Internet chat rooms: new meeting places for real identities
- Authors: Marneweck, Maritha
- Date: 2008-10-27T06:38:57Z
- Subjects: Internet , Virtual reality , Communication and technology , Online chat groups , Computer communication systems
- Type: Thesis
- Identifier: uj:13291 , http://hdl.handle.net/10210/1330
- Description: M.A. , The anonymity associated with Computer Mediated Communication has formed the basis of an assumption that fantasy is a prominent feature of interactions taking place via the internet. Some of the literature argues that through fantasy identities all participants are able to become whoever they want to be, creating new virtual communities where equality between members is fundamental in their interactions. The findings of this dissertation suggest, however, that anonymity is limited by the reasons for chat room participation. Further, all the members are not equal, with a clear hierarchy evident as one logs onto the site. This study also argues that the concept of ‘virtual communities’ is not an accurate description of what occurs in chat rooms. The examination of chat rooms as ‘new meeting places’ for real identities is expected to generate more accurate theoretical postulations, in which the significance of the linkages between on- and offline realities is acknowledged. The extended case method was used to examine a chat room, known as Conversations, to investigate the linkages between online participation patterns and offline realities. Issues concerning identity and identity formation informed the principal motives in the selection of a research design that allowed the researcher extensive exposure to the members of this chat room. Since the emphasis was on the discovery of the meaning the chatters themselves attached to their participation, it was important to use a comprehensive research design. To this effect, three complementary data gathering techniques were employed; namely: virtual participant observation, face-to-face participant observation and in-depth interviews. Through this innovative research design the linkages between social opportunities, individual motivation and chat room participation were illuminated. , Meera Ichharam Chris Bolsmann
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- Authors: Marneweck, Maritha
- Date: 2008-10-27T06:38:57Z
- Subjects: Internet , Virtual reality , Communication and technology , Online chat groups , Computer communication systems
- Type: Thesis
- Identifier: uj:13291 , http://hdl.handle.net/10210/1330
- Description: M.A. , The anonymity associated with Computer Mediated Communication has formed the basis of an assumption that fantasy is a prominent feature of interactions taking place via the internet. Some of the literature argues that through fantasy identities all participants are able to become whoever they want to be, creating new virtual communities where equality between members is fundamental in their interactions. The findings of this dissertation suggest, however, that anonymity is limited by the reasons for chat room participation. Further, all the members are not equal, with a clear hierarchy evident as one logs onto the site. This study also argues that the concept of ‘virtual communities’ is not an accurate description of what occurs in chat rooms. The examination of chat rooms as ‘new meeting places’ for real identities is expected to generate more accurate theoretical postulations, in which the significance of the linkages between on- and offline realities is acknowledged. The extended case method was used to examine a chat room, known as Conversations, to investigate the linkages between online participation patterns and offline realities. Issues concerning identity and identity formation informed the principal motives in the selection of a research design that allowed the researcher extensive exposure to the members of this chat room. Since the emphasis was on the discovery of the meaning the chatters themselves attached to their participation, it was important to use a comprehensive research design. To this effect, three complementary data gathering techniques were employed; namely: virtual participant observation, face-to-face participant observation and in-depth interviews. Through this innovative research design the linkages between social opportunities, individual motivation and chat room participation were illuminated. , Meera Ichharam Chris Bolsmann
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Small-scale visualisation in the manufacturing environment
- Authors: Gerber, E.
- Date: 2012-02-06
- Subjects: Computer graphics , Virtual reality , Three-dimensional display systems , Manufacturing processes , Technological innovations
- Type: Thesis
- Identifier: uj:1980 , http://hdl.handle.net/10210/4336
- Description: M.Sc. , The domain of computer graphics has undergone phenomenal changes and improvements over the past decade, to the extent that photorealistic renderings have now become possible. Evidence of the vast potential of such renderings is all too clear in movies such as The Titanic. In the manufacturing arena, however, it is rarely required to produce visualisations of this quality. The rendered image is, in fact, required merely to visualise the required data set effectively and unambiguously, a requirement that can be met without reverting to the latest rendering algorithms. What is considered more important, however, is the functionality that has become available to the user. Virtual-reality-type interfaces and displays, real-time object manipulation and interactive measuring utilities are but a few functions required effectively to reduce costs during the design phase of a project. Although handy, the latter functions serves exponentially to multiply the processing requirements of the underlying hardware platform. In order, therefore, to ensure that interactiveness be maintained, some rendering techniques may have to be omitted so as to render the visualised scene unambiguously. Traditionally, visualisations required specialised graphics workstations. Although this requirement still obtains to medium- and large-scale visualisations, the PC industry has seen a dramatic increase in computing power, to the extent that it might be possible to implement small-scale visualisations at PC level soon. DirectX constitutes a set of graphics libraries developed by Microsoft as a standard for game developers and video accelerator manufacturers. Although DirectX has very rarely been implemented in a non-gaming environment, it is possible through the use of effects such as texture mapping and Gourad shading, which effects are supported by DirectX, to create a small-scale visualisation of acceptable rendering quality. If this could be achieved, companies could use their existing computers to implement visualisations of this kind. In so doing, visualisation capabilities would be made available to a much bigger segment of the market.
