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1.
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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2.
Collaborative business process can become unreliable when business partners collaborate in a peer- based fashion without central control. Therefore, reliability checking becomes an important issue that needs to be dealt with for any generic solution in managing business collaboration. In this paper, we propose a novel Choreographical Business Transaction Net (CoBTx-Net) to model collaborative business process and to manage the collaboration by individual participants. Furthermore three reliability properties named Time-embedded dead marking freeness, Inter-organizational dead marking freeness, and Collaborative soundness are defined based on CoBTx-Net to verify (1) the violation of time constraint, (2) collaborative logic conflicts, and (3) the improper termination from individual organizations.
Lai XuEmail:
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3.
Creativity is enhanced by communication and collaboration. Thus, the increasing number of distributed creative tasks requires better support from computer-mediated communication and collaborative tools. In this paper we introduce “Carpeno”, a new system for facilitating intuitive face-to-face and remote collaboration on creative tasks. Normally the most popular and efficient way for people to collaborate is face-to-face, sitting around a table. Computer augmented surface environments, in particular interactive table-top environments, are increasingly used to support face-to-face meetings. They help co-located teams to develop new ideas by facilitating the presentation, manipulation, and exchange of shared digital documents displayed on the table-top surface. Users can see each other at the same time as the information they are talking about. In this way the task space and communication space can be brought together in a more natural and intuitive way. The discussion of digital content is redirected from a computer screen, back to a table where people can gather around. In contrast, collaborative virtual environments (CVE) are used to support remote collaboration. They frequently create familiar discussion scenarios for remote interlocutors by utilizing room metaphors. Here, virtual avatars and table metaphors are used, where the participants can get together and communicate with each other in a way that allows behaviour that is as close to face-to-face collaboration as possible. The Carpeno system described here combines table-top interaction with a CVE to support intuitive face-to-face and remote collaboration. This allows for simultaneous co-located and remote collaboration around a common, interactive table.
Holger RegenbrechtEmail: Phone: +64-3-4798322Fax: +64-3-4798311
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4.
In a collaborative work situation at a distance, the use of avatars to represent collaborators reduces collaborative effort. Also, animated avatars can help distant users to ground their relationship and facilitate their interaction because they materialise visual clues for the distant collaborators and their current activity. To check the validity of these hypotheses we set up an experiment based on the use of a collaborative virtual environment (CVE) synchronised for collective medical decision-making. Several teams of practitioners from different disciplines will be required to deal with liver tumours displayed in Argonaute 3D. In this paper, we provide some evidence from existing studies for the hypotheses and select several measures to estimate the grounding process in CVEs. Next, we briefly describe the setup used to collect observable data with Argonaute 3D and we summarise first observations acquired with practitioners.
P. TerrierEmail: Phone: +33-5-61503544Fax: +33-5-61503533
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5.
Efficient collaboration allows organizations and individuals to improve the efficiency and quality of their business activities. Delegations, as a signif icant approach, may occur as workflow collabora tions, supply chain collaborations, or collaborative commerce. Role-based delegation models have been used as flexible and efficient access management for collaborative business environments. Delegation revocations can provide significant functionalities for the models in business environments when the delegated roles or permissions are required to get back. However, problems may arise in the revocation process when one user delegates user U a role and another user delegates U a negative authorization of the role. This paper aims to analyse various role-based delegation revocation features through examples. Revocations are categorized in four dimensions: Dependency, Resilience, Propagation and Dominance. According to these dimensions, sixteen types of revocations exist for specific requests in collaborative business environments: DependentWeakLocalDelete, Dependent WeakLocalNegative, DependentWeakGlobalDelete, DependentWeakGlobalNegative, IndependentWeak LocalDelete, IndependentWeakLocalNegative, Inde pendentWeakGlobalDelete, IndependentWeakGlobal Negative, and so on. We present revocation delegating models, and then discuss user delegation authorization and the impact of revocation operations. Finally, comparisons with other related work are discussed.
Yanchun ZhangEmail:
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6.
