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・ Viswa Kula
・ Viswa Malayala Mahotsavam 2012
・ Viswa Mohini
・ Visual merchandising
・ Visual meteorological conditions
・ Visual MIMO
・ Visual Mind
・ Visual modeling
・ Visual MODFLOW
・ Visual modularity
・ Visual Molecular Dynamics
・ Visual music
・ Visual N1
・ Visual narrative
・ Visual Nature Studio
Visual networking
・ Visual neuroscience
・ Visual Neuroscience (journal)
・ Visual novel
・ Visual novel engines
・ Visual Objects
・ Visual Obsession
・ Visual odometry
・ Visual Paradigm for UML
・ Visual pathway glioma
・ Visual perception
・ Visual phototransduction
・ Visual Pinball
・ Visual Planet
・ Visual poetry


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Visual networking : ウィキペディア英語版
Visual networking
Visual networking refers to an emerging class of user applications that combine digital video and social networking capabilities. It is based upon the premise that visual literacy, "the ability to interpret, negotiate and make meaning from information presented in the form of a moving image," is a powerful force in how humans communicate, entertain and learn. The duality of visual networking - subsuming entertainment and communications, professional and personal content, video and other digital media, data networks and social networks to create immersive experiences, when, where and how the user wants it. These applications have changed video content from long-form movies and broadcast television programming to a database of segments or "clips," and social network annotations. And the generation and distribution of content takes on a new dimension with Web 2.0 applications - participatory social-networks or communities that facilitate interactive creativity, collaboration and sharing between users.
==History==
The rise of visual networking is relatively recent phenomenon driven by the emergence of social networking capabilities and the ability to deliver interactive video over a broadband network. It is a natural evolution of the current social networking phenomena whereby social networking annotations are layered over broadband video to create highly interactive and immersive experiences between individuals and their content. Until early 2005 this was not considered viable due to the lack of web and broadband infrastructure designed to support the transmission of web video and the still nascent stage of social networks like MySpace and Facebook. The introduction of YouTube in February 2005 marked the first significant combination of broadband video and social network systems designed to allow users to share, rate and tag user generated and premium content. From 2006 to 2008 this trend continued to gain steam as individuals and businesses pursued new combinations of video and social networking across a wide range of entertainment, communication and learning applications.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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