17,713 research outputs found

    A study of event traffic during the shared manipulation of objects within a collaborative virtual environment

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    Event management must balance consistency and responsiveness above the requirements of shared object interaction within a Collaborative Virtual Environment (CVE) system. An understanding of the event traffic during collaborative tasks helps in the design of all aspects of a CVE system. The application, user activity, the display interface, and the network resources, all play a part in determining the characteristics of event management. Linked cubic displays lend themselves well to supporting natural social human communication between remote users. To allow users to communicate naturally and subconsciously, continuous and detailed tracking is necessary. This, however, is hard to balance with the real-time consistency constraints of general shared object interaction. This paper aims to explain these issues through a detailed examination of event traffic produced by a typical CVE, using both immersive and desktop displays, while supporting a variety of collaborative activities. We analyze event traffic during a highly collaborative task requiring various forms of shared object manipulation, including the concurrent manipulation of a shared object. Event sources are categorized and the influence of the form of object sharing as well as the display device interface are detailed. With the presented findings the paper wishes to aid the design of future systems

    A Content-Analysis Approach for Exploring Usability Problems in a Collaborative Virtual Environment

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    As Virtual Reality (VR) products are becoming more widely available in the consumer market, improving the usability of these devices and environments is crucial. In this paper, we are going to introduce a framework for the usability evaluation of collaborative 3D virtual environments based on a large-scale usability study of a mixedmodality collaborative VR system. We first review previous literature about important usability issues related to collaborative 3D virtual environments, supplemented with our research in which we conducted 122 interviews after participants solved a collaborative virtual reality task. Then, building on the literature review and our results, we extend previous usability frameworks. We identified twelve different usability problems, and based on the causes of the problems, we grouped them into three main categories: VR environment-, device interaction-, and task-specific problems. The framework can be used to guide the usability evaluation of collaborative VR environments

    Internationalisation from home- global collaborative project based learning

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    This paper explores how cross-institutional project-based-learning facilitated by Web 2.0 ICTs supported cross-cultural and cross-institutional student peer learning experiences. The focus of this paper relates to the most recent project named ‘The Gift’ conducted through ‘The Global Studio’. At each institution the students formed small local project teams which were paired with teams of students from one of the other collaborating universities. Initial findings suggest the majority of students perceived this innovative initiative as having facilitated their learning, especially in the intended areas of development of virtual teamwork and communication skills. This paper focuses on initial findings with regards peer learning in relation to ICTs and cross-cultural communication

    The design, implementation and evaluation of mass conferencing

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    There have been attempts to classify and analyse the approaches and techniques of using videoconferencing for teaching and learning. Most classifications include the use of videoconferencing techniques to support lecture‐style delivery to large audiences, or what might be referred to as ‘mass conferencing’. This is often dismissed by sceptics as another gimmick: the real thing is better, or it may be viewed as simply just another didactic approach with little to commend it either in the form of communication or in pedagogical terms. However, the key element in its use is the context within which the mass conferencing is being applied Whatever videoconferencing approaches are employed, it is our view that their successful implementation implies both a clearly defined structure and an operational template. Thus, this paper underlines some of the processes which we have used in mass conferencing. We then evaluate the outcomes, and identify, some themes to be incorporated in successful mass conferencing, including the key factors involved in successful delivery, namely in the preparation, activity, and evaluation stages. In operational terms, the introduction of an external element, beyond the control of course tutors, has highlighted many organizational, pedagogical and technical questions, some of which we address

    The design, implementation and evaluation of mass conferencing

    Get PDF
    There have been attempts to classify and analyse the approaches and techniques of using videoconferencing for teaching and learning. Most classifications include the use of videoconferencing techniques to support lecture‐style delivery to large audiences, or what might be referred to as ‘mass conferencing’. This is often dismissed by sceptics as another gimmick: the real thing is better, or it may be viewed as simply just another didactic approach with little to commend it either in the form of communication or in pedagogical terms. However, the key element in its use is the context within which the mass conferencing is being applied Whatever videoconferencing approaches are employed, it is our view that their successful implementation implies both a clearly defined structure and an operational template. Thus, this paper underlines some of the processes which we have used in mass conferencing. We then evaluate the outcomes, and identify, some themes to be incorporated in successful mass conferencing, including the key factors involved in successful delivery, namely in the preparation, activity, and evaluation stages. In operational terms, the introduction of an external element, beyond the control of course tutors, has highlighted many organizational, pedagogical and technical questions, some of which we address

    Utilizing a 3D game engine to develop a virtual design review system

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    A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects
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