PECOLE (Peer-to-pEer COLlaborative Environment) is a fully decentralized multimedia collaborative environment that supports a wide range of collaborative multimedia applications, including chat, shared browsing, shared telepointer, multipoint-to-multipoint audio/video conferencing and multilingual collaboration. PECOLE can intelligently run on very constrained resources, is highly resilient, scalable and does not rely on dedicated servers. Instead, PECOLE is built upon a Peer-to-Peer (P2P) overlay network, using SUN’s JXTA framework and SWT technology. In this paper, we present the architecture and implementation of PECOLE with the performance results of the tests we conducted.
Bogdan SolomonEmail:
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7.
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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8.
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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9.
We report an investigation exploring the effect of avatar gender on the anxiety level caused by personal space (PS) invasion in desktop collaborative virtual environments (DCVE). We outline an experiment in which participants, of both genders, whose avatars PS were invaded by other avatars of either gender, reported their anxiety levels through the use of a post-experiment questionnaire. The data from the questionnaire are analysed and discussed. The results suggest that the combination of the gender of the invading avatar and the avatar being invaded has an influence on the PS invasion anxiety level and that the ranking of gender combination groups has a striking difference from those observed for PS invasion in physical environments. Results also show that the participants in general did not register high anxiety, contrary to what one might expect from personal space invasion in the physical world.
David MooreEmail: Phone: +44-113-2832600Fax: +44-113-2833182
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10.
Gaze positions can provide important cues for natural computer interfaces. In this paper, we describe a new gaze estimation method based on a three dimensional analysis of the human eye which can be used in head-mounted display (HMD) environments. This paper presents four advantages over previous works. First, in order to obtain accurate gaze positions, we used a virtual eyeball model based on the 3D characteristics of the human eyeball. Second, we calculated the 3D position of the virtual eyeball and gaze vector by using a camera and three collimated IR-LEDs. Third, three reference frames (the camera, the monitor and the eye reference frames) were unified, which simplified the complex 3D converting calculations and allowed for calculation of the 3D eye position and gaze position on a HMD monitor. Fourth, a simple user-dependent calibration method was proposed by gazing at one position based on Kappa compensation. Experimental results showed that the eye gaze estimation error of the proposed method was lower than 1°.
Eui Chul LeeEmail:
Kang Ryoung Park (Corresponding author)Email:
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11.
Collaborative elasticity is the capability of a collective to sustain coherence and sufficient order, even when encountering unexpected and adverse operating conditions. This capability is increasingly important in todays dynamic and time-pressed world. Drawing on distributed cognition and collective mind theory, this conceptual paper presents a taxonomy of six dimensions that determine collaborative elasticity and may explain organizational breakdowns: individual cognition, relating and relationships, repertoire of routines, knowledge for collaboration, organizational roles and communications. The paper focuses on High Reliability Organizations (HRO) where people work with advanced technologies and routinely face potential danger. The objective of this conceptual paper is to explore why these organizations have to operate elastically, and what may cause them to breakdown. The findings support practitioners involved in HROs. For researchers, the study defines and frames the concept of collaborative elasticity using distributed cognition and collective mind theory. The paper concludes with pointers for further research.
Paul C. van FenemaEmail: Phone: +31-10-4082211Fax: +31-10-4089010
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12.
To date, the majority of recommender systems (RSs) work on a single domain, such as exclusively for movies, books, etc. However, human preferences may span across multiple domains. Hence, consumption behaviors on related items from different domains can be useful to inform RS to make recommendations. This paper reports our efforts on uncovering the association between user preferences on related items across domains. In addition, we have also tested collaborative filtering technique on our cross-domain dataset for which results are reported here.
Tiffany TangEmail:
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13.
The regulative and semantic ‘distance’ of electronic conferencing may impede the topical alignment and the unambiguous interpretation of messages, hindering collaborative learning processes. Compared to a face-to-face environment, in electronic conferencing this distance may be caused by a reduced strength of online ‘context’. Explicitly defining the context of messages in an electronic environment may increase the writers’ co-intentionality and co-reference. An annotation tool is presented, strengthening the context by providing a document under discussion and enabling users to anchor their messages in specific passages of the document. Preliminary results indicate that the tool does indeed reinforce the context, focusing the online discussion around a certain topic (increasing co-intentionality) and providing a frame of reference for single messages (increasing co-reference).
