Immersive Communication


Book Description

Communication, like the atmosphere itself, is ubiquitous and essential for humans and with the development of new technologies, such as wireless internet, 3D printing and virtual reality, it has become almost impossible to live without it. In addition, means of communication have changed immeasurably. This book proposes a new research paradigm that incorporates new features and factors of communication and a new theoretical framework named “immersive communication”. Pointing out that communication today has moved beyond the bi-directional, mass communication of "the second media age" to ubiquitous, immersive communication in "the third media age", the author discusses the definition, characteristics, information structure, and models of immersive communication using various examples including Fitbit, Apple, 4G and other technologies, while envisioning future applications of the immersive communication model. Scholars and students of communication studies, especially those interested in the manifestations of the new media age, will all benefit from this book. It will also appeal to readers interested in new media and communication theories.




Conversing in the Metaverse


Book Description

How do metaverse technologies change how we communicate with each other? This book explores how existing metaverse technologies affect our communication, both verbal and non-verbal, as well as the ramifications of these effects. Communication is central to the human experience, and how we currently communicate (and will communicate) can affect our sense of identity and relationships with others, which can have huge long term societal repercussions. Utilising methods of digital ethnography and linguistic landscape, this book takes an in-depth look at what exactly the metaverse is-or will be-and tracks the technological and societal trends that surround it. To do so, it questions what differentiates the metaverse from earlier connected virtual worlds like World of Warcraft or Second Life, and features extracts from interviews with the users and developers of current metaverses, such as Roblox, Minecraft, and Gather.town. It also investigates the impact of the pandemic in changing and accelerating how we communicate in virtual spaces.




Web Communication Technologies and Internet-Related Social Issues - HSI 2003


Book Description

This book constitutes the refereed proceedings of the Second International Conference on Human.Society@Interet, HSI 2003,held in Seoul, Korea, in June 2003. The 57 revised full papers and 31 revised short papers presented were carefully reviewed and selected from 219 submissions. The papers are organized in topical sections on Web performance, authentication, social issues, security and document access, routing, XML, Internet applications, e-business, scheduling and resource allocation, wireless networks, Web components, multimedia communications, e-payment and auctions, cyber education, mobility and handoff, Internet protocols, mobile agents, and communications.




Communication in the Age of Virtual Reality


Book Description

This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?




Internal Communication in the Age of Artificial Intelligence


Book Description

Transformational leaders need to be exceptional communicators. Bombarded by new technology and unsure where artificial intelligence will take us? Asking yourself how this will impact communication at scale in your organization? How can you best harness this power for business success? Companies and projects are at risk. Effective strategic internal communication will attract, engage, align, and retain your people to weather this storm of change. It will help them adopt new technologies. But how can you tell if your strategy will succeed? What questions should you ask? Internal Communication in the Age of Artificial Intelligence reveals a modern, multilayered approach to internal communication. It’s a practical guide for business leaders and communicators, filled with global case studies, behind-the-scenes insights, and stories from industry experts. You’ll learn what basics must be done brilliantly, how to engage with communities, and why a new immersive communication mindset is needed to prepare you for the future.




Autonomic Communication


Book Description

The ?rst IFIP Workshop on Autonomic Communication (WAC 2004) was held 18–19 October 2004 in Berlin, Germany. The workshop was organized by Fra- hofer FOKUS with the help of partners of the EU-funded Autonomic Com- nication Coordination Action — IST-6475 (ACCA), and under technical sp- sorship of IFIP WG6. 6 — Management of Networks and Distributed Systems. The purpose of this workshop was to discuss Autonomic Communication—a new communication paradigm to assist the design of the next-generation n- works. WAC 2004 was explicitly focused on the principles that help to achieve purposeful behavior on top of self-organization (self-management, self-healing, self-awareness, etc. ). The workshop intended to derive these common principles from submissions that study network element’s autonomic behavior exposed by innovative (cross-layer optimized, context-aware, and securely programmable) protocol stack (or its middleware emulations) in its interaction with numerous, often dynamic network groups and communities. The goals were to understand how autonomic behaviors are learned, in?uenced or changed, and how, in turn, these a?ect other elements, groups and the network. The highly interactive and exploratory nature of WAC 2004 de?ned its format — six main sessions grouped in three blocks, each block followed by a panel with all speakers of the previous block as panellists and session chairs as panel moderators. The?rstpanelaimedtohighlightthemainprinciplesguidingresearchinal- rithms,protocolsandmiddleware;thesecondpanelinvestigatedgrandchallenges of network and service composition; the third panel had to answer the question “HowDoestheAutonomicNetworkInteractwiththeKnowledgePlane?”. Panel reports were compiled by panel moderators and conclude this volume.




