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1.
When creating a virtual environment open to the public a number of challenges have to be addressed. The equipment has to be chosen carefully in order to be be able to withstand hard everyday usage, and the application has not only to be robust and easy to use, but has also to be appealing to the user, etc. The current paper presents findings gathered from the creation of a multi-thematic virtual museum environment to be offered to visitors of real world museums. A number of design and implementation aspects are described along with an experiment designed to evaluate alternative approaches for implementing the navigation in a virtual museum environment. The paper is concluded with insights gained from the development of the virtual museum and portrays future research plans. 相似文献
2.
This paper describes how a personalised educational game architecture has been used in conjunction with Web services to provide
remote access to the system. The educational game is a virtual reality adventure game that performs affective user modelling
by measuring emotional characteristics of users. Virtual reality (VR) games are so popular among children and adolescents
that can be used for the purposes of educational software to render it more attractive and motivating. The benefits of such
an application can be maximised if it is available over the Web. Software applications that operate over the Web are targeted
to a wide range of users. Hence they need a high degree of adaptivity and dynamic individualisation to each user that interacts
with the application. This should include the students’ emotional state that affects their learning. However, the environment
of a Web-based VR-game that performs user modelling is so demanding that the technology of Web services is necessary for its
effective operation and interoperability. Moreover, reusability may be achieved for the user modelling component.
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3.
Navigation in virtual environments can be difficult. One contributing factor is user disorientation. Two major causes of this are the lack of navigation cues in the environment and problems with navigating too close to or through virtual world objects. Previous work has developed guidelines, informed by cinematography conventions, for the construction of virtual environments to aid user comprehension of virtual space to reduce user disorientation. To validate these guidelines, two user studies have been performed where users of a desktop virtual environment are to complete a navigation task in a virtual maze. In an initial study [ 12], collision detection with the maze walls was not enabled and the results indicated that the guidelines were effective for reducing disorientation but not for developing the users awareness of the environment space. A second study has been performed where collision detection was enabled. Results suggest that the use of the guidelines can help reduce the incidences of user disorientation and aid navigation tasks. However, the guidelines have little impact on users ability to construct cognitive maps of the desktop virtual environment. 相似文献
4.
The use of collaborative virtual environments in e-learning is one of the most promising uses of virtual reality technology. While much research has been done in the area of networked virtual environments corresponding to the sharing of events, very little research has been done on specific services and functionality. However both the requirements and the kind of the offered services affect significantly the design of a system. In this paper we present the design and implementation of a platform suitable for educational virtual environments, which are collaborative virtual environments aiming at offering collaborative e-learning services to the users. Apart from the platform itself, we present the technological choices, and a new method for sharing virtual environments. Furthermore, we present an e-learning environment to support e-learning services using collaborative virtual environments from both the technical and functional point of view, along with the end-user evaluation results. 相似文献
5.
A number of mobile applications have emerged that allow users to locate one another. However, people have expressed concerns
about the privacy implications associated with this class of software, suggesting that broad adoption may only happen to the
extent that these concerns are adequately addressed. In this article, we report on our work on P eopleF inder, an application that enables cell phone and laptop users to selectively share their locations with others (e.g. friends,
family, and colleagues). The objective of our work has been to better understand people’s attitudes and behaviors towards
privacy as they interact with such an application, and to explore technologies that empower users to more effectively and
efficiently specify their privacy preferences (or “policies”). These technologies include user interfaces for specifying rules
and auditing disclosures, as well as machine learning techniques to refine user policies based on their feedback. We present
evaluations of these technologies in the context of one laboratory study and three field studies.
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6.
The present paper presents an emotion module from an authoring tool of interactive storytelling being developed within the
European Project—INSCAPE. The Atmosphere Editor (AE) is an INSCAPE software plug-in. Its aim is to help authors to easily
create virtual interactive scenes that are recognized as emotional in order to contribute to higher coherence of their content
and simultaneously to emphasize their communication purposes. It works through the attribution of emotional meaning to virtual
environments and characters classes that act on the virtual story-world. Therefore, it is designed to produce a semantic intervention
in the story but does not intend to transcend the storyteller work. AE presents then a taxonomy capable of sustaining the
communicational optimization of the interactive narratives at an emotional level. The AE intervention develops in addition
a possible pedagogical virtue permitting the learning by the story authors about potential emotional uses of specific virtual
parameters. It permits also the INSCAPE user to understand the emotional semantics canons of the interactive virtual stories.
