and the environmental factors influencing behaviours. Results As a result of the behaviour observation analysis, specific behaviours were prominent according to the provided environment designs in the early stages of social interactions. Significantly, we found that the behaviour of gazing at other participants (S_HeD) was significantly higher in the virtuality-based environment, and the behaviour of manipulating objects (In_Obj) was prominent in the reality-based space during the exploration session. On the other hand, the gap in behaviour decreased during the meeting session. As a result of the interview analysis, it was revealed that the virtuality-based environment indicates freedom to users, while the reality-based environment provides familiarity. Conclusions This research contributes to exploring the design possibilities and considerations through user data analysis of the different social VR environments. The study illustrates the importance of environment design in social VR and showes that the design can induce specific behaviours according to its contextual meaning. Also, social interactions can be motivated depending on how users affectively accept the environment. Understanding the role of environment design is significant for successful social VR functioning.
... Similarly, the digital medium can convincingly expand and reformat the analogue world into a highly malleable and plastic digital simulation (Mura, 2008). The virtual world also has an equal capacity, in what could be seen as an autopoietic (Maturana & logically and economically throughout the Exonet. ...
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This chapter introduces a methodology of metaplastic discipline for the realization of new virtual world. It explains the theoretical and artistic background of metaplastic virtual worlds evolutions, from their archetypes to their definition. The union between the plastic elements and the fuzzy logic systems, found its expression with new metaplastic aesthetic values. The virtual media acquire form and meaning through its process of conceptual interpretation. The metaphor of the artistic machine finds its new realization where the machine itself becomes aesthetic expression of the virtuality. The following paragraphs use metaplastic definitions within Art and Sciences application fields. In the conclusion of this chapter, two practical examples will be introduced.
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Creation dans les arts plastiques
  • A Kupka
The Virtual Reality Modelling Language
  • Iso Vrml
  • Iec