Low level interaction is where interaction is limited solely to exploring a static virtual environment. There is no interaction beyond moving from place to place.
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Resources in our database matching the Term Low-level Interaction:
For gameworlds, this one. A comparison of the relative benefits of level based experience systems, with a level less system based on individual skill.
This book is an introductory level coverage of AI. Specifically it covers methods and algorithms that allow computer programs to automatically improve through experience. Intended for upper level undergraduate and introductory level graduate courses in machine learning, it is understandably light on content in many areas.
When it comes to voice, what is best is of course a voice module that can take a virtual voice as input just as well as a microphone - giving those without voices the same level of interaction as those with. That is what Vivox is working on, for Second Life and World of Warcraft.
Social interactions between players are very important for most MMO worlds? after all, the multi-user aspect is one of our big attractions. Maintaining a good level of social interaction is especially important after the world has shipped. Live development is all about keeping your subscribers playing, and a strong social network is amazingly effective in accomplishing that.
An introductory-level overview of the field of prosthetic limb replacement, and the level of development it is reaching.
The search to prove haptics for robotics is vital to human interaction, may have profound implications for human interaction online as well.
The Virtual Human Interaction Lab (VHIL) at Stanford University is engaged in using VR to observe how humans interact when within non-physical realms.
A detailed look at advancement systems for gameworlds, can be found in this article, going beyond the relative skill level comparison route, to discussing why hiding skill level gains will not work, the problems with comparative scoring for skill levels, and proposing a solution which offers greater incentive to learn, on the part of the player ? at the cost of more thought required by the developer.
A succinct quote on the nature of VR, to the point of saying that when it is used in business and education, will we truly desire full VR in personal interaction?
A look at the four essential qualities of true Roleplayers: Awareness, Interaction, Goals, and Incentive. Without these put into the characters by their players, you have persona play, not roleplay...
Industry News containing the Term Low-level Interaction:
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Tenth International Conference on Human-Computer Interaction
12-16 September 2005, Rome, Italy
The INTERACT '05 conference will highlight to both the academic and industrial world the importance of the Human-Computer ...
July 1 - July 2, 2009
CREATE 2009 is a 2-day conference about creating innovative interactions, whether digital consumer products, interactive services or interaction paradigms.
Researchers from the University of Toronto have created a system which allows for direct interaction by gesturel with virtual objects contained in a 3d (length x width x height) volumetric display.
The method used is to tra...
January 25 - January 27 2010
Cambridge, MA, USA
TEI, the conference on tangible, embedded, and embodied interaction, is about HCI, design, interactive art, user experience, tools and technologies, with a strong focus o...
Electronic Arts Campus, Redwood City, California, US
February 15 - 17, 2008
The i3D symposium is the leading-edge conference for real-time 3D computer graphics and human interaction. We invite you to submit papers acro...