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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
3.
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
5.
The Visible Human has come through ages, providing a foundation of photorealistic anatomy for learner-centered, interactive
education. Pathways for improvement of the Visible Human process for reverse engineering the macrostructure of the human body
have been developed to provide higher resolution and decreased production time for segmentation and modeling human form. The
assignment of physical properties, the development of algorithms for the interaction of surgical tools with this virtual anatomy
and the availability of high-fidelity haptic interfaces provide the basis for fully immersive surgical training and certification
in an environment that is zero direct-risk to patients. Interactive journal publishing, 3D stereoscopic anatomical visualization
software and surgical simulators, all based on the Visible Human, the history of the Project and its utilization and provide
a framework for its evolution and role in delivering education, training, certification and credentialing through virtual
reality to the health care workforce of tomorrow.
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6.
While virtual community research has contributed to the understanding of the virtual community sustainability, a need for a systematic model exists. In this paper, we propose a model of sustainable virtual communities based on the sustainability properties of animal colonies in nature. The premise of our model is that if we manage to replicate the sustainability properties of colonial systems in virtual communities, they can become longer lasting. We also present the results of an exploratory case study. The study shows that colonial properties form a construct that predicts member perceptions of their community being sustainable. While our primary objective is the conceptual introduction of the colonial principles of sustainability, the case study provides some early indications that these principles may help design systems that can bind virtual communities more permanently. 相似文献
7.
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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8.
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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9.
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
10.
Perception of compliant objects through a human system interface with visual–haptic feedback was investigated. Participants
had to explore virtual cubes at different compliances by squeezing them with their fingers and observing them visually and
haptically. The cubes were rendered by admittance control. Perception of compliance was analyzed using an adaptive staircase
method. Results showed that visual–haptic perception of compliant environments is less accurate than perception of position
and force stimuli. Furthermore, due to the important role of the visual feedback cross-modal comparisons are more difficult
than bimodal comparisons.
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11.
An important area of Human Reliability Assessment in interactive systems is the ability to understand the causes of human
error and to model their occurrence. This paper investigates a new approach to analysis of task failures based on patterns
of operator behaviour, in contrast with more traditional event-based approaches. It considers, as a case study, a formal model
of an Air Traffic Control system operator’s task which incorporates a simple model of the high-level cognitive processes involved.
The cognitive model is formalised in the CSP process algebra. Various patterns of behaviour that could lead to task failure
are described using temporal logic. Then a model-checking technique is used to verify whether the set of selected behavioural
patterns is sound and complete with respect to the definition of task failure. The decomposition is shown to be incomplete
and a new behavioural pattern is identified, which appears to have been overlooked in the informal analysis of the problem.
This illustrates how formal analysis of operator models can yield fresh insights into how failures may arise in interactive
systems.
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12.
Real-time cloth simulation involves many computational challenges to be solved, particularly in the context of haptic applications,
where high frame rates are necessary for obtaining a satisfying experience. In this paper, we present an interactive cloth
simulation system that offers a compromise between a realistic physics-based simulation of fabrics and a haptic application
meeting high requirements in terms of computation speed. Our system allows the user to interact with the fabric using two
fingers. The required performance of the system is achieved by introducing an intermediate layer responsible for the simulation
of the small part of the surface being in contact with the fingers. Additionally we separate the possible contact situations
into different cases, each being individually handled by a specialised contact algorithm.
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13.
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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14.
E-learning systems have gone through a radical change from the initial text-based environments to more stimulating multimedia
systems. Such systems are Collaborative Virtual Environments, which could be used in order to support collaborative e-learning
scenarios. The main aim of this paper is to aid educational designers in selecting, designing and evaluating three dimensional
collaborative virtual environments in order to gain the pedagogical benefits of Computer Supported Collaborative Learning.
Therefore, this paper initially discusses the potential of three dimensional networked virtual environments for supporting
collaborative learning. Furthermore, based on a two-step platform selection process this paper (a) presents and compares three
dimensional multi-user virtual environments for supporting collaborative learning and (b) validates the most promising solution
against a set of design principles for educational virtual environments. According to these principles, an educational environment
has been implemented on top of the selected platform in order to support collaborative e-learning scenarios. The design of
this environment is also presented. In addition, this paper presents the results of three small scale studies carried out
in a tertiary education department, to assess the educational environment. This environment has been evaluated based on a
hybrid evaluation methodology for uncovering usability problems, collecting further requirements for additional functionality
to support collaborative virtual learning environments, and determining the appropriateness of different kinds of learning
scenarios.
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15.
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
16.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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17.
Changing basic conditions in the field of logistics requires intuitive planning methods as well as new ways of supporting
and educating the operative staff. VR and AR show a great promise for that.
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18.
To get the maximum benefit from ambient intelligence (AmI), we need to anticipate and react to possible drawbacks and threats
emerging from the new technologies in order to devise appropriate safeguards. The SWAMI project took a precautionary approach
in its exploration of the privacy risks in AmI and sought ways to reduce them. It constructed four “dark scenarios” showing
possible negative implications of AmI, notably for privacy protection. Legal analysis of the depicted futures showed the shortcomings
of the current legal framework in being able to provide adequate privacy protection in the AmI environment. In this paper,
the authors, building upon their involvement in SWAMI research as well as the further advancement of EU privacy analysis,
identify various outstanding issues regarding the legal framework that still need to be resolved in order to deal with AmI
in an equitable and efficacious way. This article points out some of the lacunae in the legal framework and postulates several
privacy-specific safeguards aimed at overcoming them.
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19.
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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20.
We provide the complete record of methodology that let us evolve BrilliAnt, the winner of the Ant Wars contest. Ant Wars contestants are virtual ants collecting food on a grid board in the presence
of a competing ant. BrilliAnt has been evolved through a competitive one-population coevolution using genetic programming
and fitnessless selection. In this paper, we detail the evolutionary setup that lead to BrilliAnt’s emergence, assess its
direct and indirect human-competitiveness, and describe the behavioral patterns observed in its strategy.
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