In this panel we explore both the quality and effectiveness of interactions in virtual environments, and the perceived immersion in 3D collaborative virtual environments (CVEs) for work, entertainment, and collaborative learning.
{"title":"Just how important is 3D for CVEs?","authors":"E. Raybourn","doi":"10.1145/571878.571893","DOIUrl":"https://doi.org/10.1145/571878.571893","url":null,"abstract":"In this panel we explore both the quality and effectiveness of interactions in virtual environments, and the perceived immersion in 3D collaborative virtual environments (CVEs) for work, entertainment, and collaborative learning.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133365381","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A multiscale Collaborative Virtual Environment (mCVE) is a virtual world in which multiple users can independently resize themselves to work together on different sized aspects of very large and complicated structures. Interactions among users in an mCVE differ in many ways from those in traditional collaborative virtual environments. In this paper we explore collaboration-related issues affected by multiscale, such as social presence, perception of proximity, and cross-scale information sharing. We also report results of an experiment with our mCVE prototype system, which show the impact of multiscale capabilities on social interactions.
{"title":"Social interactions in multiscale CVEs","authors":"Xiaolong Zhang, G. Furnas","doi":"10.1145/571878.571884","DOIUrl":"https://doi.org/10.1145/571878.571884","url":null,"abstract":"A multiscale Collaborative Virtual Environment (mCVE) is a virtual world in which multiple users can independently resize themselves to work together on different sized aspects of very large and complicated structures. Interactions among users in an mCVE differ in many ways from those in traditional collaborative virtual environments. In this paper we explore collaboration-related issues affected by multiscale, such as social presence, perception of proximity, and cross-scale information sharing. We also report results of an experiment with our mCVE prototype system, which show the impact of multiscale capabilities on social interactions.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133477303","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Existing groupware toolkits are always built atop a programming language or system with some enhancements or extensions to support the development of a certain category of cooperative applications. This approach restricts the areas where the toolkits could be used. We argue that an ideal toolkit should be adaptive to different cooperation modes, a wide range of applications, and different programming languages. We present a groupware toolkit for replicated applications that meets these requirements by building it from a data management point of view. The architecture and certain important runtime supports are briefly explained.
{"title":"A data management System for replicated application","authors":"Guangxin Yang","doi":"10.1145/571878.571903","DOIUrl":"https://doi.org/10.1145/571878.571903","url":null,"abstract":"Existing groupware toolkits are always built atop a programming language or system with some enhancements or extensions to support the development of a certain category of cooperative applications. This approach restricts the areas where the toolkits could be used. We argue that an ideal toolkit should be adaptive to different cooperation modes, a wide range of applications, and different programming languages. We present a groupware toolkit for replicated applications that meets these requirements by building it from a data management point of view. The architecture and certain important runtime supports are briefly explained.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121986491","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
P. López, Oriol Montalà, Carles Pairot, R. Rallo, A. Gómez-Skarmeta
The design of a Virtual Environment (VE) is a distributed problem of multi-user access to shared resources. Such problem requires careful design decisions in order to provide a seamless system infrastructure capable of supporting flexible interactions in the shared scenarios.The complexity of this domain has led to intricate software systems that provide ad-hoc solutions to specific problems. Furthermore, many of them have gone to a dead end, due to their non-extensible design and their lack of code and module reuse.This paper presents a VE that is constructed on top of a component groupware framework. Our major aim is to provide an extensible infrastructure offering a set of collaborative services in a seamless way. At the conceptual level, it provides essential collaborative services: shared sessions, support for synchronous and asynchronous components, security, coordination, and a server-side awareness infrastructure. At the architectural level, the framework is constructed on top of a middleware integration platform and uses high performance publish/subscribe notification services. Finally, we present the advantages and limitations of this approach.
{"title":"MOVE:: component groupware foundations for collaborative virtual environments","authors":"P. López, Oriol Montalà, Carles Pairot, R. Rallo, A. Gómez-Skarmeta","doi":"10.1145/571878.571887","DOIUrl":"https://doi.org/10.1145/571878.571887","url":null,"abstract":"The design of a Virtual Environment (VE) is a distributed problem of multi-user access to shared resources. Such problem requires careful design decisions in order to provide a seamless system infrastructure capable of supporting flexible interactions in the shared scenarios.The complexity of this domain has led to intricate software systems that provide ad-hoc solutions to specific problems. Furthermore, many of them have gone to a dead end, due to their non-extensible design and their lack of code and module reuse.This paper presents a VE that is constructed on top of a component groupware framework. Our major aim is to provide an extensible infrastructure offering a set of collaborative services in a seamless way. At the conceptual level, it provides essential collaborative services: shared sessions, support for synchronous and asynchronous components, security, coordination, and a server-side awareness infrastructure. At the architectural level, the framework is constructed on top of a middleware integration platform and uses high performance publish/subscribe notification services. Finally, we present the advantages and limitations of this approach.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122288580","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this paper, we describe a collaborative navigation task in CVE. As a work in process, we present a process model of the task and design an experiment to test hypotheses generated by this process model. Using this experimental approach, we investigated the effect of the dimension of egocentric-exocentric perspectives on collaborative navigation performance. Results favor an egocentric perspective display. We also discuss the implications of this work for the design of interaction techniques to support collaborative navigation and awareness in CVE.
