19,275 research outputs found
The display of electronic commerce within virtual environments
In today’s competitive business environment, the majority of companies are expected to be represented on the Internet in the form of an electronic commerce site. In an effort to keep up with current business trends, certain aspects of interface design such as those related to navigation and perception may be overlooked. For instance, the manner in which a visitor to the site might perceive the information displayed or the ease with which they navigate through the site may not be taken into consideration. This paper reports on the evaluation of the electronic commerce sites of three different companies, focusing specifically on the human factors issues such as perception and navigation. Heuristic evaluation, the most popular method for investigating user interface design, is the technique employed to assess each of these sites. In light of the results from the analysis of the evaluation data, virtual environments are suggested as a way of improving the navigation and perception display constraints
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A new navigation paradigm for virtual reality: the guided visit through a virtual world
The three main navigation paradigms for virtual worlds, i.e., free navigation, automatic tours, and multiuser navigation show important limitations when dealing with guided visits that involve interactive cooperation among several users in 3D virtual worlds over the Internet. In this paper, we present our research into this issue and some important results. We propose a new navigation paradigm denominated guided visit through a virtual world, where the capacity of a user guiding several remote users through the virtual world is enriched with the capacity to dynamically interchange the role of guiding between the connected users. The user that acts as a guide moves freely through the virtual world, and his/her movements are reproduced by the browsers of the other guided users. We also present the architecture and the system we developed that implements this paradigm, as well as its integration in a working realworld application that demonstrates its use
Virtual environment trajectory analysis:a basis for navigational assistance and scene adaptivity
This paper describes the analysis and clustering of motion trajectories obtained while users navigate within a virtual environment (VE). It presents a neural network simulation that produces a set of five clusters which help to differentiate users on the basis of efficient and inefficient navigational strategies. The accuracy of classification carried out with a self-organising map algorithm was tested and improved to in excess of 85% by using learning vector quantisation. This paper considers how such user classifications could be utilised in the delivery of intelligent navigational support and the dynamic reconfiguration of scenes within such VEs. We explore how such intelligent assistance and system adaptivity could be delivered within a Multi-Agent Systems (MAS) context
Evaluating distributed cognitive resources for wayfinding in a desktop virtual environment.
As 3D interfaces, and in particular virtual environments, become increasingly realistic there is a need to investigate the location and configuration of information resources, as distributed in the humancomputer system, to support any required activities. It is important for the designer of 3D interfaces to be aware of information resource availability and distribution when considering issues such as cognitive load on the user. This paper explores how a model of distributed resources can support the design of alternative aids to virtual environment wayfinding with varying levels of cognitive load. The wayfinding aids have been implemented and evaluated in a desktop virtual environment
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Art museums and the incorporation of virtual reality: Examining the impact of VR on spatial and social norms
Art museums implicate established spatial and social norms. The norms that shape these behaviours are not fixed, but rather subject to change as the sociality and physicality of these spaces continues to develop. In recent years, the re-emergence of virtual reality (VR) has led to this technology being incorporated into art museums in the form of VR-based exhibits. While a growing body of research now explores the various applications, uses and effects of VR, there is a notable dearth of studies examining the impact VR might be having on the spatial and social experience of art museums. This article, therefore, reports on an original research project designed to address these concerns. The project was conducted at Anise Gallery in London, United Kingdom, between June and July 2018 and focused on the multisensory, and VR-based, exhibition, Scents of Shad Thames. The research involved 19 semi-structured interviews with participants who had just experienced this exhibition. Drawing on scholarly literature that surrounds the spatial and social norms pertaining to art museums, this study advances along three lines. First, the research explores whether the inclusion of VR might alter the practice of people watching, which is endemic of this setting. Second, the research explores whether established ways of navigating the physical setting of art museums might influence how users approach the digital space of VR. Third, the research examines whether the incorporation of VR might produce a qualitatively different experience of the art museum as a shared social space
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