User embodiment in collaborative virtual environments

User embodiment in collaborative virtual environments
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协作虚拟环境中的用户体现

DOI:
10.1145/223904.223935
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发表时间:
1995
期刊:
Proceedings of the 2018 ACM Conference Companion Publication on Designing Interactive Systems
影响因子:
--
通讯作者:
D. Snowdon
D. Snowdon
中科院分区:
--
文献类型:
--
作者:
S. Benford;J. Bowers;L. Fahlén;C. Greenhalgh;D. Snowdon

文献摘要

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本文探讨了协作虚拟环境中用户实施例的问题。通过用户实施例,我们的意思是为用户提供适当的身体图像,以便向他人以及自己代表他们。通过协作虚拟环境,我们的意思是多用户虚拟现实系统,这些系统明确支持合作工作(尽管我们认为我们的探索结果也可以应用于其他类型的协作系统)。本文的主要部分确定了实施例设计问题的列表,包括:存在,位置,身份,活动,活动历史,活动历史,观点,行动点,手势,面部表达,自愿表达与非自愿表达,存在的能力,反映能力,反映能力,反映能力,物理特性,活跃的身体,时间和变化,操纵您对他人的看法,多种媒体的代表性,自主和分布式身体部位,真实性和效率。之后,我们展示了如何在我们自己的潜水和庞大的原型系统中反映这些问题,还展示了它们如何用于分析其他几种现有的协作系统。
This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multi-user virtual reality systems which explicitly support co-operative work (although we argue that the results of our exploration may also be applied to other kinds of collaborative system). The main part of the paper identifies a list of embodiment design issues including: presence, location, identity, activity, availability, history of activity, viewpoint, actionpoint, gesture, facial expression, voluntary versus involuntary expression, degree of presence, reflecting capabilities, physical properties, active bodies, time and change, manipulating your view of others, representation across multiple media, autonomous and distributed body parts, truthfulness and efficiency. Following this, we show how these issues are reflected in our own DIVE and MASSIVE prototype systems and also show how they can be used to analyse several other existing collaborative systems.