CVE technology development based an real world application and user
needs
Daphne, E.
William, M.L.
Steve, P.R.
Adrian, W.J.
Dept. of Comput. & Math., Manchester Metropolitan Univ.;
This paper appears in:
Enabling Technologies: Infrastructure for Collaborative Enterprises, 2000.
(WET ICE 2000). Proeedings. IEEE 9th International Workshops on
06/14/2000
-06/16/2000, 2000
Location: Gaithersburg, MD
, USA
On page(s): 12-20
2000
References Cited: 36
Number of Pages: xiv+292
INSPEC Accession Number: 6755016
Abstract:
Argues that the development of collaborative virtual environment
(CVE) technology must be guided by application and end-user needs. A
collaboration is described between human factors and technological
researchers based on observations of prototypes in use in a real-world
educational situation. The aim of the research is to develop a framework
of design factors for the use of virtual actors in CVEs and to inform
the development of the underlying CVE technology. The methodological
approach followed involves the development of prototype virtual learning
environments in a series of distinct phases of increasing
sophistication. The environments are based on an ancient Egyptian game
(Senet) and are aimed at children at Key Stage Level 2 of the National
Curriculum for education in England. The paper shows how established 2D
multimedia technologies were used to develop robust prototypes which
were then observed in use by children. Results from these phases have
been used to guide the current phase of work. This involves the
construction of a 3D shared virtual environment using the experimental
Deva virtual reality system
Index Terms:
computer aided instruction
computer games
groupware
human factors
multimedia computing
user centred design
virtual reality
3D shared virtual environment
Deva virtual reality system
England
Key Stage Level 2
National Curriculum
Senet
ancient Egyptian game
application needs
children
collaborative learning
collaborative virtual environment technology development
design factors
education
human factors
multimedia technologies
prototype virtual learning environments
robust prototypes
user needs
virtual actors
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