162,523 research outputs found

    The Effects of Finger-Walking in Place (FWIP) on Spatial Knowledge Acquisition in Virtual Environments

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    Spatial knowledge, necessary for efficient navigation, comprises route knowledge (memory of landmarks along a route) and survey knowledge (overall representation like a map). Virtual environments (VEs) have been suggested as a power tool for understanding some issues associated with human navigation, such as spatial knowledge acquisition. The Finger-Walking-in-Place (FWIP) interaction technique is a locomotion technique for navigation tasks in immersive virtual environments (IVEs). The FWIP was designed to map a human’s embodied ability overlearned by natural walking for navigation, to finger-based interaction technique. Its implementation on Lemur and iPhone/iPod Touch devices was evaluated in our previous studies. In this paper, we present a comparative study of the joystick’s flying technique versus the FWIP. Our experiment results show that the FWIP results in better performance than the joystick’s flying for route knowledge acquisition in our maze navigation tasks

    Dialogues with a talking face for web-based services and transactions

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    In this paper we discuss our research on interactions in a virtual theatre that has been built using VRML and therefore can be accessed through Web pages. In\ud the virtual environment we employ several agents. The virtual theatre allows navigation input through keyboard and mouse, but there is also a navigation\ud agent which listens to typed input and spoken commands. Feedback of the system is given using speech synthesis. We also have an information agent which allows a natural language dialogue with the system where the input is keyboard-driven and the output is both with tables as with template driven natural language generation. In development are several talking faces for the different agents in the virtual world. At this moment an avatar with a cartoon-like talking face driven by a text-to-speech synthesizer can provide users with information about performances in the theatre

    Navigation: am I really lost or virtually there?

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    Data is presented from virtual environment (VE) navigation studies that used building- and chessboard-type layouts. Participants learned by repeated navigation, spending several hours in each environment. While some participants quickly learned to navigate efficiently, others remained almost totally disoriented. In the virtual buildings this disorientation was illustrated by mean direction estimate errors of approximately 90°, and in the chessboard VEs disorientation was highlighted by the large number of rooms that some participants visited. Part of the cause of disorientation, and generally slow spatial learning, lies in the difficulty participants had learning the paths they had followed through the VEs

    Virtual Reference for Video Collections: System Infrastructure, User Interface and Pilot User Study

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    A new video-based Virtual Reference (VR) tool called VideoHelp was designed and developed to support video navigation escorting, a function that enables librarians to co-navigate a digital video with patrons in the web-based environment. A client/server infrastructure was adopted for the VideoHelp system and timestamps were used to achieve the video synchronization between the librarians and patrons. A pilot usability study of using VideoHelp prototype in video seeking was conducted and the preliminary results demonstrated that the system is easy to learn and use, and real-time assistance from virtual librarians in video navigation is desirable on a conditional basis

    Knowledge Building of 3D Geometry Concepts and Processes within a Virtual Reality Learning Environment

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    This paper reports on a pilot study for a prototype VRLE (Virtual Reality Learning Environment) named VRMath. The two primary school students who were involved in this study engaged in two VRMath learning activities designed by the researchers. The results indicated that 3D navigation within the VR 3D space was difficult. However, it could be aided with the navigation aids designed within VRMath. The 3D navigation within the 3D virtual space also caused the participants confusion in terms of their spatial visualisation and orientation abilities. The construction of 3D geometrical objects within VRMath was also difficult especially when the participants were operating the 3D rotation mentally and physically with respect to their body (i.e., the egocentric frame of reference). It was found that the simultaneously use of different frames of reference could help the construction of 3D geometrical objects. During the learning activities, issues about the usability of VRMath were also explored
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