- Full Text:
- Authors: Gerber, E.
- Date: 2012-02-06
- Subjects: Computer graphics , Virtual reality , Three-dimensional display systems , Manufacturing processes , Technological innovations
- Type: Thesis
- Identifier: uj:1980 , http://hdl.handle.net/10210/4336
- Description: M.Sc. , The domain of computer graphics has undergone phenomenal changes and improvements over the past decade, to the extent that photorealistic renderings have now become possible. Evidence of the vast potential of such renderings is all too clear in movies such as The Titanic. In the manufacturing arena, however, it is rarely required to produce visualisations of this quality. The rendered image is, in fact, required merely to visualise the required data set effectively and unambiguously, a requirement that can be met without reverting to the latest rendering algorithms. What is considered more important, however, is the functionality that has become available to the user. Virtual-reality-type interfaces and displays, real-time object manipulation and interactive measuring utilities are but a few functions required effectively to reduce costs during the design phase of a project. Although handy, the latter functions serves exponentially to multiply the processing requirements of the underlying hardware platform. In order, therefore, to ensure that interactiveness be maintained, some rendering techniques may have to be omitted so as to render the visualised scene unambiguously. Traditionally, visualisations required specialised graphics workstations. Although this requirement still obtains to medium- and large-scale visualisations, the PC industry has seen a dramatic increase in computing power, to the extent that it might be possible to implement small-scale visualisations at PC level soon. DirectX constitutes a set of graphics libraries developed by Microsoft as a standard for game developers and video accelerator manufacturers. Although DirectX has very rarely been implemented in a non-gaming environment, it is possible through the use of effects such as texture mapping and Gourad shading, which effects are supported by DirectX, to create a small-scale visualisation of acceptable rendering quality. If this could be achieved, companies could use their existing computers to implement visualisations of this kind. In so doing, visualisation capabilities would be made available to a much bigger segment of the market.
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The digital disruption of virtual reality and the future of the steel roller coaster : an initial industry analysis
- Louw, Candice, Louw, Brenda Lotriet
- Authors: Louw, Candice , Louw, Brenda Lotriet
- Date: 2018
- Subjects: Digital disruption , Virtual reality , Roller coaster
- Language: English
- Type: Article
- Identifier: http://hdl.handle.net/10210/276349 , uj:29569 , Citation: Louw, C. & Louw, B.L. 2018. The digital disruption of virtual reality and the future of the steel roller coaster : an initial industry analysis. , ISSN: 2223-814X
- Description: Abstract: In the overlapping realms of digital design, engineering, tourism/leisure and thrill seeking, roller coasters are sought after attractions capable of drawing millions of visitors to amusement and theme parks located all over the world. More recently (from 2015) however, numerous new and existing roller coasters have been retrofitted to accommodate a Virtual Reality (VR) experience overlay – evidence of the infiltration of the digital disruption in yet another industry. Subsequently, in this paper, we firstly endeavour to examine the global footprint of the European Steel Roller Coaster Industry (ESRCI) as an export of the European economic region, while secondly, determining to what extent Virtual Reality (VR) has already infiltrated the industry. As a result, an exploratory study was conducted to identify the operational roller coasters of 23 European-based steel roller coaster manufacturers, also noting the country in which each roller coaster is operating. The results were used to establish a global footprint of the ESRCI, while an indication is also given to whether any of these manufacturers’ operational roller coasters have already been retrofitted with VR. Initial findings confirm that although the concept of the VR enhanced roller coaster is still fairly new (introduced in 2015), the effects are already wide spread with 8 of the 23 ESRC manufacturers having been affected by VR additions to one or more of their operational roller coasters within the 3 year time frame (2015 – 2017). While VR product development and integration strategies are still in the early stages, as it currently stands, VR is identified as a key role player and complementary technology for further consideration in the roller coaster industry going forward. Moreover, by adopting a manufacturer and industry centric point of view on the subject matter, this paper provides a point of departure for examining the current usage and trends of VR in the ESRCI, which may be transferrable to the roller coaster and amusement industries at large. This, in turn, may advance future discourse in the understanding of whether VR poses a threat to new roller coaster infrastructure development, is a complimentary asset to existing roller coaster infrastructure or is merely a passing fad.
