937 resultados para Interactive Virtual Environment


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Synchronous collaborative systems allow geographically distributed participants to form a virtual work environment enabling cooperation between peers and enriching the human interaction. The technology facilitating this interaction has been studied for several years and various solutions can be found at present. In this paper, we discuss our experiences with one such widely adopted technology, namely the Access Grid. We describe our experiences with using this technology, identify key problem areas and propose our solution to tackle these issues appropriately. Moreover, we propose the integration of Access Grid with an Application Sharing tool, developed by the authors. Our approach allows these integrated tools to utilise the enhanced features provided by our underlying dynamic transport layer.

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Retinal blurring resulting from the human eye's depth of focus has been shown to assist visual perception. Infinite focal depth within stereoscopically displayed virtual environments may cause undesirable effects, for instance, objects positioned at a distance in front of or behind the observer's fixation point will be perceived in sharp focus with large disparities thereby causing diplopia. Although published research on incorporation of synthetically generated Depth of Field (DoF) suggests that this might act as an enhancement to perceived image quality, no quantitative testimonies of perceptional performance gains exist. This may be due to the difficulty of dynamic generation of synthetic DoF where focal distance is actively linked to fixation distance. In this paper, such a system is described. A desktop stereographic display is used to project a virtual scene in which synthetically generated DoF is actively controlled from vergence-derived distance. A performance evaluation experiment on this system which involved subjects carrying out observations in a spatially complex virtual environment was undertaken. The virtual environment consisted of components interconnected by pipes on a distractive background. The subject was tasked with making an observation based on the connectivity of the components. The effects of focal depth variation in static and actively controlled focal distance conditions were investigated. The results and analysis are presented which show that performance gains may be achieved by addition of synthetic DoF. The merits of the application of synthetic DoF are discussed.

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One goal in the development of distributed virtual environments (DVEs) is to create a system such that users are unaware of the distribution-the distribution should be transparent. The paper begins by discussing the general issues in DVEs that might make this possible, and a system that allows some level of distribution transparency is described. The system described suffers from effects of inconsistency, which in turn cause undesirable visual effects. The causal surface is introduced as a solution that removes these visual effects. The paper then introduces two determining factors of distribution transparency relating to user perception and performance. With regard to these factors, two hypotheses are stated relating to the causal surface. A user-trial on forty-five subjects is used to validate the hypotheses. A discussion of the results of the trial concludes that the causal surface solution does significantly improve the distribution transparency in a DVE.

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The Deakin University (Melbourne, Australia) operational policy on 'International and Culturally Inclusive Curricula' states that Deakin will incorporate international/intercultural perspectives and inclusive pedagogies into its courses in order to prepare all students to perform capably, ethically and sensitively in international, multicultural, professional and social contexts.

This paper is about a specific project to internationalise the teacher education curriculum through the use of Information and Communication Technologies (ICT). This project is scoped in the context of the UNESCO thrust of 'Education for All' in agreeing that inclusive societies begin with inclusive education practices. In our view current strategies have been insufficient to ensure that marginalized and excluded children receive access to their right to education.

The project aims to operationalise part of the UNESCO Dakar Framework for high quality learning environments by responding to ‘…the diverse needs and circumstances of learners and giving appropriate weight to the abilities, skills and knowledge they bring to the teaching and learning process’ by minimising language acquisition barriers that can otherwise impede effective communication and learning.

In addition, we need to be mindful of the marginalisation of people from non-English speaking backgrounds and therefore, in this initiative we use ICT to bridge the 'tyranny of distance' and offer a curriculum that values cultural and linguistic diversity.

In this paper we will discuss how we intend to develop these project principles. In particular we will indicate our plans to use relatively low cost, accessible software to develop a virtual environment where students can enter text in their native language, view foreign language text in their native language, hear text in their own language and automatically encode text into MP3 files and attach the files to messages.

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This paper is about a project that uses Information and communication technologies in a virtual environment where students can communicate in their own language in text and audio.

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This study assessed the utility of measures of Self-efficacy (SelfEfficacy) and Perceived VE efficacy (PVEefficacy) for quantifying how effective VEs are in procedural task training. SelfEfficacy and PVEefficacy have been identified as affective construct potentially underlying VE efficacy that is not evident from user task performance. The motivation for this study is to establish subjective measures of VE efficacy and investigate the relationship between PVEefficacy, SelfEfficacy and User task performance. Results demonstrated different levels of prior experience in manipulating 3D objects in gaming or computer environment (LOE3D) effects on task performance and user perception of VE efficacy. Regression analysis revealed LOE3D, SelfEfficacy,
PVEefficacy explain significant portions of the variance in VE efficacy. Results of the study provide further evidence that task performance may share relationships with PVEefficacy and SelfEfficacy, and that affective constructs, such as PVEefficacy, and SelfEfficacy may serve as alternative, subjective measures of task performance that account for VE efficacy.

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This paper explores the application of three constructs that deemed to be essential to quantify virtual environments (VE) efficacy: cognitive, skill-based, and affective learning outcomes. The authors discuss the implementation of these constructs in a user-centered evaluation of a VE training system. By transforming both the conceptual and operational cohorts for training evaluation the authors illustrate the benefits of the development of a Multi-dimensional User-centered Systematic Training Evaluation (MUSTe) method for quantifying VEs efficacy. Importantly, MUSTe acknowledges the importance of combining holistic and analytical approaches in conducting systematic user-based evaluation. Furthermore, it also emphasizes that quantifying VEs efficacy must reflect the perception and preferences of the users rather than the imposition of efficacy on single measures of task outcome. An empirical study that applied MUSTe evaluation method in quantifying a VE training system efficacy provided valuable evidence of the theoretical construct and content validity of the method.