{"title":"Exploring collaborative navigation:: the effect of perspectives on group performance","authors":"Huahai Yang, G. Olson","doi":"10.1145/571878.571899","DOIUrl":"https://doi.org/10.1145/571878.571899","url":null,"abstract":"In this paper, we describe a collaborative navigation task in CVE. As a work in process, we present a process model of the task and design an experiment to test hypotheses generated by this process model. Using this experimental approach, we investigated the effect of the dimension of egocentric-exocentric perspectives on collaborative navigation performance. Results favor an egocentric perspective display. We also discuss the implications of this work for the design of interaction techniques to support collaborative navigation and awareness in CVE.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116787312","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ernesto J. Sallés, J. Michael, M. Capps, D. McGregor, Andrzej Kapolka
Distributed, real-time virtual environment (VE) architectures have traditionally been driven by quality of service (QOS) considerations, with little or no concern paid to security issues. With recent advancements in functionality, computing power and network bandwidth it has become practical to use VEs in sensitive areas such as product development with proprietary information and visualization of classified information. Consequently, previously ignored aspects of security need to be made a primary concern at the outset of designing a VE. In this paper we explore security concerns associated with a subtype of VEs: Runtime Extensible VEs (RTEVEs). We introduce a taxonomy of security issues, derived from a case study of NPSNET-V, with the goal of using this taxonomy to guide the formulation of security policy, requirements, and architectures for RTEVEs.
{"title":"Security of runtime extensible virtual environments","authors":"Ernesto J. Sallés, J. Michael, M. Capps, D. McGregor, Andrzej Kapolka","doi":"10.1145/571878.571894","DOIUrl":"https://doi.org/10.1145/571878.571894","url":null,"abstract":"Distributed, real-time virtual environment (VE) architectures have traditionally been driven by quality of service (QOS) considerations, with little or no concern paid to security issues. With recent advancements in functionality, computing power and network bandwidth it has become practical to use VEs in sensitive areas such as product development with proprietary information and visualization of classified information. Consequently, previously ignored aspects of security need to be made a primary concern at the outset of designing a VE. In this paper we explore security concerns associated with a subtype of VEs: Runtime Extensible VEs (RTEVEs). We introduce a taxonomy of security issues, derived from a case study of NPSNET-V, with the goal of using this taxonomy to guide the formulation of security policy, requirements, and architectures for RTEVEs.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"93 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124211866","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Olov Ståhl, Anders Wallberg, J. Söderberg, Jan Humble, L. Fahlén, Adrian Bullock, Jenny Lundberg
In this paper we describe The Pond, a system used to search for and visualise data elements on an engaging tabletop display. The Pond uses methods of unencumbered interaction and audio feedback to allow users to investigate data elements, and supports shoulder-to-shoulder collaboration with the physical Pond artefact mediating the collaboration between those people gathered around it. The user interface is based on an ecosystem metaphor, presenting data elements in the form of shoals of aquatic creatures inside a virtual 3D pond. The Pond is an interactive system offering an appealing and novel way to search for and interchange information. We describe the motivation and design choices behind The Pond, the system as it stands today, details of its implementation, and observations from a study of The Pond in use.
{"title":"Information exploration using The Pond","authors":"Olov Ståhl, Anders Wallberg, J. Söderberg, Jan Humble, L. Fahlén, Adrian Bullock, Jenny Lundberg","doi":"10.1145/571878.571890","DOIUrl":"https://doi.org/10.1145/571878.571890","url":null,"abstract":"In this paper we describe The Pond, a system used to search for and visualise data elements on an engaging tabletop display. The Pond uses methods of unencumbered interaction and audio feedback to allow users to investigate data elements, and supports shoulder-to-shoulder collaboration with the physical Pond artefact mediating the collaboration between those people gathered around it. The user interface is based on an ecosystem metaphor, presenting data elements in the form of shoals of aquatic creatures inside a virtual 3D pond. The Pond is an interactive system offering an appealing and novel way to search for and interchange information. We describe the motivation and design choices behind The Pond, the system as it stands today, details of its implementation, and observations from a study of The Pond in use.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127971268","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We developed a mixed-reality space named VILLA in order to support communications for group activities. VILLA is realized as a web home page. Locations of group members in the real world are reflected in its layout as face icons that suggest activities of people in the real world. The VILLA system provides voice chat capabilities using Internet. Since 1996 several versions were developed and operated. Based on operational experiences, we present VILLA usage examples, function evaluation, and side effects.
