666 research outputs found
Virtual Environments for Training: From Individual Learning to Collaboration with Humanoids
The next generation of virtual environments for training is oriented towards
collaborative aspects. Therefore, we have decided to enhance our platform for
virtual training environments, adding collaboration opportunities and
integrating humanoids. In this paper we put forward a model of humanoid that
suits both virtual humans and representations of real users, according to
collaborative training activities. We suggest adaptations to the scenario model
of our platform making it possible to write collaborative procedures. We
introduce a mechanism of action selection made up of a global repartition and
an individual choice. These models are currently being integrated and validated
in GVT, a virtual training tool for maintenance of military equipments,
developed in collaboration with the French company NEXTER-Group
Using mobile group dynamics and virtual time to improve teamwork in large-scale collaborative virtual environments
Mobile group dynamics (MGDs) assist synchronous working in collaborative virtual environments (CVEs), and virtual time (VT) extends the benefits to asynchronous working. The present paper describes the implementation of MGDs (teleporting, awareness and multiple views) and VT (the utterances of 23 previous users were embedded in a CVE as conversation tags), and their evaluation using an urban planning task. Compared with previous research using the same scenario, the new MGD techniques produced substantial increases in the amount that, and distance over which, participants communicated. With VT participants chose to listen to a quarter of the conversations of their predecessors while performing the task. The embedded VT conversations led to a reduction in the rate at which participants traveled around, but an increase in live communication that took place. Taken together, the studies show how CVE interfaces can be improved for synchronous and asynchronous collaborations, and highlight possibilities for future research
Integration of human factors in networked computing
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2008 Elsevie
Using teleporting, awareness and multiple views to improve teamwork in collaborative virtual environments
Mobile Group Dynamics (MGDs) are a suite of techniques that help people work together in large-scale collaborative virtual environments (CVEs). The present paper describes the implementation and evaluation of three additional MGDs techniques (teleporting, awareness and multiple views) which, when combined, produced a 4 times increase in the amount that participants communicated in a CVE and also significantly increased the extent to which participants communicated over extended distances in the CVE. The MGDs were evaluated using an urban planning scenario using groups of either seven (teleporting + awareness) or eight (teleporting + awareness + multiple views) participants. The study has implications for CVE designers, because it provides quantitative and qualitative data about how teleporting, awareness and multiple views improve groupwork in CVEs. Categories and Subject Descriptors (according to ACM CCS): C.2.4 [Computer-Communication Networks]: Distributed Systems – Distributed applications; H.1.2 [Models and Principles]: User/Machine Systems – Human
factors; Software psychology; H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems
– Artificial, augmented and virtual realities; H.5.3 [Information Interfaces and Presentation]: Group and Organization Interfaces – Collaborative computing; Computer-supported cooperative work; Synchronous interaction; I.3.7[Computer Graphics]: Three Dimensional Graphics and Realism – Virtual Realit
Constructing a gazebo: supporting teamwork in a tightly coupled, distributed task in virtual reality
Many tasks require teamwork. Team members may work concurrently, but there must be some occasions of coming together. Collaborative virtual environments (CVEs) allow distributed teams to come together across distance to share a task. Studies of CVE systems have tended to focus on the sense of presence or copresence with other people. They have avoided studying close interaction between us-ers, such as the shared manipulation of objects, because CVEs suffer from inherent network delays and often have cumbersome user interfaces. Little is known about the ef-fectiveness of collaboration in tasks requiring various forms of object sharing and, in particular, the concurrent manipu-lation of objects.
This paper investigates the effectiveness of supporting teamwork among a geographically distributed group in a task that requires the shared manipulation of objects. To complete the task, users must share objects through con-current manipulation of both the same and distinct at-tributes. The effectiveness of teamwork is measured in terms of time taken to achieve each step, as well as the impression of users. The effect of interface is examined by comparing various combinations of walk-in cubic immersive projection technology (IPT) displays and desktop devices
Agent mediation and management of virtual communities: a redefinition of the traditional community concept
The paper explores the evolution of the concept of community in the light of computer mediated immersive virtual environments. The traditional concept of community has become strained in its attempts to capture the evolving virtual community. We believe the concept of the virtual community is of paramount importance and examine the extent to which this is being redefined to cater for it. We examine the management and mediation of such an environment and specifically the social process associated with the cohabited users. We advocate the use of multi-agent systems in delivering this functionalit
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