28,201 research outputs found

    Usability Evaluation in Virtual Environments: Classification and Comparison of Methods

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    Virtual environments (VEs) are a relatively new type of human-computer interface in which users perceive and act in a three-dimensional world. The designers of such systems cannot rely solely on design guidelines for traditional two-dimensional interfaces, so usability evaluation is crucial for VEs. We present an overview of VE usability evaluation. First, we discuss some of the issues that differentiate VE usability evaluation from evaluation of traditional user interfaces such as GUIs. We also present a review of VE evaluation methods currently in use, and discuss a simple classification space for VE usability evaluation methods. This classification space provides a structured means for comparing evaluation methods according to three key characteristics: involvement of representative users, context of evaluation, and types of results produced. To illustrate these concepts, we compare two existing evaluation approaches: testbed evaluation [Bowman, Johnson, & Hodges, 1999], and sequential evaluation [Gabbard, Hix, & Swan, 1999]. We conclude by presenting novel ways to effectively link these two approaches to VE usability evaluation

    Agent Street: An Environment for Exploring Agent-Based Models in Second Life

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    Urban models can be seen on a continuum between iconic and symbolic. Generally speaking, iconic models are physical versions of the real world at some scaled down representation, while symbolic models represent the system in terms of the way they function replacing the physical or material system by some logical and/or mathematical formulae. Traditionally iconic and symbolic models were distinct classes of model but due to the rise of digital computing the distinction between the two is becoming blurred, with symbolic models being embedded into iconic models. However, such models tend to be single user. This paper demonstrates how 3D symbolic models in the form of agent-based simulations can be embedded into iconic models using the multi-user virtual world of Second Life. Furthermore, the paper demonstrates Second Life\'s potential for social science simulation. To demonstrate this, we first introduce Second Life and provide two exemplar models; Conway\'s Game of Life, and Schelling\'s Segregation Model which highlight how symbolic models can be viewed in an iconic environment. We then present a simple pedestrian evacuation model which merges the iconic and symbolic together and extends the model to directly incorporate avatars and agents in the same environment illustrating how \'real\' participants can influence simulation outcomes. Such examples demonstrate the potential for creating highly visual, immersive, interactive agent-based models for social scientists in multi-user real time virtual worlds. The paper concludes with some final comments on problems with representing models in current virtual worlds and future avenues of research.Agent-Based Modelling, Pedestrian Evacuation, Segregation, Virtual Worlds, Second Life

    PALS/PRISM Software Design Description (SDD): Ver. 0.51

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    This Software Design Description (SDD) provides detailed information on the architecture and coding for the PRISM C++ library (version 0.51). The PRISM C++ library supports consistent information sharing and in- teractions between distributed components of networked embedded systems, e.g. avionics. It is designed to reduce the complexity of the networked sys- tem by employing synchronous semantics provided by the architectural pat- tern called a Physically-Asynchronous Logically-Synchronous (PALS) system.unpublishednot peer reviewe

    An event service supporting autonomic management of ubiquitous systems for e-health

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    An event system suitable for very simple devices corresponding to a body area network for monitoring patients is presented. Event systems can be used both for self-management of the components as well as indicating alarms relating to patient health state. Traditional event systems emphasise scalability and complex event dissemination for internet based systems, whereas we are considering ubiquitous systems with wireless communication and mobile nodes which may join or leave the system over time intervals of minutes. Issues such as persistent delivery are also important. We describe the design, prototype implementation, and performance characteristics of an event system architecture targeted at this application domain
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