{"title":"CVE技术的开发基于现实世界的应用和用户需求","authors":"E. Daphne, M. William, P.R. Steve, W.J. Adrian","doi":"10.1109/ENABL.2000.883698","DOIUrl":null,"url":null,"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.","PeriodicalId":435283,"journal":{"name":"Proceedings IEEE 9th International Workshops on Enabling Technologies: Infrastructure for Collaborative Enterprises (WET ICE 2000)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2000-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"CVE technology development based an real world application and user needs\",\"authors\":\"E. Daphne, M. William, P.R. Steve, W.J. Adrian\",\"doi\":\"10.1109/ENABL.2000.883698\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":435283,\"journal\":{\"name\":\"Proceedings IEEE 9th International Workshops on Enabling Technologies: Infrastructure for Collaborative Enterprises (WET ICE 2000)\",\"volume\":\"3 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2000-06-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings IEEE 9th International Workshops on Enabling Technologies: Infrastructure for Collaborative Enterprises (WET ICE 2000)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ENABL.2000.883698\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings IEEE 9th International Workshops on Enabling Technologies: Infrastructure for Collaborative Enterprises (WET ICE 2000)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ENABL.2000.883698","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
CVE technology development based an real world application and user needs
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.