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7.
Modern personalized information systems have been proven to support the user with information at the appropriate level and
in the appropriate form. In specific environments like museums and exhibitions, focusing on the control of such a system is
contradictory to establishing a relationship with the artifacts and exhibits. Preferably, the technology becomes invisible
to the user and the physical reality becomes the interface to an additional virtual layer: by naturally moving in the space
and/or manipulating physical objects in our surroundings the user will access information and operate the virtual layer. The
LISTEN project is an attempt to make use of the inherent “everyday” integration of aural and visual perception, developing
a tailored, immersive audio-augmented environment for the visitors of art exhibitions. The challenge of the LISTEN project
is to provide a personalized immersive augmented environment, an aim which goes beyond the guiding purpose. The visitors of
the museum implicitly interact with the system because the audio presentation is adapted to the users’ contexts (e.g. interests,
preferences, motion, etc.), providing an intelligent audio-based environment. This article describes the realization and user
evaluation of the LISTEN system focusing on the personalization component. As this system has been installed at the Kunstmuseum
Bonn in the context of an exhibition comprising artworks of the painter August Macke, a detailed evaluation could be conducted.
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8.
This paper explores the design issues of situated play within a museum through the study of a museum guide prototype that
integrates a tangible interface, audio display, and adaptive modeling. We discuss our use of design ethnography in order to
situate our interaction and to investigate the liminal and engagement qualities of a museum visit. The paper provides an overview of our case study and analysis of our user evaluation. We discuss
the implications including degrees of balance in the experience design of play in interaction; the challenge in developing
a discovery-based information model, and the need for a better understanding of the contextual aspects of tangible user interfaces
(TUIs). We conclude that learning effectiveness and functionality can be balanced productively with playful interaction through
an adaptive audio and TUI if designers balance the engagement between play and the environment, and the space between imagination
and interpretation that links the audio content to the artifacts.
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9.
In this paper web–based system user interface hybrid recommendation method based on the ant colony metaphor is presented.
We apply the ontology–based user and user interface modeling. The user model is represented as a tuple and user interface
model is represented by a set of connected nodes, what enables suitable user interface design, an interface personalization
and recommendation. The recommendation is performed using ant colony metaphor for selection the most optimal path in the user
interface graph that specifies the user interface parameters for the specified user.
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10.
Virtual Reality (VR) has been constantly evolving since its early days, and is now a fundamental technology in different application
areas. User evaluation is a crucial step in the design and development of VR systems that do respond to users’ needs, as well
as for identifying applications that indeed gain from the use of such technology. Yet, there is not much work reported concerning
usability evaluation and validation of VR systems, when compared with the traditional desktop setup. The paper presents a
user study performed, as a first step, for the evaluation of a low-cost VR system using a Head-Mounted Display (HMD). That
system was compared to a traditional desktop setup through an experiment that assessed user performance, when carrying out
navigation tasks in a game scenario for a short period. The results show that, although users were generally satisfied with
the VR system, and found the HMD interaction intuitive and natural, most performed better with the desktop setup.
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11.
Building realistic virtual environments is a complex, expensive and time consuming process. Although virtual environment development
toolkits are available, many only provide a subset of the tools needed to build complete virtual worlds. One alternative is
the reuse of computer game technology. The current generation of computer games present realistic virtual worlds featuring
user friendly interaction and the simulation of real world phenomena. Using computer games as the basis for virtual environment
development has a number of advantages. Computer games are robust and extensively tested, both for usability and performance,
work on off-the-shelf systems and can be easily disseminated, for example via online communities. Additionally, a number of
computer game developers provide tools, documentation and source code, either with the game itself or separately available,
so that end-users can create new content. This short report overviews several currently available game engines that are suitable
for prototyping virtual environments.
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12.
The concept of Interaction Locus (IL) has been introduced to help the users to orient, navigate, and identify relevant interaction
areas in 3D Virtual Environments (VEs). The IL is a multimodal concept: it adds to the 3D visual scene parallel information
channels that are perceived by other senses. In particular, the IL emphasizes the role of music as a navigation aid in a VE.
This paper reports three user-evaluations of different IL enriched virtual worlds, and in particular of the role of the IL
auditory component. Results suggest that audio in 3D plays not only an aesthetic role, which the users greatly appreciate,
but also a functional role simplifying navigation and helping the users to recognise scenes in the environment. Such a functional
role however is subordinated to a proper understanding of the link between music and virtual space. While these experiments
refer to desktop virtual reality environments, their findings are general enough to inform the design of navigational tools
for other segments of the mixed reality domain.