{"title":"Experiences in VILLA: a mixed reality space to support group activities","authors":"S. Hanaki, S. Tansuriyavong, Masayoshi Endo","doi":"10.1145/571878.571907","DOIUrl":"https://doi.org/10.1145/571878.571907","url":null,"abstract":"We developed a mixed-reality space named VILLA in order to support communications for group activities. VILLA is realized as a web home page. Locations of group members in the real world are reflected in its layout as face icons that suggest activities of people in the real world. The VILLA system provides voice chat capabilities using Internet. Since 1996 several versions were developed and operated. Based on operational experiences, we present VILLA usage examples, function evaluation, and side effects.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129346059","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In recent years, the combination of communication networks and computer technologies have made it possible to create a cyberspace on the Internet. Recently, several 3D shared virtual spaces and worlds have been developed in which users can share the same experience in a shared virtual environment [1][10]. The next important step is to extend these environments into a "virtual society." .To realize a virtual society, it is important to obtain a large number of users in a virtual world and evaluate various issues based on the populated world. For instance, what kind of functions (especially, social functions) and interface should be supported. For this purpose we constructed a personal agent-oriented virtual society called "PAW^2" (Personal Agent World) based on our CommunityPlace system [1][2].PAW^2 [3][4] is a 3D personal agent-oriented virtual society (Figure 1). PAW^2 has improved upon past virtual spaces based on avatar and text communication by providing autonomous personal agents that interact with users plus a social and environmental infrastructure (Figure 2). We have made several observations about the unique social phenomena in PAW^2 based on our experience operating the system. In this paper, we investigate these phenomena in detail by using non-participant observation method [7] and statistic method. According to the results of observation and statistic data, we clarify what sort of phenomenon that occurred. Then, we discuss the possibility of forming culture in a virtual society and its issues.
{"title":"Culture formation and its issues in personal agent-oriented virtual society: \"PAWˆ2\"","authors":"K. Matsuda, Takahiro Miyake, Hirofumi Kawai","doi":"10.1145/571878.571882","DOIUrl":"https://doi.org/10.1145/571878.571882","url":null,"abstract":"In recent years, the combination of communication networks and computer technologies have made it possible to create a cyberspace on the Internet. Recently, several 3D shared virtual spaces and worlds have been developed in which users can share the same experience in a shared virtual environment [1][10]. The next important step is to extend these environments into a \"virtual society.\" .To realize a virtual society, it is important to obtain a large number of users in a virtual world and evaluate various issues based on the populated world. For instance, what kind of functions (especially, social functions) and interface should be supported. For this purpose we constructed a personal agent-oriented virtual society called \"PAW^2\" (Personal Agent World) based on our CommunityPlace system [1][2].PAW^2 [3][4] is a 3D personal agent-oriented virtual society (Figure 1). PAW^2 has improved upon past virtual spaces based on avatar and text communication by providing autonomous personal agents that interact with users plus a social and environmental infrastructure (Figure 2). We have made several observations about the unique social phenomena in PAW^2 based on our experience operating the system. In this paper, we investigate these phenomena in detail by using non-participant observation method [7] and statistic method. According to the results of observation and statistic data, we clarify what sort of phenomenon that occurred. Then, we discuss the possibility of forming culture in a virtual society and its issues.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114869466","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We present an interest management technique that organizes the shared state of a virtual environment into domains and sub-domains. To specify users' interests, we have partially adopted the general aura-nimbus model. It has been generalized beyond its original spatial use to allow users to express their interests explicitly without relying on their spatial characteristics only.
{"title":"Generalized interest management in virtual environments","authors":"M. Masa, J. Zára","doi":"10.1145/571878.571904","DOIUrl":"https://doi.org/10.1145/571878.571904","url":null,"abstract":"We present an interest management technique that organizes the shared state of a virtual environment into domains and sub-domains. To specify users' interests, we have partially adopted the general aura-nimbus model. It has been generalized beyond its original spatial use to allow users to express their interests explicitly without relying on their spatial characteristics only.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129933748","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}