MASSIVE-3 is our third generation of Collaborative Virtual Environment (CVE) system. This paper describes the goals, design and implementation of key aspects of the MASSIVE-3 system, and in particular its support for data consistency, and world structuring and interest management. MASSIVE-3 adopts a distributed database model, in which all changes to items in the database are represented by explicit events that are themselves visible to the system. Networking is logically multicast, but physically client-server (the reasons for this are explained). MASSIVE-3 makes application behaviours explicitly visible within the database in the form of “Behaviour” data items. MASSIVE-3 implements and extends work on consistency by the University of Reading. In particular, it adds an explicit “Update Request” data item, which allows the system to support a number of different consistency mechanisms within a single virtual world. World structuring in MASSIVE-3 extends the notion of “Locales” from the SPLINE system to include distinctions based on functional class, organisational scope and fidelity. It also allows flexible and general replication and rendering policies to be specified and used for interest management.
{"title":"Inside MASSIVE-3: flexible support for data consistency and world structuring","authors":"C. Greenhalgh, Jim Purbrick, D. Snowdon","doi":"10.1145/351006.351027","DOIUrl":"https://doi.org/10.1145/351006.351027","url":null,"abstract":"MASSIVE-3 is our third generation of Collaborative Virtual Environment (CVE) system. This paper describes the goals, design and implementation of key aspects of the MASSIVE-3 system, and in particular its support for data consistency, and world structuring and interest management. MASSIVE-3 adopts a distributed database model, in which all changes to items in the database are represented by explicit events that are themselves visible to the system. Networking is logically multicast, but physically client-server (the reasons for this are explained). MASSIVE-3 makes application behaviours explicitly visible within the database in the form of “Behaviour” data items. MASSIVE-3 implements and extends work on consistency by the University of Reading. In particular, it adds an explicit “Update Request” data item, which allows the system to support a number of different consistency mechanisms within a single virtual world. World structuring in MASSIVE-3 extends the notion of “Locales” from the SPLINE system to include distinctions based on functional class, organisational scope and fidelity. It also allows flexible and general replication and rendering policies to be specified and used for interest management.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116570191","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 chatspace was developed that allows conversation with 3D sound using networked streaming in a shared virtual environment. The system provides an interface to advanced audio features, such as a “whisper function” for conveying a confided audio stream. This study explores the use of spatial audio to enhance a user's experience in multiuser virtual environments.
{"title":"Exploring spatial audio conferencing functionality in multiuser virtual environments (poster session)","authors":"Y. Yamazaki, J. Herder","doi":"10.1145/351006.351051","DOIUrl":"https://doi.org/10.1145/351006.351051","url":null,"abstract":"A chatspace was developed that allows conversation with 3D sound using networked streaming in a shared virtual environment. The system provides an interface to advanced audio features, such as a “whisper function” for conveying a confided audio stream. This study explores the use of spatial audio to enhance a user's experience in multiuser virtual environments.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"227 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114485515","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}
H. Tarumi, K. Morishita, Yusuke Ito, Y. Kambayashi
A SpaceTag is a virtual object that can be accessed only from limited locations and time period. Users of the SpaceTag System can see and create SpaceTags using a portable terminal with a location sensor. We have categorized it as an overlaid virtual system, in which virtual objects are overlaid onto the real world based on time and space coordinates. This architecture is more promising, general purpose, low-cost, and more realistic than other location-aware system architectures like augmented reality that attaches virtual information onto real objects. The SpaceTag System can be offered as a public information service that is a common platform for gaming, advertising, city guide information, etc. We have already implemented a prototype. In this paper, active SpaceTags are additionally proposed. They are enabled to interact autonomously with human and other SpaceTags, realizing new applications of interactive games, virtual creatures (SpacePet), etc. The computation model of active SpaceTag is described here. This paper also gives a discussion by regarding the SpaceTag System as a CVE. It is a considered as special CVE that has a same space/time coordinates as the real world. SpaceTags and SpacePets can be regarded as objects and active objects in the virtual space, but they are projected onto the real world. Users can communicate with each other through these objects. This paper also describes how such communication occurs.
