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Glossary term References
Immersion

is here defined as ”the extent to which the actual system delivers a surrounding environment, one which shuts out sensations from the ‘real world’, which accommodates many sensory modalities, has rich representational capability [...] ”. it implies also [sensory involvement] and [sense of presence]

W. S. and M., S., A Framework for Immersive Virtual Environments (FIVE): Speculations on the role of Presence in Virtual Environments, Presence: Teleoperators and Virtual Environments. , vol. 6, no. 6, pp. 603-616, 1997.
Immersive Virtual Museum

a Virtual Museum communicating the content by means of immersive technology, making the user feeling to be immersed in a surrounding environment, shutting out sensations from the 'real world'.
From user perspective, as it emerged from Archeovirtual 2011 evaluation [see Deliverable 7.2], level of immersion is connected not only with the technology used, but also with the type of communication used which contributes to create an experience [narrative virtual museum] and [dramatization-based virtual museum].  It includes [high-immersion Virtual Museum] and [low-immersion Virtual Museum]

W. S. and M., S., A Framework for Immersive Virtual Environments (FIVE): Speculations on the role of Presence in Virtual Environments, Presence: Teleoperators and Virtual Environments. , vol. 6, no. 6, pp. 603-616, 1997.
Infrastructure

The physical platforms upon which systems, facilities and networks are run. It enables connectivity and provides services via applications

J. Hartley, Communication Cultural and Media Studies: The Key Concepts. 2002.
Innovation Convention 2014

development of an idea into something new

It is different from Creativity. CREATIVITY is the process through which new ideas are produces; INNOVATIOn is the process through which they are implemented

J. Hartley, Communication Cultural and Media Studies: The Key Concepts. 2002.
Intellectual property

Ownership of intangible information [...]. It is a legal framework that enables information to be owned and hence allows the owner to constrict its use or determine who uses it.

COPYRIGHT is one example of intellectual property.

J. Hartley, Communication Cultural and Media Studies: The Key Concepts. 2002.
Interaction

is related to the user capability of modifying the environment and receiving a feedback to his/her actions. Both immersion and interaction concur to realize what is one of the main goals of a virtual experience: presence, i.e. the belief of actually being in a virtual space. 

Beyond virtual museums: Experiencing immersive virtual reality in real museums. , Journal of Cultural Heritage, vol. 11, pp. 452-458, 2010.
Interactive Virtual Museum

An Interactive Virtual Museum is a Virtual Museum responding to a user's input [ref. Oxford Dictionary]. It includes [device-based interaction] and [gesture-based interaction]

Deliverable 2.1. 2014.
Interactivity

signifies the development of the relationship between person and computer, and with other via the computer.

J. Hartley, Communication Cultural and Media Studies: The Key Concepts. 2002.

European Union Seventh Framework

V-MusT.net is a Network of Excellence. The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7 2007/2013) under the Grant Agreement 270404.