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We present a framework for the design and evaluation of distributed, collaborative 3D interaction focussing on projection based systems. We discuss the issues of collaborative 3D interaction using audio/video for face-to-face communication and the differences in using rear projection based Virtual Environments. Further, we explore how the use of video/audio, input device representations and other disturbance factors typical of projection-based virtual environments affect co-presence, coworking and co-knowledge in distributed CVEs. We present results from co-presence and co-working evaluation sessions of about 60 users of various profiles. An extensive statistical, group and variation group analysis of the results is carried out. The findings and the resulting design guidelines are presented in this paper in respect to the above factors.
INTRODUCTION Today's technology and advances in networking and telecommunicationsstimulate a change in the way business is carried out, making it a globally distributed process, in which communication and collaboration of geographically dispersed groups is of vital importance. Virtual Reality systems are adapting accordingly, by providing not only a better man-machine interface, but also by facilitating human to human interaction and collaboration over distance. The approach presented in this paper, creates an environment where remote participants not only meet as if face to face, but also share the same virtual space and perform common tasks. Live stereo-video and audio, from a projectionbased VR system are transmitted and integrated into the virtual space of another participant at a distant VR system, allowing geographically separated groups to meet in a common virtual space, while maintaining eyecontact, gaze awareness and body language. The scientific approach involves stereo-camera calibration and rectification, and use of the camera parameters for integrating the stereovideo into a virtual environment, while maintaining the stereo-effect and correct perspective for each participant. A prototype environment in CyberStage, is also presented in detail in this paper.Virtual Reality is widely accepted as a promising approach to a better man-machine interface, overcoming the present limitations of desktop systems and adapting more closely to the user needs. Projection-based VR systems are using metaphors, such as the blackboard or the desk for creating shared working environments that provide a more natural man-machine communication [ 14][ 191. Today's technology and advances in telecommunications lead to sophisticated multimedia systems which combined with virtual reality can provide a high degree of co-presence and co-working for geographically dispersed groups [2] [ 161. Therefore, new challenges are introduced in terms of multimedia integration in distributed virtual reality environments and interaction. It is not only a question of solving the technical problems of gathering and transmitting multimedia datastreams with sufficient quality and speed, but also a question of addressing the specific needs of human communication.For example, facial expression, body language and eye contact are an integral part of this communication. Keywordsdistributed VR environments, VR software, VR applications Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Teleconferencingsystems that provide high-degree of copresence, such as [2], and collaborative co-presence systems such as [ 13][ 19][20], give enough evidences that projectionbased VR systems when combined with tele...
Stories form an integral part of our lives. Interactive storytelling enables the participant to actively explore the story world. However, interactive storytelling has problems such as the problem of narrative flow, the character's knowledge of the world, internal consistency, time and ease of creation. We introduce the concept of using virtual identities for interactive storytelling in virtual environments and discuss how this approach solves some of the problems that are encountered with interactive storytelling. We discuss authoring tools and how we used the AVANGO framework to develop our application and the results that were achieved when the application was tested on the monitor and in Cyberstage.
Animation is a multiple graphical view of a process in action. Animation has been sueeessfuUy employed in programming for designing, developing and debugging programs or monitoring their perfomlanee. This paper advocates that many benefits can be accrued from the use of visualisation techniques for the purpose of validating conceptual specifications during Requirements Engineering.To this end, the paper describes a visualisation system which makes use of three interrelated conceptual models and their metamodel represented uniformly in a repository and an animation algorithm which generates graphical views corresponding to the behavinur of an application domain as specified by the conceptual models.
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