{"title":"Communication through virtual active objects overlaid onto the real world","authors":"H. Tarumi, K. Morishita, Yusuke Ito, Y. Kambayashi","doi":"10.1145/351006.351034","DOIUrl":"https://doi.org/10.1145/351006.351034","url":null,"abstract":"A SpaceTag is a virtual object that can be accessed only from limited locations and time period. Users of the SpaceTag System can see and create SpaceTags using a portable terminal with a location sensor. We have categorized it as an overlaid virtual system, in which virtual objects are overlaid onto the real world based on time and space coordinates. This architecture is more promising, general purpose, low-cost, and more realistic than other location-aware system architectures like augmented reality that attaches virtual information onto real objects. The SpaceTag System can be offered as a public information service that is a common platform for gaming, advertising, city guide information, etc. We have already implemented a prototype. In this paper, active SpaceTags are additionally proposed. They are enabled to interact autonomously with human and other SpaceTags, realizing new applications of interactive games, virtual creatures (SpacePet), etc. The computation model of active SpaceTag is described here. This paper also gives a discussion by regarding the SpaceTag System as a CVE. It is a considered as special CVE that has a same space/time coordinates as the real world. SpaceTags and SpacePets can be regarded as objects and active objects in the virtual space, but they are projected onto the real world. Users can communicate with each other through these objects. This paper also describes how such communication occurs.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114309055","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}
This paper describes a collaborative virtual environment, Teatrix, developed with the aim of bringing drama activities into a virtual stage. Drama activities and story telling play important roles in children development. Based on this premise and also on real classroom activities, we developed Teatrix as a collaborative virtual environment, where both drama and story creation are merged into a unique medium providing a form of collaborative make-believe for children. In this paper we will focus on the design, architecture and preliminary results of Teatrix, as well as on the future steps of the research.
{"title":"Bringing drama into a virtual stage","authors":"Isabel Machado, R. Prada, A. Paiva","doi":"10.1145/351006.351026","DOIUrl":"https://doi.org/10.1145/351006.351026","url":null,"abstract":"This paper describes a collaborative virtual environment, Teatrix, developed with the aim of bringing drama activities into a virtual stage. Drama activities and story telling play important roles in children development. Based on this premise and also on real classroom activities, we developed Teatrix as a collaborative virtual environment, where both drama and story creation are merged into a unique medium providing a form of collaborative make-believe for children. In this paper we will focus on the design, architecture and preliminary results of Teatrix, as well as on the future steps of the research.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"152 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122304544","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}
The conference is a long-standing tradition in professional circles, playing a central role in informal and formal knowledge building and social network maintenance. Networked communication technologies have influenced both conference logistics and organization and the intellectual and social experience of conference participants. Conducting a virtual conference raises many issues that are directly relevant to the study of information technologies in organizational settings. Virtual conferences may allow for broader access to social networks, but also impose significant constraints on the communication environment. This paper investigates two conferences conducted in the 3-D virtual environment ActiveWorlds, and one conference conducted primarily in a text-based chat environment. Text and video records are balanced by the personal observations of the author, who participated in an online panels and presentations in each environment. This paper aims to highlight the potential benefits and challenges of collaborative virtual environments in mediating professional conferences.
{"title":"Collaborative virtual conferences: using exemplars to shape future research questions","authors":"Michael L. W. Jones","doi":"10.1145/351006.351009","DOIUrl":"https://doi.org/10.1145/351006.351009","url":null,"abstract":"The conference is a long-standing tradition in professional circles, playing a central role in informal and formal knowledge building and social network maintenance. Networked communication technologies have influenced both conference logistics and organization and the intellectual and social experience of conference participants. Conducting a virtual conference raises many issues that are directly relevant to the study of information technologies in organizational settings. Virtual conferences may allow for broader access to social networks, but also impose significant constraints on the communication environment. This paper investigates two conferences conducted in the 3-D virtual environment ActiveWorlds, and one conference conducted primarily in a text-based chat environment. Text and video records are balanced by the personal observations of the author, who participated in an online panels and presentations in each environment. This paper aims to highlight the potential benefits and challenges of collaborative virtual environments in mediating professional conferences.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123121375","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}
The Forum is a collaborative working environment that consists of two shared spaces: a space for informal interaction (Contact Space), and a workspace for synchronous meetings using audioconferencing support (Meeting Space). It is designed to enable people, who should meet each other to do so naturally, providing an environment for richer online interactions. This paper discusses three evaluations of the Forum Contact Space: a conceptual evaluation, a prototype evaluation, and an ethnographic evaluation. Each evaluation was undertaken to improve the Contact Space usability, examine whether it supports chance encounters, and learn from participant feedback, areas for improvement of future Forum versions. The conceptual evaluation using focus groups showed group discrepancies regarding how the Contact Space would be beneficial for producing chance encounters. In the prototype evaluation, the findings suggest that chance encounters were produced and that the Concept Space was perceived as an environment for supporting group cohesiveness. A common theme from the findings of the ethnographic evaluation was the division of the Contact Space and its related parts into two tools: a core tool; and a peripheral tool, dependent on whether it was active. As groups are increasingly distributed over geographical distances, the benefits of a shared virtual space for communication and interaction are being realised.