Advances of Immersive Entertainment Experience in Tourism


Book Description

This book studied the newly emerged business format of immersive entertainments experience, mainly focusing on offline forms, which have been proved to contribute a lot to the upgrading of modern culture and tourism industry development. With solid theoretical research on interactive digital narrative and immersive experience etc., it defined the immersive entertainment. Based on comprehensive analysis of immersive entertainment industry development at home and abroad, the research team initiated a thorough investigation of status quo of immersive entertainment in Shanghai. By deep interviewing with professionals, operators and consumers in the immersive entertainment industry, it aims to explore the reasons behind the popularity of immersive entertainment experience and the booming immersive industry, introduce typical formats and classification methods of immersive experiences, compare common development models in the immersive entertainment industry, identify development bottlenecks, and discuss future trends and suggestions in the immersive entertainment industry. This book is the collaborative effort of researchers led by Chen Liying’s research team. Chen Liying established the research framework for the entire project and oversaw the final manuscript and revisions. Tao Tingfang contributed a lot to the original idea and framework of the book. Zhangjing was responsible for the initial draft of Chapter 4, 5, 6. Yin Weihua was responsible for the Shanghai immersive entertainment development. Guan Xu was responsible for international cases and experiences. Chen Liying was responsible for Chapter 1, 2, 3, 7 and the initial draft of Chapter 8, as well as supplementing some case studies. Ma Yingjie was responsible for the technological path of Chapter 7.







Immersive Video Technologies


Book Description

Get a broad overview of the different modalities of immersive video technologies—from omnidirectional video to light fields and volumetric video—from a multimedia processing perspective. From capture to representation, coding, and display, video technologies have been evolving significantly and in many different directions over the last few decades, with the ultimate goal of providing a truly immersive experience to users. After setting up a common background for these technologies, based on the plenoptic function theoretical concept, Immersive Video Technologies offers a comprehensive overview of the leading technologies enabling visual immersion, including omnidirectional (360 degrees) video, light fields, and volumetric video. Following the critical components of the typical content production and delivery pipeline, the book presents acquisition, representation, coding, rendering, and quality assessment approaches for each immersive video modality. The text also reviews current standardization efforts and explores new research directions. With this book the reader will a) gain a broad understanding of immersive video technologies that use three different modalities: omnidirectional video, light fields, and volumetric video; b) learn about the most recent scientific results in the field, including the recent learning-based methodologies; and c) understand the challenges and perspectives for immersive video technologies. - Describes the whole content processing chain for the main immersive video modalities (omnidirectional video, light fields, and volumetric video) - Offers a common theoretical background for immersive video technologies based on the concept of plenoptic function - Presents some exemplary applications of immersive video technologies




Driving 5G Mobile Communications with Artificial Intelligence towards 6G


Book Description

- provides some fundamental concepts related to 5G networks and the 5G NR signal processing. A review of AI and state of the art machine learning techniques is also given. - deals with the 5G/6G and AI enabled applications such as AR/VR, autonomous vehicles, mobile multimedia services, context aware communications, Industrial IoT and security. -elaborates on how AI techniques can enhance network and traffic management in 5G/6G networks. These include AI based mobility management, routing, scheduling, network performance optimization and even energy efficiency. -discusses the application of AI to 5G/6G NR signal processing and also the air interface. AI and deep learning techniques for channel coding, automatic modulation detection, channel estimation and equalization as well as spectrum management are presented with a view to highlight the benefits of using AI as compared to traditional techniques.