3,654 research outputs found
Model-based groupware solution for distributed real-time collaborative 4D planning via teamwork
Construction planning plays a fundamental role in construction project management that requires team working among planners from a diverse range of disciplines and in geographically dispersed working situations. Model-based four-dimensional (4D) computer-aided design (CAD) groupware, though considered a possible approach to supporting collaborative planning, is still short of effective collaborative mechanisms for teamwork due to methodological, technological and social challenges. Targeting this problem, this paper proposes a model-based groupware solution to enable a group of multidisciplinary planners to perform real-time collaborative 4D planning across the Internet. In the light of the interactive definition method, and its computer-supported collaborative work (CSCW) design analysis, the paper discusses the realization of interactive collaborative mechanisms from software architecture, application mode, and data exchange protocol. These mechanisms have been integrated into a groupware solution, which was validated by a planning team in a truly geographically dispersed condition. Analysis of the validation results revealed that the proposed solution is feasible for real-time collaborative 4D planning to gain a robust construction plan through collaborative teamwork. The realization of this solution triggers further considerations about its enhancement for wider
groupware applications
Natural user interfaces for interdisciplinary design review using the Microsoft Kinect
As markets demand engineered products faster, waiting on the cyclical design processes of the past is not an option. Instead, industry is turning to concurrent design and interdisciplinary teams. When these teams collaborate, engineering CAD tools play a vital role in conceptualizing and validating designs. These tools require significant user investment to master, due to challenging interfaces and an overabundance of features. These challenges often prohibit team members from using these tools for exploring designs. This work presents a method allowing users to interact with a design using intuitive gestures and head tracking, all while keeping the model in a CAD format. Specifically, Siemens\u27 Teamcenter® Lifecycle Visualization Mockup (Mockup) was used to display design geometry while modifications were made through a set of gestures captured by a Microsoft KinectTM in real time. This proof of concept program allowed a user to rotate the scene, activate Mockup\u27s immersive menu, move the immersive wand, and manipulate the view based on head position.
This work also evaluates gesture usability and task completion time for this proof of concept system. A cognitive model evaluation method was used to evaluate the premise that gesture-based user interfaces are easier to use and learn with regards to time than a traditional mouse and keyboard interface. Using a cognitive model analysis tool allowed the rapid testing of interaction concepts without the significant overhead of user studies and full development cycles. The analysis demonstrated that using the KinectTM is a feasible interaction mode for CAD/CAE programs. In addition, the analysis pointed out limitations in the gesture interfaces ability to compete time wise with easily accessible customizable menu options
You can't always sketch what you want: Understanding Sensemaking in Visual Query Systems
Visual query systems (VQSs) empower users to interactively search for line
charts with desired visual patterns, typically specified using intuitive
sketch-based interfaces. Despite decades of past work on VQSs, these efforts
have not translated to adoption in practice, possibly because VQSs are largely
evaluated in unrealistic lab-based settings. To remedy this gap in adoption, we
collaborated with experts from three diverse domains---astronomy, genetics, and
material science---via a year-long user-centered design process to develop a
VQS that supports their workflow and analytical needs, and evaluate how VQSs
can be used in practice. Our study results reveal that ad-hoc sketch-only
querying is not as commonly used as prior work suggests, since analysts are
often unable to precisely express their patterns of interest. In addition, we
characterize three essential sensemaking processes supported by our enhanced
VQS. We discover that participants employ all three processes, but in different
proportions, depending on the analytical needs in each domain. Our findings
suggest that all three sensemaking processes must be integrated in order to
make future VQSs useful for a wide range of analytical inquiries.Comment: Accepted for presentation at IEEE VAST 2019, to be held October 20-25
in Vancouver, Canada. Paper will also be published in a special issue of IEEE
Transactions on Visualization and Computer Graphics (TVCG) IEEE VIS
(InfoVis/VAST/SciVis) 2019 ACM 2012 CCS - Human-centered computing,
Visualization, Visualization design and evaluation method
Teacher training in the use of a three-dimensional immersive virtual world: Building understanding through first-hand experiences