{"title":"Sharing serendipity in the workplace","authors":"Phillip Jeffrey, Andrew McGrath","doi":"10.1145/351006.351037","DOIUrl":"https://doi.org/10.1145/351006.351037","url":null,"abstract":"The Forum is a collaborative working environment that consists of two shared spaces: a space for informal interaction (Contact Space), and a workspace for synchronous meetings using audioconferencing support (Meeting Space). It is designed to enable people, who should meet each other to do so naturally, providing an environment for richer online interactions. This paper discusses three evaluations of the Forum Contact Space: a conceptual evaluation, a prototype evaluation, and an ethnographic evaluation. Each evaluation was undertaken to improve the Contact Space usability, examine whether it supports chance encounters, and learn from participant feedback, areas for improvement of future Forum versions.\u0000The conceptual evaluation using focus groups showed group discrepancies regarding how the Contact Space would be beneficial for producing chance encounters. In the prototype evaluation, the findings suggest that chance encounters were produced and that the Concept Space was perceived as an environment for supporting group cohesiveness. A common theme from the findings of the ethnographic evaluation was the division of the Contact Space and its related parts into two tools: a core tool; and a peripheral tool, dependent on whether it was active. As groups are increasingly distributed over geographical distances, the benefits of a shared virtual space for communication and interaction are being realised.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"99 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116213530","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}
This paper explores the concept of multiple perspectives to enhance collaboration by allowing remote participants to tailor their views, user-interfaces and roles to their particular needs and expertise. It describes a preliminary design study conducted on users of a collaborative CAVE-based virtual reality tool for visualizing occanographic data. Results will focus on the patterns of activity within this environment, in particular the manner in which participants transition between individual and group work during the course of a collaborative session.
{"title":"Lessons learned from employing multiple perspectives in a collaborative virtual environment for visualizing scientific data","authors":"K. S. Park, Abhinav Kapoor, J. Leigh","doi":"10.1145/351006.351015","DOIUrl":"https://doi.org/10.1145/351006.351015","url":null,"abstract":"This paper explores the concept of multiple perspectives to enhance collaboration by allowing remote participants to tailor their views, user-interfaces and roles to their particular needs and expertise. It describes a preliminary design study conducted on users of a collaborative CAVE-based virtual reality tool for visualizing occanographic data. Results will focus on the patterns of activity within this environment, in particular the manner in which participants transition between individual and group work during the course of a collaborative session.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122741636","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}
Samuli Pekkola, M. Robinson, Markku-Juhani O. Saarinen, Jonni Korhonen, Saku Hujala, T. Toivonen
Three suggestions are made for extensions from and to CVE's: awareness of others, multiple media, and scalability. Awareness of others and their activities is strongly desirable in all media and applications, not just in CVE's. Multiple media are not seriously catered for in existing CVE's, and a suitable architecture will precede popular applications. CVE's need to be scalable to greater numbers of people, and achieving this also has implications for greater flexibility and reconfigurability. With respect to awareness of others, we argue that the Web and most document handling applications are unaware of others in the workgroup or community, and this limits the ability to support real work practice. We present a Web application (CRACK!) that provides 'people-awareness' in the Web, between the Web and VR's, and that should be extensible to other standard document handling programs. With respect to multiple media, we argue that many media are needed for collaboration, since each has its own special benefits and affordances. We present a scalable architecture for handling multiple media (VR, video, audio, text, and documents). An important feature of the architecture is that the presentation level integration. With respect to scalability we note that upward scalability is important as it also gives a new ability to join, re-divide, and thus create new 'worlds'. We give an example of a novel dynamic partitioning algorithm to achieve upward scalability. We argue that 'downward' scalability to e.g. mobiles, and 'sideways scalability' to specialist e.g. audio or video devices is important in achieving multiple media CVE's. Taken together, these innovations may stimulate new generations of CVE's.
