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The end of the virtual world | Shot by Robert. Here & There in Manhattan. How to Read 1,000,000 Manga Pages: Visualizing Patterns in Games, Comics, Art, Cinema, Animation, TV, and Print Media | MIT World. CityScape: 3D urban terrains modeling tool. CityScape is an urban modeling tool that allows users to build both custom and real-world environments quickly and easily. The focus of the modeler is on allowing developers to focus on design rather than the labor involved in creation. CityScape's focus allows it to product environments 10x faster than traditional object modeling tools or scene editors.

CityScape Benefits:Rapid Urban Development Roads: Instantly create complex road networks with freeways, interchanges, bridges, overpasses, on/off-ramps, and cul-de-sacs.Props: Manually populate cities with buildings, trees, power lines, and custom imported props, or automatically in a single click. Active Adjustment: Making modifications after construction is complete is as simple as drag-and-drop.

Supports Popular File Formats: 3ds Max, Maya, COLLADA, GameBryo, OpenFlight, and Elevation Data. Links. Wiki. RepRap is humanity's first general-purpose self-replicating manufacturing machine. RepRap takes the form of a free desktop 3D printer capable of printing plastic objects. Since many parts of RepRap are made from plastic and RepRap prints those parts, RepRap self-replicates by making a kit of itself - a kit that anyone can assemble given time and materials.

It also means that - if you've got a RepRap - you can print lots of useful stuff, and you can print another RepRap for a friend... RepRap is about making self-replicating machines, and making them freely available for the benefit of everyone. We are using 3D printing to do this, but if you have other technologies that can copy themselves and that can be made freely available to all, then this is the place for you too. Reprap.org is a community project, which means you are welcome to edit most pages on this site, or better yet, create new pages of your own. RepRap was voted the most significant 3D-printed object in 2017.

Twinity: cracks in the mirror. One fascinating aspect of Twinity has always been it's mirror philosophy: "Twinity is a 3D mirror world based on real cities and real people. " Second Life used to have the tag line "Your world, your imagination"; Twinity has "Powered by Real Life", which nicely captures the difference between the two. There are, however, small cracks in the mirror, situations where the real world and the virtual mirror do not match. For instance, most people do not use their real identity in Twinity; they own places they don't have in the real world. These differences do not matter that much to me: the cities and buildings that make up the real world are mirrored, the inhabitants not necessarily. But this becomes more of an issue with Twinity's latest addition: the idyllical island of Palmadora which has opened recently.

I have mixed feelings about Palmador. But - there should not be a Palmador: the mirror is conjuring up a picture that doesn't exist in reality. Malaby. Virtual Worlds Timeline: Origins & Evolution of Social Virtual W. Twinity – Powered by Real Life. The Influence of the Avatar on Online Perceptions of Anthropomor. A framework for representing inhabitants in 3D virtu. E3 2009: Project Natal Milo demo. Evolver. Uncanny valley. An empirically estimated uncanny valley for static robot face images[1] In aesthetics, the uncanny valley is a hypothesized relationship between the degree of an object's resemblance to a human being and the emotional response to such an object. The concept of the uncanny valley suggests that humanoid objects which appear almost, but not exactly, like real human beings elicit uncanny, or strangely familiar, feelings of eeriness and revulsion in observers.[2] Valley denotes a dip in the human observer's affinity for the replica, a relation that otherwise increases with the replica's human likeness.[3] Examples can be found in robotics, 3D computer animations, and lifelike dolls among others.

With the increasing prevalence of virtual reality, augmented reality, and photorealistic computer animation, the 'valley' has been cited in the popular press in reaction to the verisimilitude of the creation as it approaches indistinguishability from reality. Etymology[edit] Hypothesis[edit] Green, R. La crédibilité de l'avatar tient à son regard. Doter les personnages virtuels de mouvements oculaires similaires à ceux d'un être humain renforce le sentiment de confiance. Un sentiment primordial dans les univers dédiés à la collaboration. La collaboration dans les mondes virtuels suppose une relation de confiance entre les interlocuteurs. Celle-ci est renforcée si les avatars reproduisent des comportements non-verbaux proprement humains, explique une équipe des universités de UCL et de Roehampton. Dans une étude, les chercheurs démontrent ainsi qu’en dotant les avatars d’un regard humain, la confiance entre les interlocuteurs s’en trouve accrue.

"C’est la question de la véracité du message qui est posée. Plus l’avatar ressemble au réel, plus celui-ci est crédibilisé", confirme à L’Atelier Hélène Zuili, de la société MakeMyWorlds, une agence de conseil qui propose aux professionnels des services de réalité virtuelle. Micazook Mirror World. INNOV8: CityOne. Metaverse Roadmap: Pathways to the 3D Web. Meet Emily - Image Metrics Tech Demo (HQ)