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In the current era increased attention and interest of utilizing advanced computer technologies for training and education at all managerial levels and functional areas is apparent. One of such technologies, virtual environment (VE), is perceived to be effective in enhancing human abilities to learn abstract concept and complex procedural tasks. Despite its adaptation for training and fast-paced technological advancements, ways in which to evaluate efficacy of such technology are unclear. We have approached this problem by developed a new evaluation method focus on cognitive, affective and skillbased learning dimensions, based on traditional usability evaluation methods but tailored to specifically suit for the quantification of 3D VE system. We first describe the construct of the new method and then report a study utilizing the method in the context of quantifying a VE efficacy in an object assembly task. At last, we discuss the implications of such a method.

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This research is related to the user-centred design and use of Virtual Environment (VE) training systems. A multidimensional user-centred systematic training evaluation framework that combines ideas from human-computer interaction, training, education and psychology was proposed, which contributes to better design and evaluation of VE user interfaces.

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Increasingly employers use virtual teams to leverage business knowledge that can solve day to day business problems and create new business opportunities. Consequently, according to Bridgstock, graduates increasingly require virtual teamwork skills such as communication, negotiation and collaboration. The project presented here has researched and trialled the role of a well-designed interactive scenario in developing graduate attributes related to working with others, using virtual business entities across four faculties. One innovative outcome from this has been the scoping and linking of cross-faculty virtual developments into an overarching structure which is easily navigable and engaging for the net generation learner, and capacity building for the university. For clarity, that scaffolding or framework ‘city’ has been called Virtualopolis. This has the potential to link pockets of innovation across the university in the area of experiential learning and virtual work-integrated learning (WIL), the term expolred by Walsh within the context of Briggs' constructive alignment. The prototype workteam scenario has multiple applications, with capacity to be a hurdle requirement, assessment item or training activity depending on the needs of the faculty’s WIL. By developing the online framework or model Virtualopolis, work-integrated teams assessment can be linked across different business entities, and used as skills preparation for experiential learning units such as internships, professional experience and workplace-based projects university-wide. This model has exciting possibilities of transferability across the higher education sector in the linkage of innovative virtual scenarios to reduce developmental costs, assessment tools/resources targeted specifically to graduate attributes, and virtual teamwork capacity building.

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Prospective Memory (PM) research focuses on how the cognitive system successfully encodes and retains an intention, before retrieving it at a particular future time or in response to a particular future event. Previous work using 2D text stimuli has shown that increasing the saliency of the retrieval cue can improve performance. In this work, we investigated the effect of increased cue saliency in a more ecologically valid 3D virtual environment. The findings indicate that increased perceptual saliency of the cue does benefit PM in a dynamic and visually rich environment but that the impact of cue saliency does not interact with attentional load.

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Multitasking among three or more different tasks is a ubiquitous requirement of everyday cognition, yet rarely is it addressed in research on healthy adults who have had no specific training in multitasking skills. Participants completed a set of diverse subtasks within a simulated shopping mall and office environment, the Edinburgh Virtual Errands Test (EVET). The aim was to investigate how different cognitive functions, such as planning, retrospective and prospective memory, and visuospatial and verbal working memory, contribute to everyday multitasking. Subtasks were chosen to be diverse, and predictions were derived from a statistical model of everyday multitasking impairments associated with frontal-lobe lesions (Burgess, Veitch, de Lacy Costello, & Shallice, 2000b). Multiple regression indicated significant independent contributions from measures of retrospective memory, visuospatial working memory, and online planning, but not from independent measures of prospective memory or verbal working memory. Structural equation modelling showed that the best fit to the data arose from three underlying constructs, with Memory and Planning having a weak link, but with both having a strong directional pathway to an Intent construct that reflected implementation of intentions. Participants who followed their preprepared plan achieved higher scores than those who altered their plan during multitask performance. This was true regardless of whether the plan was efficient or poor. These results substantially develop and extend the Burgess et al. (2000b) model to healthy adults and yield new insight into the poorly understood area of everyday multitasking. The findings also point to the utility of using virtual environments for investigating this form of complex human cognition.

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Three experiments investigated the impact of working memory load on online plan adjustment during a test of multitasking in young, nonexpert, adult participants. Multitasking was assessed using the Edinburgh Virtual Errands Test (EVET). Participants were asked to memorize either good or poor plans for performing multiple errands and were assessed both on task completion and on the extent to which they modified their plans during EVET performance. EVET was performed twice, with and without a secondary task loading a component of working memory. In Experiment 1, articulatory suppression was used to load the phonological loop. In Experiment 2, oral random generation was used to load executive functions. In Experiment 3, spatial working memory was loaded with an auditory spatial localization task. EVET performance for both good- and poor-planning groups was disrupted by random generation and sound localization, but not by articulatory suppression. Additionally, people given a poor plan were able to overcome this initial disadvantage by modifying their plans online. It was concluded that, in addition to executive functions, multiple errands performance draws heavily on spatial, but not verbal, working memory resources but can be successfully completed on the basis of modifying plans online, despite a secondary task load.

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This paper describes the experiences of long-distance courses, it focused on the continuing education of basic education teachers in all Brazilian territory. Such courses were offered by CECEMCA (Center for Continuing Education in Mathematics Education, Science and Environment), linked to the Universidade Estadual Paulista Julio de Mesquita Filho - Campus de Rio Claro during 15/01/2009 to 30/11/2009. The subjects report to the theme of Education, Geography and Environment, it was organized in four courses: "Introduction to Cartography," Environment and climate change - thinking a new paradigm of sustainable green planet "," Remote Sensing in environmental studies Environment "and" Methodological Alternatives for Inclusive Classroom: Experimenting with visual and hearing impairments". So, we show here, the feasibility and importance of distance learning tools for education, specifically teacher training, based on the results obtained in these courses.