CVE技术的开发基于现实世界的应用和用户需求

E. Daphne, M. William, P.R. Steve, W.J. Adrian
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引用次数: 6

摘要

认为协作虚拟环境(CVE)技术的发展必须以应用和最终用户需求为导向。基于对现实世界教育环境中使用的原型的观察,描述了人为因素和技术研究人员之间的合作。该研究的目的是为在CVE中使用虚拟角色开发一个设计因素框架,并为底层CVE技术的发展提供信息。接下来的方法论方法涉及到原型虚拟学习环境的开发,在一系列不同的阶段增加复杂性。环境是基于古埃及游戏(Senet),目标是在英国国家教育课程的关键阶段2级的孩子。本文展示了如何使用已建立的2D多媒体技术来开发健壮的原型,然后由儿童观察使用。这些阶段的结果已用于指导当前阶段的工作。这涉及到使用实验性的Deva虚拟现实系统构建一个3D共享虚拟环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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