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13.
The Stanford Event Heap has been shown to provide appropriate support for constructing interactive workspace applications.
Given this success it is natural to consider the Event Heap as a platform to support other classes of Ubiquitous Computing
applications. In this paper we argue that the distributed, spontaneous nature of these applications places additional demands
on the Event Heap that require extensions to both the engineering and API. Suitable extensions are described and their use
to support a typical Ubicomp application is discussed.
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14.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
15.
We present an enhancement towards adaptive video training for PhoneGuide, a digital museum guidance system for ordinary camera-equipped
mobile phones. It enables museum visitors to identify exhibits by capturing photos of them. In this article, a combined solution
of object recognition and pervasive tracking is extended to a client–server-system for improving data acquisition and for
supporting scale-invariant object recognition. A static as well as a dynamic training technique are presented that preprocess
the collected object data differently and apply two types of neural networks (NN) for classification. Furthermore, the system
enables a temporal adaptation for ensuring a continuous data acquisition to improve the recognition rate over time. A formal
field experiment reveals current recognition rates and indicates the practicability of both methods under realistic conditions
in a museum.
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16.
The complex control problem of creating home atmospheres using light, music, and projected wall-art can be reduced by focusing
on desired experience, rather than product functions and features. A case study is described in which subjective interpretations
of living room atmospheres were measured and embedded into a prototype display system. A personalization mechanism is proposed
to manage individual differences in atmosphere ratings, enabling a user model to evolve over time. To create a meaningful
and simple control mechanism for a wide range of users, three interfaces were developed and studied, ranging from concrete
to abstract control and from structured to exploratory navigation.
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17.
This paper explores the use of Activity Theory for the evaluation of user behaviour in immersive virtual environments. Specifically,
the study of user behaviour focuses on interactivity, which is argued to be one of the most important processes that take
place between a user and the system in virtual reality. The ultimate intention is to study the role and the effect of interactivity
on learning and conceptual change and to examine how interaction and conceptual learning are related in the context of virtual
environments developed primarily for informal educational settings. As a first step to this study, a set of exploratory experiments
was carried out with children aged 7–12. The children were asked to complete tasks, such as the assembly of ancient columns
from parts, which were designed to promote constructivist learning and explore the methods of carrying out in-depth experiments
with children. This paper describes the analysis of these exploratory case studies from an Activity Theory perspective.
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18.
With the development of computer software and hardware in the past few years, it has been possible to produce effective training virtual environments on everyday personal computers with little expert training required for users or designers. However, the development of the equipment that enables this has brought little coinciding research on what features to include when designing these environments. Despite these increased advances in PC capabilities for desktop virtual environments (VEs), there are still limitations on the number of objects that can be programmed to be interactive, usually due to restrictions on programming time and cost. As a result, it is often left to the programmer to decide which of the objects included to increase the realism of the environment will be interactive and which aesthetic. The work presented in this paper is an experiment that aims to establish a guide for environment designers to aid effective environment interaction development by identifying key elements in a VE design. 相似文献
19.
In a globalised economy the accessibility of services becomes increasingly important for businesses. This has led to a demand
that information systems should be ubiquitous in the sense that they are available to all users under all circumstances, everywhere
and at all times, and independent of the access devices and channels used. The authors believe the key to meeting that demand
is existence of an omnipresent media of interaction and existence of information systems that within that media adapt themselves
to context parameters at run-time. The World Wide Web is considered as that omnipresent media. Thus, the task is left to design
adaptive information systems in a way that avoids unnecessary replication. In this article it will be shown how context parameters
can be utilised to enable system adaptivity. The latter is supposed to increase usability and targets the quality of use,
the content, and the functionality. We propose using an algebraic approach that aids in providing the leanest appropriate
interface via user typing and story boarding. Our approach furthermore limits the content delivered to a user to the amount
that can be dealt with in a usage scenario. The latter is based on defining hyphenation points within the content.
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20.
This paper discusses a study in supporting collaborative military planning in which groupware, video-conferencing and a desktop Collaborative Virtual Environment (CVE) were used. It discusses the design and implementation of the CVE and the setup and execution of the study using questionnaires and observation. The results of the study questionnaires showed that the CVE was not seen by users as the best of the ways offered to support collaborative planning; these results are discussed and their implication for the design of such a CVE are assessed. 相似文献
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