{"title":"Collaborative virtual environments in the year of the dragon","authors":"Samuli Pekkola, M. Robinson, Markku-Juhani O. Saarinen, Jonni Korhonen, Saku Hujala, T. Toivonen","doi":"10.1145/351006.351008","DOIUrl":"https://doi.org/10.1145/351006.351008","url":null,"abstract":"Three suggestions are made for extensions from and to CVE's: awareness of others, multiple media, and scalability. Awareness of others and their activities is strongly desirable in all media and applications, not just in CVE's. Multiple media are not seriously catered for in existing CVE's, and a suitable architecture will precede popular applications. CVE's need to be scalable to greater numbers of people, and achieving this also has implications for greater flexibility and reconfigurability. With respect to awareness of others, we argue that the Web and most document handling applications are unaware of others in the workgroup or community, and this limits the ability to support real work practice. We present a Web application (CRACK!) that provides 'people-awareness' in the Web, between the Web and VR's, and that should be extensible to other standard document handling programs. With respect to multiple media, we argue that many media are needed for collaboration, since each has its own special benefits and affordances. We present a scalable architecture for handling multiple media (VR, video, audio, text, and documents). An important feature of the architecture is that the presentation level integration. With respect to scalability we note that upward scalability is important as it also gives a new ability to join, re-divide, and thus create new 'worlds'. We give an example of a novel dynamic partitioning algorithm to achieve upward scalability. We argue that 'downward' scalability to e.g. mobiles, and 'sideways scalability' to specialist e.g. audio or video devices is important in achieving multiple media CVE's. Taken together, these innovations may stimulate new generations of CVE's.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"160 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133564926","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}
Archville is a distributed, Web-based VR system that allows multiple users to interact with multiple models at the same time. We use it as a platform to exercise collaborative design. The pedagogy is based on Cardboard City, which required each student to construct a 3x3 structure within a city formed by all students in the studio. Like the original exercise, Archville requires students to build individual buildings as part of a city, or village, and share some common formal convention with their neighbors. Unlike the original exercise, Archville uses VRML rather than cardboard. In addition to architectural design and computer modeling, the exercise immerses students in the political and social aspects of designing within a community, where many of the design constraints must be negotiated, and where group work is often required. As a Web-based system, Archville also demonstrates the advantages of up-to-date information and real-time communication in a virtual environment.
{"title":"ARCHVILLE (poster session): a pedagogy for teaching collaboration in a VR environment","authors":"Christopher Peri","doi":"10.1145/351006.351055","DOIUrl":"https://doi.org/10.1145/351006.351055","url":null,"abstract":"Archville is a distributed, Web-based VR system that allows multiple users to interact with multiple models at the same time. We use it as a platform to exercise collaborative design. The pedagogy is based on Cardboard City, which required each student to construct a 3x3 structure within a city formed by all students in the studio. Like the original exercise, Archville requires students to build individual buildings as part of a city, or village, and share some common formal convention with their neighbors. Unlike the original exercise, Archville uses VRML rather than cardboard. In addition to architectural design and computer modeling, the exercise immerses students in the political and social aspects of designing within a community, where many of the design constraints must be negotiated, and where group work is often required. As a Web-based system, Archville also demonstrates the advantages of up-to-date information and real-time communication in a virtual environment.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"169 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115233602","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}
Pub Date : 1900-01-01DOI: 10.1007/978-1-4471-0685-2_8
Kai-Mikael Jää-Aro, D. Snowdon
{"title":"How Not To Be Objective","authors":"Kai-Mikael Jää-Aro, D. Snowdon","doi":"10.1007/978-1-4471-0685-2_8","DOIUrl":"https://doi.org/10.1007/978-1-4471-0685-2_8","url":null,"abstract":"","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114887649","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}