lecture 5: collaborative virtual environments dr. xiangyu wang august 25 th, 2008
TRANSCRIPT
Collaborative Virtual Environments “A CVE is a computer-based, distributed, virtual
space or a set of places. In such places, people can meet and interact with others, with agents or with virtual objects” (from CVE’00 conference) Proximity cues: avatars to convey their identity,
presence, location. Activity cues: interaction with the contents of the world Information cues: communicate with one another using
different media including audio, video, graphical gestures, and text
General Features of CVEs CVEs represent a paradigm shift in that
they provide a space that contains or encompasses data representations and users
The Emergence of CVEs CVEs can be seen as the result of a
convergence of research interests within the Virtual Reality and computer-supported cooperative work (CSCW) communities.
The technology of Collaborative Virtual Environments (CVEs) aims to transform today’s computer networks into navigable and populated 3D spaces that support collaborative work and social play.
Where CVEs are used? establish an equivalent resource for
telecommunication, support crowded online situations where tens or
hundreds of participants negotiate social engagement by dynamically forming subgroups,
crowded virtual trading floors, shopping malls, enable participants to discuss and manipulate
shared 3D models and visualizations
CVE as meeting places An electronic ”container” where meetings and
other activities happen over time Purpose of meeting places:
Remote or local users, or both (target on audience) Work, discussions, socializing (target on activity)
Facilities: shared whiteboard, slide-show, generation of awareness information, outlook of a classroom or lecturing hall, round table and chairs, roads leading to the place etc.
Examples: Virtual Campus, VLEARN
Virtual Campus: videos Texas State University Second Life Virtual
Campus Valencia Community College Virtual
Campus
CVEs as information spaces This metaphor aims at facilitating collaborative information
visualization and navigation Purpose
Presenting materials in a certain course Presenting student projects Storing common information resources Presenting personal information
Examples: iPalace, VBI, Viras
iPalace
CVEs as shared workplaces Allows users to work in a shared context on a
shared task using shared artifacts. Facilities: means for mediation of workplace
awareness Examples: SecondLife, Cybergen, Euroland,
GrMuseum
Issues and Challenges in CVEs1. Scalability and interest management
The scalability of CVEs can refer to the graphical and behavioral complexity of virtual worlds and their contents.
Limitations on scalability arise from a variety of system bottlenecks such as Network bandwidth.
Level of details technique: By arranging the virtual environments so that each
participant is not overloaded and sees and hears “enough” of the world but no more, the problems of scale can be diminished.
Issues and Challenges in CVEs2. Currently many systems are rather
clumsy in the way interaction and modality shifts are handled, and the tools for navigation do not always provide the easiest mapping from 'real world' to VE movement.
Video watching
Issues and Challenges in CVEs3. Subjective views
Revisit the principle of “What You See Is What I See” (WYSIWIS): The dominant approach to collaboration in CVEs assumes each participant sees the same content, albeit from a different perspective.
CVEs now offer users “subjective” views on shared worlds.
These subjective views can reflect the different interests and roles that users inhabiting shared worlds may have. For example, participants inside a 3D architectural model may see different overlays for wiring, plumbing, and networking.