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1.
As research in Computer-Supported Collaborative Learning (CSCL) expands its understanding of joint knowledge building, new perspectives on how social reality is constructed become necessary. Our research concentrates on the longitudinal or diachronic trajectories of Virtual Math Teams (VMT) at The Math Forum, an online community supporting mathematical inquiry. We investigate how these virtual teams constitute themselves while engaged in building collaborative knowledge. We describe as well, through the lens of positioning theory, the interactional activities that allow participants to situate themselves, others, and their collective knowledge resources over time. Our analysis suggests that positioning work is central to constructing a sustained problem space and illustrates how the configurations of positions and resources that co-participants put forward through interaction might change across a team’s trajectory. These changes constitute and are sensitive to the participants’ evolving reasoning routines and other forms of joint participation uniquely related knowledge building. In addition, we show that the VMT activity system affords participants a level of disciplinary engagement which is partly illustrated by active engagement in positioning work. Finally, we suggest that an interactional approach to roles and participation provides a fruitful framework for researchers, designers, and practitioners interested in understanding and creating engaging CSCL interactions.  相似文献   

2.
Highly immersive three-dimensional virtual worlds have emerged as a popular medium for human social interactions. These environments enable multimodal sensory engagement and provide an immersive graphical representation of physical space where users can interact via avatars. However, when compared to two-dimensional virtual settings such as chats, virtual worlds impose constraints on social interactions due to the physical distance between individuals. Using the popular platform of Second Life as a model, we examined how humans manage this interindividual distance in virtual worlds. Taking advantage of methods developed in population ecology, we investigated how avatars are distributed in relation to each other to populate a virtual world. Our results revealed a striking dichotomy in the spatial relationships between avatars. Considerable aggregation, largely independent of population density, was observed alongside surprisingly marked physical isolation. These findings demonstrate that the spatial proximity to others determines how humans inhabit virtual worlds.  相似文献   

3.
Human–computer interaction requires modeling of the user. A user profile typically contains preferences, interests, characteristics, and interaction behavior. However, in its multimodal interaction with a smart environment the user displays characteristics that show how the user, not necessarily consciously, verbally and nonverbally provides the smart environment with useful input and feedback. Especially in ambient intelligence environments we encounter situations where the environment supports interaction between the environment, smart objects (e.g., mobile robots, smart furniture) and human participants in the environment. Therefore it is useful for the profile to contain a physical representation of the user obtained by multi-modal capturing techniques. We discuss the modeling and simulation of interacting participants in a virtual meeting room, we discuss how remote meeting participants can take part in meeting activities and they have some observations on translating research results to smart home environments.  相似文献   

4.
This is a study of interaction in massively multiplayer online games. The general interest concerns how action is coordinated in practices that neither rely on the use of talk-in-interaction nor on a socially present living body. For the participants studied, the use of text typed chat and the largely underexplored domain of virtual actions remain as materials on which to build consecutive action. How, then, members of these games can and do collaborate, in spite of such apparent interactional deprivation, are the topics of the study. More specifically, it addresses the situated practices that participants rely on in order to monitor other players’ conduct, and through which online actions become recognizable as specific actions with implications for the further achievement of the collaborative events. The analysis shows that these practices share the common phenomenon of projections. As an interactional phenomenon, projection of the next action has been extensively studied. In relation to previous research, this study shows that the projection of a next action can be construed with resources that do not build on turns-at-talk or on actions immediately stemming from the physical body—in the domain of online games, players project activity shifts by means of completely different resources. This observation further suggests that projection should be possible through the reconfiguration of any material, on condition that those reconfigurations and materials are recurrent aspects of some established practice.  相似文献   

5.
We introduce a framework, called “physicomimetics,” that provides distributed control of large collections of mobile physical agents in sensor networks. The agents sense and react to virtual forces, which are motivated by natural physics laws. Thus, physicomimetics is founded upon solid scientific principles. Furthermore, this framework provides an effective basis for self-organization, fault-tolerance, and self-repair. Three primary factors distinguish our framework from others that are related: an emphasis on minimality (e.g., cost effectiveness of large numbers of agents implies a need for expendable platforms with few sensors), ease of implementation, and run-time efficiency. Examples are shown of how this framework has been applied to construct various regular geometric lattice configurations (distributed sensing grids), as well as dynamic behavior for perimeter defense and surveillance. Analyses are provided that facilitate system understanding and predictability, including both qualitative and quantitative analyses of potential energy and a system phase transition. Physicomimetics has been implemented both in simulation and on a team of seven mobile robots. Specifics of the robotic embodiment are presented in the paper.  相似文献   