This study offers recommendations and a model for other teacher educators who are interested in training teachers in the use of three-dimensional (3D) immersive virtual worlds (IVWs) for their own teaching. Twelve special education teachers collaboratively explored the usability of Second Life (SL) for special education by completing a full inquiry cycle to develop the ability to make informed decisions about the affordances and challenges of virtual world teaching and to help identify effective components for virtual worlds teacher training. Ten educational SL islands were explored critically. Mixed-methods data analysis and triangulation were based on the analysis and synthesis of a preliminary survey, a mid-reflection after several virtual explorations, the collaborative analysis of an existing SL lesson plan, the collaborative development of a SL lesson plan, a post-reflection, and a post-survey. Several key benefits of 3D IVWs for special education students emerged from the qualitative analyses, namely social skills practice, collaborative learning towards a joint goal with a competitive element, and increased motivation to participate, especially for topics that would otherwise be perceived as boring. The qualitative data informed the development of guidelines for virtual worlds teacher training and the elements of an ideal SL island designed for special education. The change of attitude towards the usability of virtual worlds in education as a result of the workshop was not statistically significant
Smart Factory Using Virtual Reality and Online Multi-User: Towards a Metaverse for Experimental Frameworks
Virtual reality (VR) has been brought closer to the general public over the past decade as it
has become increasingly available for desktop and mobile platforms. As a result, consumer-grade VR
may redefine how people learn by creating an engaging “hands-on” training experience. Today, VR
applications leverage rich interactivity in a virtual environment without real-world consequences to
optimize training programs in companies and educational institutions. Therefore, the main objective
of this article was to improve the collaboration and communication practices in 3D virtual worlds
with VR and metaverse focused on the educational and productive sector in smart factory. A key
premise of our work is that the characteristics of the real environment can be replicated in a virtual
world through digital twins, wherein new, configurable, innovative, and valuable ways of working
and learning collaboratively can be created using avatar models. To do so, we present a proposal for
the development of an experimental framework that constitutes a crucial first step in the process of
formalizing collaboration in virtual environments through VR-powered metaverses. The VR system
includes functional components, object-oriented configurations, advanced core, interfaces, and an
online multi-user system. We present the study of the first application case of the framework with VR
in a metaverse, focused on the smart factory, that shows the most relevant technologies of Industry 4.0.
Functionality tests were carried out and evaluated with users through usability metrics that showed
the satisfactory results of its potential educational and commercial use. Finally, the experimental
results show that a commercial software framework for VR games can accelerate the development of
experiments in the metaverse to connect users from different parts of the world in real time.Universidad Cooperativa de Colombia-Cali, Colombia INV278
CAD and virtual reality in construction
Includes bibliographical references (p. 175-184).Thesis (B.Sc)--University of Hong Kong, 2007.published_or_final_versio
Virtual Valcamonica: collaborative exploration of prehistoric petroglyphs and their surrounding environment in multi-user virtual reality
In this paper, we present a novel, multi-user, virtual reality environment for the interactive, collaborative 3D analysis of large 3D scans and the technical advancements that were necessary to build it: a multi-view rendering system for large 3D point clouds, a suitable display infrastructure and a suite of collaborative 3D interaction techniques. The cultural heritage site of Valcamonica in Italy with its large collection of prehistoric rock-art served as an exemplary use case for evaluation. The results show that our output-sensitive level-of-detail rendering system is capable of visualizing a 3D dataset with an aggregate size of more than 14 billion points at interactive frame rates. The system design in this exemplar application results from close exchange with a small group of potential users: archaeologists with expertise in rock-art and allows them to explore the prehistoric art and its spatial context with highly realistic appearance. A set of dedicated interaction techniques was developed to facilitate collaborative visual analysis. A multi-display workspace supports the immediate comparison of geographically distributed artifacts. An expert review of the final demonstrator confirmed the potential for added value in rock-art research and the usability of our collaborative interaction techniques
- …