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Inside MASSIVE-3: flexible support for data consistency and world structuring MASSIVE-3内部:灵活支持数据一致性和世界结构
Pub Date : 2000-09-01 DOI: 10.1145/351006.351027
C. Greenhalgh, Jim Purbrick, D. Snowdon
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.
MASSIVE-3是我们的第三代协同虚拟环境(CVE)系统。本文描述了MASSIVE-3系统的目标、设计和实现的关键方面,特别是它对数据一致性、世界结构和兴趣管理的支持。MASSIVE-3采用分布式数据库模型,其中对数据库中项目的所有更改都由显式事件表示,这些事件本身对系统可见。网络在逻辑上是多播,但在物理上是客户机-服务器(解释了这样做的原因)。MASSIVE-3使应用程序的行为在数据库中以“行为”数据项的形式显式可见。MASSIVE-3实现并扩展了雷丁大学在一致性方面的工作。特别是,它添加了一个显式的“Update Request”数据项,它允许系统在单个虚拟世界中支持许多不同的一致性机制。《MASSIVE-3》中的世界结构扩展了SPLINE系统的“locale”概念,包括基于功能类别、组织范围和保真度的区分。它还允许指定灵活和通用的复制和呈现策略,并将其用于兴趣管理。
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引用次数: 168
Exploring spatial audio conferencing functionality in multiuser virtual environments (poster session) 探索多用户虚拟环境中的空间音频会议功能(海报会话)
Pub Date : 2000-09-01 DOI: 10.1145/351006.351051
Y. Yamazaki, J. Herder
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.
开发了一个聊天空间,允许在共享的虚拟环境中使用网络流媒体与3D声音进行对话。该系统提供了高级音频功能的接口,例如用于传送机密音频流的“耳语功能”。本研究探讨了在多用户虚拟环境中使用空间音频来增强用户体验。
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引用次数: 9
Communication through virtual active objects overlaid onto the real world 通过叠加在现实世界上的虚拟活动对象进行通信
Pub Date : 2000-09-01 DOI: 10.1145/351006.351034
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.
SpaceTag是一个虚拟对象,只能在有限的位置和时间段内访问。SpaceTag系统的用户可以使用带有位置传感器的便携式终端查看和创建SpaceTag。我们将其归类为一个覆盖的虚拟系统,其中虚拟对象根据时间和空间坐标覆盖在现实世界上。与其他位置感知系统体系结构(如将虚拟信息附加到真实对象上的增强现实)相比,这种体系结构更有前途、更通用、成本更低,而且更现实。空间标签系统可以作为公共信息服务提供,是游戏、广告、城市指南信息等的通用平台。我们已经实现了一个原型。本文还提出了主动空间标签。它们可以与人类和其他空间标签自主互动,实现互动游戏、虚拟生物(太空宠物)等新应用。介绍了有源SpaceTag的计算模型。本文还将SpaceTag系统作为CVE进行了讨论。它被认为是一个特殊的CVE,具有与现实世界相同的空间/时间坐标。空间标签和空间宠物可以看作是虚拟空间中的物体和活动物体,但它们被投射到现实世界中。用户可以通过这些对象相互通信。本文还描述了这种交流是如何发生的。
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引用次数: 27
Bringing drama into a virtual stage 将戏剧带入虚拟舞台
Pub Date : 2000-09-01 DOI: 10.1145/351006.351026
Isabel Machado, R. Prada, A. Paiva
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.
本文描述了一个协作虚拟环境Teatrix,旨在将戏剧活动带入虚拟舞台。戏剧活动和讲故事在儿童发展中起着重要的作用。基于这个前提和真实的课堂活动,我们开发了Teatrix作为一个协作的虚拟环境,戏剧和故事创作融合成一个独特的媒介,为孩子们提供一种协作的假装形式。在本文中,我们将重点介绍Teatrix的设计,架构和初步结果,以及未来的研究步骤。
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引用次数: 38
Collaborative virtual conferences: using exemplars to shape future research questions 协作虚拟会议:使用范例来塑造未来的研究问题
Pub Date : 2000-09-01 DOI: 10.1145/351006.351009
Michael L. W. Jones
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.
会议在专业领域有着悠久的传统,在非正式和正式的知识积累和社会网络维护中发挥着核心作用。网络通信技术不仅影响了会议的后勤和组织,也影响了与会者的智力和社会经验。进行虚拟会议提出了许多与组织设置中的信息技术研究直接相关的问题。虚拟会议可能允许更广泛地访问社交网络,但也对通信环境施加了重大限制。本文研究了在三维虚拟环境ActiveWorlds中进行的两次会议,以及主要在基于文本的聊天环境中进行的一次会议。文本和视频记录由作者的个人观察来平衡,作者在每个环境中都参加了在线小组和演讲。本文旨在强调协作虚拟环境在调解专业会议中的潜在好处和挑战。
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引用次数: 14
Sharing serendipity in the workplace 在工作场所分享意外发现
Pub Date : 2000-09-01 DOI: 10.1145/351006.351037
Phillip Jeffrey, Andrew McGrath
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.
