10 research outputs found

    Interaction design and usability of learning spaces in 3D multi-user virtual worlds

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    Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web, which users can 'inhabit' and interact via their own graphical self-representations known as 'avatars'. 3D virtual worlds are being used in many applications: education/training, gaming, social networking, marketing and commerce. Second Life is the most widely used 3D virtual world in education. However, problems associated with usability, navigation and wayfinding in 3D virtual worlds may impact on student learning and engagement. Based on empirical investigations of learning spaces in Second Life, this paper presents design guidelines to improve the usability and ease of navigation in 3D spaces. Methods of data collection include semi-structured interviews with Second Life students, educators and designers. The findings have revealed that design principles from the fields of urban planning, Human-Computer Interaction, Web usability, geography and psychology can influence the design of spaces in 3D multi-user virtual environments

    Cybersickness induced by desktop virtual reality

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    Cybersickness, a syndrome resulting from exposure to virtual reality displays, raises ethical and liability issues. We have found that, contrary to the majority of previous reports in the literature, cybersickness can be induced by desktop virtual real-ity. Moreover, our findings suggest that some individuals susceptible to cybersickness can be screened out on the basis of their self-reported susceptibility to motion sickness

    Gallia : archéologie de la France antique

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    Abstract. This paper presents the current status of VU-Flow (Visualization of Users ’ Flow), a software tool that is able to automatically record usage data in Virtual Environments and provide a set of 2D and 3D visualizations that make it easy for an evaluator to visually detect peculiar users ' behaviors and navigability problems. The paper focuses on novel functionalities we recently added to the tool. More specifically, the new version of VU-Flow includes: (i) the possibility of visualizing predominant flow directions for multiple users or multiple visiting sessions, (ii) a visualization aimed at highlighting traffic congestion problems in multi-user VEs, (iii) the possibility of visualizing a replay of users ’ visits together with audio and video recordings of actual users (e.g. gathered during lab experiments), and (iv) the ability to derive, for each user, a list of quantitative data characterizing her behavior in the VE.

    The experience of spatial interaction: Conceptualizing the user experience of virtual environments

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    This paper examines the issue of User Experience (UX) as applied to immersive Virtual Reality from the standpoint of environmental psychology and related fields as a complement to principles from the fields of product design, psychology of emotion, formal aesthetics etc. Partly on account of its generality, multidisciplinary nature, and broad applicability, UX continues to defy a single commonly accepted definition, a fact which necessitates a holistic treatment of the subject of spatial interaction design. Various approaches and models of environmental psychology, as well as approaches to usability and UX are outlined in light of the need to highlight the influence and effects of particular spatial designs to particular dimensions of UX. Additionally, the concept and constituent dimensions of environmental appraisal are similarly defined and analysed, and indicative experimental designs currently under development are briefly described

    Field Studies

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    One way to implement and evaluate the effectiveness of recommendation systems in software engineering is to conduct field studies. Field studies are important as they are the extension of laboratory experiments into real-life situations of organizations and/or society. They bring greater realism to the phenomena that are under study. However, field studies require following a rigorous research approach with many challenges attached, such as difficulties in implementing the research design, achieving sufficient control, replication, validity, and reliability. In practice, another challenge is to find organizations who are prepared to be studied. In this chapter, we provide a step-by-step process for the construction and deployment of recommendation systems in software engineering in the field. We also emphasize three main challenges (organizational, data, design) encountered during field studies, both in general and specifically with respect to software organizations

    Quality and Reliability Assurance During the Production Phase (Basic Considerations)

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    UEG Week 2019 Poster Presentations

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