6.
When interacting in a virtual environment, users are confronted with a number of interaction techniques. These interaction techniques may complement each other, but in some circumstances can be used interchangeably. Because of this situation, it is difficult for the user to determine which interaction technique to use. Furthermore, the use of multimodal feedback, such as haptics and sound, has proven beneficial for some, but not all, users. This complicates the development of such a virtual environment, as designers are not sure about the implications of the addition of interaction techniques and multimodal feedback. A promising approach for solving this problem lies in the use of adaptation and personalization. By incorporating knowledge of a user’s preferences and habits, the user interface should adapt to the current context of use. This could mean that only a subset of all possible interaction techniques is presented to the user. Alternatively, the interaction techniques themselves could be adapted, e.g. by changing the sensitivity or the nature of the feedback. In this paper, we propose a conceptual framework for realizing adaptive personalized interaction in virtual environments. We also discuss how to establish, verify and apply a user model, which forms the first and important step in implementing the proposed conceptual framework. This study results in general and individual user models, which are then verified to benefit users interacting in virtual environments. Furthermore, we conduct an investigation to examine how users react to a specific type of adaptation in virtual environments (i.e. switching between interaction techniques). When an adaptation is integrated in a virtual environment, users positively respond to this adaptation as their performance significantly improve and their level of frustration decrease.  相似文献   

7.
We propose a new approach to the 3D layout problems based on the integration of constraint programming and virtual reality interaction techniques. Our method uses an open-source constraint solver integrated in a popular 3D game engine. We designed multimodal interaction techniques for the system, based on gesture and voice input. We conducted a user study with an interactive task of laying out room furniture to compare and evaluate the mono- and multimodal interaction techniques. Results showed that voice command provided the best performance and was most preferred by participants, based on the analysis of both objective and subjective data. Results also revealed that there was no significant difference between the voice and multimodal input (voice and gesture). Our original approach opens the way to multidisciplinary theoretical work and promotes the development of high-level applications for the VR applications.  相似文献   

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In this work we integrate augmented reality technology in a product development process using real technical drawings as a tangible interface for design review. We present an original collaborative framework for Augmented Design Review Over Network (ADRON). It provides the following features: augmented technical drawings, interactive FEM simulation, multimodal annotation and chat tools, web content integration and collaborative client/server architecture. Our framework is intended to use common hardware instead of expensive and complex virtual or augmented facilities. We designed the interface specifically for users with little or no augmented reality expertise proposing tangible interfaces for data review and visual editing for all the functions and configurations. Two case studies are presented and discussed: a real-time “touch and see” stress/strain simulation and a collaborative distributed design review session of an industrial component.  相似文献   

11.
This is a study of social facilitation effects in online auctions. We focus on the growth in online auctions, and the emergence of instant messaging and communication availability technologies. These two trends merge to provide a collaborative online social framework in which computer mediated communication may affect the behaviour of participants in online auctions. The interaction between buyers and sellers in traditional, face-to-face markets creates phenomena such as social facilitation, where the presence of others impacts behaviour and performance. In this study we attempt to replicate and measure social facilitation effects under the conditions of virtual presence. Does social facilitation apply to online auctions, and if so, how can it influence the design of online settings? We developed and used a simulated, Java-based Internet Dutch auction. Our findings indicate that social facilitation does indeed occur. In an experimental examination, participants improve their results and stay longer in the auction under conditions of higher virtual presence. Participants also indicate a preference for auction arrangements with higher degrees of virtual presence. Theoretically, this study contributes to the study of social facilitation, adding evidence of the effect when the presence is virtual.  相似文献   

12.
This paper describes an exploratory comparative study of knowledge workers and their challenges in high tech global project teams. More specifically we focus on the tension between perceived collocation and actual geographical distributed project work as a function of: (1) the demand to distribute and shift attention in multi-teaming, (2) virtuality i.e. number of virtual teams participants engage in, (3) the continuous adjustment and re-adjustment to new places they perform their activity, and (4) the collaboration technologies they use. We present the methodology for data collection that included semi-structured interviews, surveys, and on site shadowing of the project participants, and discuss the findings from the data analysis. The study is based on the bricks-bits-interaction framework. It is at the intersection of the design of physical spaces, i.e., bricks; rich digital information and collaboration technology (ICT) content, mobile devices and network infrastructures, i.e., bits, and emergent work practices, process, and new ways people behave in communicative events using the affordances of ICT augmented physical, virtual spaces and digital content, i.e., interaction.  相似文献   

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Cybersickness is common during head-mounted display (HMD) based virtual reality. This study examined whether it is possible to: (1) identify people who are more susceptible to this cybersickness; and (2) find general ways to reduce its occurrence and severity. Our participants were exposed to HMD-based virtual reality four times over two different days (using “Freedom Locomotion VR”). During these 10-min trials, participants were either free-standing or posturally restrained as they actively controlled or passively viewed their locomotion through the virtual environment. Cybersickness was found to increase steadily over time during each exposure. While this cybersickness was markedly reduced on day 2 (compared to day 1), it was not significantly altered by either the use of postural restraints or active locomotion control. However, the sick and well participants in our study were found to differ in terms of their spontaneous postural activity (before they entered virtual reality). We found that the participants who experienced stronger vection also tended to report more severe cybersickness in this study. These findings suggest that we should be able to identify people who are more susceptible to cybersickness and help them become more resistant to it (via repeated exposures to HMD-based virtual reality).  相似文献   

