IEEE HomeSearch IEEE ShopWeb Account Contact IEEE IEEE
MembershipPublications/ServicesStandardsConferencesCareers/Jobs  
IEEE Xplore   Welcome
CAPES FUNDACAO COORDENACAO DE PESSOAL DE NIVEL
Help    FAQ   Terms   IEEE Peer Review
» Abstract 
Welcome to IEEE Xplore
Home
What Can I Access?
Log-out
Tables of Contents
Journals & Magazines
Conference Proceedings
Standards
Search
By Author
Basic
Advanced
Member Services
Join IEEE


Print Format
SEARCH RESULTS     [PDF Full-Text (708 KB)]     PREVIOUS     NEXT     DOWNLOAD CITATION    


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  

Documents that cite this document
Select link to view other documents in the database that cite this one.


SEARCH RESULTS    [PDF Full-Text (708 KB)]     PREVIOUS     NEXT     DOWNLOAD CITATION    

Home | Log-out | Journals | Conference Proceedings | Standards | Search by Author | Basic Search | Advanced Search
Join IEEE
| Web Account | New this week | OPAC Linking Information | Your Feedback | Technical Support | Email Alerting
No Robots Please | Release Notes |
IEEE Online Publications | Help | FAQ| Terms | Back to Top

Copyright © 2002 IEEE — All rights reserved