论坛是一个协作的工作环境,由两个共享空间组成:一个用于非正式互动的空间(联系空间),一个用于使用音频会议支持的同步会议的工作空间(会议空间)。它的设计目的是使人们能够自然地见面,为更丰富的在线互动提供一个环境。本文讨论了对论坛接触空间的三种评价:概念评价、原型评价和民族志评价。每次评估都是为了提高联系空间的可用性,检查它是否支持偶遇,并从参与者的反馈中学习,以及未来论坛版本的改进领域。使用焦点小组进行的概念性评估显示,小组在接触空间如何有利于产生偶遇方面存在差异。在原型评估中,结果表明偶遇是产生的,概念空间被认为是支持团队凝聚力的环境。民族志评估结果的一个共同主题是将接触空间及其相关部分划分为两个工具:核心工具;还有一个外围工具,取决于它是否处于活动状态。随着群体越来越多地分布在地理距离上,正在实现共享虚拟空间进行通信和互动的好处。
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引用次数: 36
Lessons learned from employing multiple perspectives in a collaborative virtual environment for visualizing scientific data 在协作虚拟环境中采用多个视角实现科学数据可视化的经验教训
Pub Date : 2000-09-01 DOI: 10.1145/351006.351015
K. S. Park, Abhinav Kapoor, J. Leigh
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.
本文探讨了多角度的概念,通过允许远程参与者根据他们的特定需求和专业知识定制他们的视图、用户界面和角色来增强协作。它描述了一个基于协同洞穴的虚拟现实工具的初步设计研究,该工具用于可视化海洋数据。结果将集中在这种环境下的活动模式,特别是参与者在协作会议期间在个人和小组工作之间转换的方式。
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引用次数: 70
Collaborative virtual environments in the year of the dragon 龙年协同虚拟环境
Pub Date : 2000-09-01 DOI: 10.1145/351006.351008
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.
对于从CVE到CVE的扩展,提出了三个建议:对他人的感知、多媒体和可伸缩性。意识到他人及其活动在所有媒体和应用程序中都是非常需要的,而不仅仅是在CVE中。在现有的CVE中,多媒体并没有得到很好的满足,在流行的应用程序出现之前,会有一个合适的体系结构。CVE需要扩展到更多的人,实现这一点也意味着更大的灵活性和可重构性。关于其他人的意识,我们认为Web和大多数文档处理应用程序不知道工作组或社区中的其他人,这限制了支持实际工作实践的能力。我们提出了一个Web应用程序(CRACK!),它提供了Web中的“人的意识”,在Web和VR之间,它应该可以扩展到其他标准文档处理程序。关于多媒体,我们认为协作需要多种媒体,因为每种媒体都有其特殊的好处和能力。我们提出了一个可扩展的架构,用于处理多种媒体(VR、视频、音频、文本和文档)。该体系结构的一个重要特性是表示级集成。关于可扩展性,我们注意到向上的可扩展性很重要,因为它也提供了一种新的能力来连接,重新划分,从而创造新的“世界”。给出了一种实现向上可扩展性的动态分区算法的实例。我们认为,在实现多媒体CVE的过程中,“向下”可扩展性(例如移动设备)和“横向”可扩展性(例如音频或视频设备)是很重要的。总的来说,这些创新可能会刺激新一代的CVE。
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引用次数: 17
ARCHVILLE (poster session): a pedagogy for teaching collaboration in a VR environment ARCHVILLE(海报会议):一种在VR环境中进行教学协作的教学法
Pub Date : 2000-09-01 DOI: 10.1145/351006.351055
Christopher Peri
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 3’x3’ 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.
Archville是一个基于网络的分布式虚拟现实系统,允许多个用户同时与多个模型进行交互。我们把它作为一个平台来进行协作设计。教学方法基于纸板城市,要求每个学生在工作室的所有学生组成的“城市”中构建一个3 ' x3 '的结构。像最初的练习一样,Archville要求学生建造单独的建筑,作为城市或村庄的一部分,并与邻居分享一些共同的正式惯例。与最初的练习不同,Archville使用VRML而不是纸板。除了建筑设计和计算机建模之外,该练习还使学生沉浸在社区设计的政治和社会方面,在那里必须协商许多设计约束,并且经常需要小组工作。作为一个基于web的系统,Archville还展示了在虚拟环境中最新信息和实时通信的优势。
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引用次数: 2
How Not To Be Objective 如何不客观
Pub Date : 1900-01-01 DOI: 10.1007/978-1-4471-0685-2_8
Kai-Mikael Jää-Aro, D. Snowdon
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引用次数: 11
期刊
International Conference on Collaborative Virtual Environments
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