15.
Complexity, class dynamics, and distance learning   总被引:2,自引:0,他引:2  
Classroom participants learn early on that each classroom has its own dynamic comprised of personalities, motivation levels, skills, and other variables. This paper explores features of complexity theory—nonlinearity and emergent self-organization—relevant to dynamics in physical or virtual classrooms. These central notions of complexity theory and their importance in composition classrooms help explain why students in virtual classrooms are often less successful than their physical classroom counterparts in negotiating the eddies of virtual interactions. The paper closes with a brief consideration of how teachers can interrogate all the elements of teaching and classroom context (whether physical or virtual) to influence the emergent dynamic of our classrooms.  相似文献   

16.
In this paper, we present a human-robot teaching framework that uses “virtual” games as a means for adapting a robot to its user through natural interaction in a controlled environment. We present an experimental study in which participants instruct an AIBO pet robot while playing different games together on a computer generated playfield. By playing the games and receiving instruction and feedback from its user, the robot learns to understand the user’s typical way of giving multimodal positive and negative feedback. The games are designed in such a way that the robot can reliably predict positive or negative feedback based on the game state and explore its user’s reward behavior by making good or bad moves. We implemented a two-staged learning method combining Hidden Markov Models and a mathematical model of classical conditioning to learn how to discriminate between positive and negative feedback. The system combines multimodal speech and touch input for reliable recognition. After finishing the training, the system was able to recognize positive and negative reward with an average accuracy of 90.33%.  相似文献   

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There are numerous applications where a variety of human and software participants interactively pursue a given task (play a game, engage in a simulation, etc.). In this paper, we define a basic architecture for a distributed, interactive system (DIS for short). We then formally define a mathematical construct called a DIS abstraction that provides a theoretical basis for a software platform for building distributed interactive systems. Our framework provides a language for building multiagent applications where each agent has its own behaviors and where the behavior of the multiagent application as a whole is governed by one or more “master” agents. Agents in such a multiagent application may compete for resources, may attempt to take actions based on incorrect beliefs, may attempt to take actions that conflict with actions being concurrently attempted by other agents, and so on. Master agents mediate such conflicts. Our language for building agents (ordinary and master) depends critically on a notion called a “generalized constraint” that we define. All agents attempt to optimize an objective function while satisfying such generalized constraints that the agent is bound to preserve. We develop several algorithms to determine how an agent satisfies its generalized constraints in response to events in the multiagent application. We experimentally evaluate these algorithms in an attempt to understand their advantages and disadvantages. This revised version was published online in June 2006 with corrections to the Cover Date.  相似文献   

19.
Immersive virtual settings are evolving to become new “spaces of life”. Humans inhabit these different virtual worlds through their avatars, and tend to gather into communities. However, the behavioral factors underlying the cognitive process of immersion in virtual worlds are still far to be understood. We here investigated these factors using the Star Wars Role-Play community of the virtual setting of Second Life as a model. More specifically, our studies focused on the immersion process in the “Hutt Space”, a portion of the Star Wars Galaxy ruled by the alien species of the Hutts, which combines the trademark aspects of Star Wars universe. Using both quantitative and qualitative methods, we identified some of the factors which favor the immersion process. Our results suggest that the different behavioral factors contributing to the immersion process can be organized in three structuring dimensions: commitment, cohesion, and coherence. We also unveil a compensatory mechanism between appearance and behavioral factors in creation and maintenance of social groups in virtual worlds. Finally, we point out some of the behavioral aspects of the evolution from passive media engagement (spectators), to active media engagement (actors), and suggest a theoretical framework to investigate how human inhabit immersive virtual spaces.  相似文献   

20.
3D tele-immersion improves the state of collaboration among geographically distributed participants. Unlike the traditional 2D videos, a 3D tele-immersive system employs multiple 3D cameras based in each physical site to cover a much larger field of view, generating a very large amount of stream data. One of the major challenges is how to efficiently transmit these bulky 3D streaming data to bandwidth-constrained sites. In this paper, we study an adaptive human visual system (HVS)-compliant bandwidth management framework for efficient delivery of hundred-scale streams produced from distributed 3D tele-immersive sites to a receiver site with limited bandwidth budget. Our adaptation framework exploits the semantics link of HVS with multiple 3D streams in the 3D tele-immersive environment. We developed TELEVIS, a visual simulation tool to showcase an HVS-aware tele-immersive system for realistic cases. Our evaluation results show that the proposed adaptation can improve the total quality per unit of bandwidth used to deliver streams in 3D tele-immersive systems.  相似文献   

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