7,877 research outputs found

    Virual world users evaluated according to environment design, task based adn affective attention measures

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    This paper presents research that engages with virtual worlds for education users to understand design of these applications for their needs. An in-depth multi-method investigation from 12 virtual worlds participants was undertaken in three stages; initially a small scale within-subjects eye-tracking comparison was made between the role playing game 'RuneScape' and the virtual social world 'Second Life', secondly an in-depth evaluation of eye-tracking data for Second Life tasks (i.e. avatar, object and world based) was conducted, finally a qualitative evaluation of Second Life tutorials in comparative 3D situations (i.e. environments that are; realistic to surreal, enclosed to open, formal to informal) was conducted. Initial findings identified increased users attention within comparable gaming and social world interactions. Further analysis identified that 3D world focused interactions increased participants' attention more than object and avatar tasks. Finally different 3D situation designs altered levels of task engagement and distraction through perceptions of comfort, fun and fear. Ultimately goal based and environment interaction tasks can increase attention and potentially immersion. However, affective perceptions of 3D situations can negatively impact on attention. An objective discussion of the limitations and benefits of virtual world immersion for student learning is presented

    Sharing, privacy and trust issues for photo collections

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    Digital libraries are quickly being adopted by the masses. Technological developments now allow community groups, clubs, and even ordinary individuals to create their own, publicly accessible collections. However, users may not be fully aware of the potential privacy implications of submitting their documents to a digital library, and may hold misconceptions of the technological support for preserving their privacy. We present results from 18 autoethnographic investigations and 19 observations / interviews into privacy issues that arise when people make their personal photo collections available online. The Adams' privacy model is used to discuss the findings according to information receiver, information sensitivity, and information usage. Further issues of trust and ad hoc poorly supported protection strategies are presented. Ultimately while photographic data is potentially highly sensitive, the privacy risks are often hidden and the protection mechanisms are limited
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