- Full Text:
- Authors: Louw, Candice , Louw, Brenda Lotriet
- Date: 2018
- Subjects: Digital disruption , Virtual reality , Roller coaster
- Language: English
- Type: Article
- Identifier: http://hdl.handle.net/10210/276349 , uj:29569 , Citation: Louw, C. & Louw, B.L. 2018. The digital disruption of virtual reality and the future of the steel roller coaster : an initial industry analysis. , ISSN: 2223-814X
- Description: Abstract: In the overlapping realms of digital design, engineering, tourism/leisure and thrill seeking, roller coasters are sought after attractions capable of drawing millions of visitors to amusement and theme parks located all over the world. More recently (from 2015) however, numerous new and existing roller coasters have been retrofitted to accommodate a Virtual Reality (VR) experience overlay – evidence of the infiltration of the digital disruption in yet another industry. Subsequently, in this paper, we firstly endeavour to examine the global footprint of the European Steel Roller Coaster Industry (ESRCI) as an export of the European economic region, while secondly, determining to what extent Virtual Reality (VR) has already infiltrated the industry. As a result, an exploratory study was conducted to identify the operational roller coasters of 23 European-based steel roller coaster manufacturers, also noting the country in which each roller coaster is operating. The results were used to establish a global footprint of the ESRCI, while an indication is also given to whether any of these manufacturers’ operational roller coasters have already been retrofitted with VR. Initial findings confirm that although the concept of the VR enhanced roller coaster is still fairly new (introduced in 2015), the effects are already wide spread with 8 of the 23 ESRC manufacturers having been affected by VR additions to one or more of their operational roller coasters within the 3 year time frame (2015 – 2017). While VR product development and integration strategies are still in the early stages, as it currently stands, VR is identified as a key role player and complementary technology for further consideration in the roller coaster industry going forward. Moreover, by adopting a manufacturer and industry centric point of view on the subject matter, this paper provides a point of departure for examining the current usage and trends of VR in the ESRCI, which may be transferrable to the roller coaster and amusement industries at large. This, in turn, may advance future discourse in the understanding of whether VR poses a threat to new roller coaster infrastructure development, is a complimentary asset to existing roller coaster infrastructure or is merely a passing fad.
- Full Text:
The impact of Forensic Laser Scanning Technology on incident investigations in the Mining Industry
- Webber-Youngmana, Ronny, Grobler, Hennie, Gazia, Thabo, Stroh, Francois, Van der Vyver, Albert
- Authors: Webber-Youngmana, Ronny , Grobler, Hennie , Gazia, Thabo , Stroh, Francois , Van der Vyver, Albert
- Date: 2019
- Subjects: Laser scanning , Virtual reality , Incident investigation
- Language: English
- Type: Article
- Identifier: http://hdl.handle.net/10210/407537 , uj:34308 , Citation: Webber-Youngmana, R. et al. 2019: The impact of Forensic Laser Scanning Technology on incident investigations in the Mining Industry.
- Description: Abstracts: Over the past 20 years risk assessments have been done in the South African mining industry, but still we do not always correctly identify the root cause of an incident. An incident investigation is not only about the identification of the hazards, but also about understanding the way hazards materialise and what the release mechanisms are. Fundamentally, risk is about uncertainty and for this reason incident investigations remain a very subjective practice. In addition, the low level of detail obtained by conventional surveying is not appropriate in the changing world of technology and data availability. However, a significant improvement in risk prevention has been shown where mines have adopted the principle of multilateral hazard identification through the inclusion of laser scanning, along with multiple control regimes to avoid repeats of incidents. This article provides an outline and description of the mines’ accident investigation process from the time an incident occurs to the point when the investigation is closed out. It also examines how laser scanning can be used to add significant value in terms of identifying the real or root cause of an incident and in this way allow real working solutions to be formulated to avoid incident repeats. What has been learned from laser scans of a number of incidents is discussed. The article highlights the requirements for forensic surveying specifically in an underground environment and alerts the reader to pitfalls and potential flaws that can be introduced into a forensic survey if the correct attention is not given to the fundamental surveying principles.
- Full Text:
- Authors: Webber-Youngmana, Ronny , Grobler, Hennie , Gazia, Thabo , Stroh, Francois , Van der Vyver, Albert
- Date: 2019
- Subjects: Laser scanning , Virtual reality , Incident investigation
- Language: English
- Type: Article
- Identifier: http://hdl.handle.net/10210/407537 , uj:34308 , Citation: Webber-Youngmana, R. et al. 2019: The impact of Forensic Laser Scanning Technology on incident investigations in the Mining Industry.
- Description: Abstracts: Over the past 20 years risk assessments have been done in the South African mining industry, but still we do not always correctly identify the root cause of an incident. An incident investigation is not only about the identification of the hazards, but also about understanding the way hazards materialise and what the release mechanisms are. Fundamentally, risk is about uncertainty and for this reason incident investigations remain a very subjective practice. In addition, the low level of detail obtained by conventional surveying is not appropriate in the changing world of technology and data availability. However, a significant improvement in risk prevention has been shown where mines have adopted the principle of multilateral hazard identification through the inclusion of laser scanning, along with multiple control regimes to avoid repeats of incidents. This article provides an outline and description of the mines’ accident investigation process from the time an incident occurs to the point when the investigation is closed out. It also examines how laser scanning can be used to add significant value in terms of identifying the real or root cause of an incident and in this way allow real working solutions to be formulated to avoid incident repeats. What has been learned from laser scans of a number of incidents is discussed. The article highlights the requirements for forensic surveying specifically in an underground environment and alerts the reader to pitfalls and potential flaws that can be introduced into a forensic survey if the correct attention is not given to the fundamental surveying principles.
- Full Text:
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