Virtual Embodiment is an approach to Artificial Intelligence development which is related to embodiment in that it maintains the only way to create general intelligence like the human intellect is to use programs with 'bodies'. However, unlike embodiment, virtual embodiment maintains a VR form is sufficient ? actors and NPCs able to perceive their environment as real to them.
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Simone is a seminal virtual reality film, and there are several aspects of both the technology of VR and the social impact, which the film carries off very well, and which deserve to stand on their own merits. One of these is of course one part of the driving point of the film; avatar embodiment.
Researchers from Germany have discovered strong evidence that with humans, picking faces out of a crowd has a lot less to do with the shape of the face, or the expression upon that face, and a lot more to do with whether the teeth are visible or not.
A research effort intending to challenge the present limits of embodiment and aviation, by adding dexterous, strong and gentle arms, and hands to UAVs. These to be capable of operating on external objects mid-flight.
An overview of the Robocop films and TV series' together with how they have much to say on the very real areas of augmented reality, embodiment and robotics. This article also serves as an index for our growing range of articles examining individual aspects of the series' and the issues they directly showcase.
A Twilight Zone episode from the late 1950s, comprising of a mix of substrate chauvinism, the psychology of loneliness, artificial intelligence, avatar psychology, and embodiment in one half hour long, blunt and honest package.
A scene from the film Simone, describing the merging of human and machine elements, creating an avatar embodiment which is half her human operator, and half artificially sourced. A scene showing something that is all too realistic, and very likely to occur for real.
Julian Dibbell, freelance writer, and author of ?A Tiny Life? and other works chronicling the massive, disruptive impact of virtual lives on both the physical and the virtual. He tried a little experiment: was it possible to make more money from his forays into the virtual, buying and selling virtual items, than he makes as a successful writer?
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19-21 July 2009
Town and Country Resort & Convention Center, San Diego, USA
The HCI International 2009 jointly with the affiliated Conference, held under one management and one Registration, invite you to San Diego, Ca...
21 August 2009 - 21 August 2009
University of Geneva, Switzerland
"As machines get to be more and more like men, men will come to be more like machines" Joseph Krutch
The Swiss Center for Affective Sci...
A workshop on virtual reality hardware and software will take place from 30 November to 1 December in Stuttgart, Germany.
The workshop will present new trends in virtual reality hardware and software, organised around the fol...
It has finally come of age, the virtual car. Slobber over it, rub your hands deep into the uphostery, leave drool smears on the dashboard. Have fun off all sorts with the car before you buy it, after all, its youur virtual Maybach. A cross ...
Dubit Research put together a report for Virtual Worlds Forum asking its panel of 600 7-to-12-year-olds about their habits in virtual worlds. The numbers are fairly in line with those reported by Nielsen over the summer: 73% of surveyed tw...