J. van der PolEmail: Phone: +31-30-2531613
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14.
As digital communication becomes more commonplace and sensory rich, understanding the manner in which people interact with one another is crucial. In the current study, we examined the manners in which people touch digital representations of people, and compared those behaviors to the manner in which they touch digital representations of nonhuman objects. Results demonstrated that people used less force when touching people than other nonhuman objects, and that people touched the face with less force than the torso area. Finally, male digital representations were touched with more force than female representations by subjects of both genders. We discuss the implications of these data to the development of haptic communication systems as well as for a methodology of measuring the amount of copresence in virtual environments.
Jeremy N. BailensonEmail:
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15.
Affective e-Learning in residential and pervasive computing environments   总被引:2,自引:1,他引:1  
This article examines how emerging pervasive computing and affective computing technologies might enhance the adoption of ICT in e-Learning which takes place in the home and wider city environment. In support of this vision we describe two cutting edge ICT environments which combine to form a holistic connected future learning environment. The first is the iSpace, a specialized digital-home test-bed that represents the kind of high-tech, context aware home-based learning environment we envisage future learners using, the second a sophisticated pervasive e-Learning platform that typifies the educational delivery platform our research is targeting. After describing these environments we then present our research that explores how emotion evolves during the learning process and how to leverage emotion feedback to provide adaptive e-Learning system. The motivation driving this work is our desire to improve the performance of the educational experience by developing learning systems that recognize and respond appropriately to emotions exhibited by learners. Finally we report on the results about the emotion recognition from physiological signals which achieved a best-case accuracy rate of 86.5% for four types of learning emotion. To the best of our knowledge, this is the first report on emotion detection by data collected from close-to-real-world learning sessions. We also report some finding about emotion evolution during learning, which are still not enough to validate Kort’s learning spiral model.
Ruimin ShenEmail:
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16.
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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17.
Due to the opportunities provided by the Internet, more and more people are taking advantage of distance learning courses and during the last few years enormous research efforts have been dedicated to the development of distance learning systems. So far, many e-learning systems are proposed and used practically. However, in these systems the e-learning completion rate is about 30%. One of the reasons is the low study desire when the learner studies the learning materials. In this research, we propose an interactive Web-based e-learning system. The purpose of our system is to increase the e-learning completion rate by stimulating learner’s motivation. The proposed system has three subsystems: the learning subsystem, learner support subsystem, and teacher support subsystem. The learning subsystem improves the learner’s study desire. The learner support subsystem supports the learner during the study, and the teacher support subsystem supports the teacher to get the learner’s study state. To evaluate the proposed system, we developed several experiments and surveys. By using new features such as: display of learner’s study history, change of interface color, encourage function, ranking function, self-determination of the study materials, and grouping of learners, the proposed system can increase the learning efficiency.
Giuseppe De MarcoEmail:
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18.
Shared use of mobile devices is increasingly prevalent in both research prototypes and in practice, however, little is known as to how to support best this interaction paradigm. In this paper, we present a study examining how pairs share a single mobile phone during a collaborative wayfinding activity. We provide a classification of strategies, role relationships and phone interactions employed to conduct the wayfinding activities in our study. While acknowledging that the factors determining how the phone was shared are nuanced and intertwined, our results illustrate how differences in the mobile application’s interface influenced shared use, wayfinding strategy and outcome.
Derek ReillyEmail:
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19.
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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20.
This work presents a proposal for a collaborative editor, CO2DE, that deals with the representation and awareness of different viewpoints of participants over an artifact. The underlying CO2DE concept is the mask metaphor. This concept uses a versioning mechanism for collaborative graphic editing in which changes on the artifact can be created independently from the overall work, and in which different viewpoints can be identified and discussed. Studies conducted with the tool demonstrate that CO2DE allows the use of different editing strategies as a resource to provide participants with awareness of the discussion flow and of different viewpoints concerning the artifacts.
Renata Mendes de AraújoEmail:
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