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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.
G. LepourasEmail: Phone: +30-2710-372201Fax: +30-2710-372206
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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.
Maria VirvouEmail:
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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.
Tim MarshEmail:
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4.
Educational virtual environments: design rationale and architecture   总被引:2,自引:0,他引:2  
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.
C. BourasEmail:
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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 PeopleFinder, 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.
Norman Sadeh (Corresponding author)Email:
Jason HongEmail:
Lorrie CranorEmail:
Patrick KelleyEmail:
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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.
Ana TorresEmail: URL: http://www.ca.ua.pt
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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.
Andreas LorenzEmail:
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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.
Ron Wakkary (Corresponding author)Email:
Marek HatalaEmail:
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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.
Janusz SobeckiEmail:
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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.
Beatriz Sousa SantosEmail:
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11.
Computer game engines for developing first-person virtual environments   总被引:2,自引:1,他引:1  
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.
Shamus P. SmithEmail:
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12.
Navigation help in 3D worlds: some empirical evidences on use of sound   总被引:1,自引:1,他引:0  
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.
F. PittarelloEmail:
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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.
Oliver Storz (Corresponding author)Email:
Adrian FridayEmail:
Nigel DaviesEmail:
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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.
Timo Jokela (Corresponding author)Email:
Jussi KoivumaaEmail:
Jani PirkolaEmail:
Petri SalminenEmail:
Niina KantolaEmail:
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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.
Erich BrunsEmail:
Oliver Bimber (Corresponding author)Email:
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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.
Martijn H. VastenburgEmail:
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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.
Maria RoussouEmail: URL: http://www.cs.ucl.ac.uk/staff/M.Roussou/research/
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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.
Eleanor MarshallEmail:
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19.
Information systems design: through adaptivity to ubiquity   总被引:1,自引:1,他引:0  
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.
Roland Kaschek (Corresponding author)Email:
Claire MatthewsEmail:
Klaus-Dieter ScheweEmail:
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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.
C. DelgadoEmail:
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