Journal articles on the topic 'Shared virtual environments'

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1

Oliveira, Manuel, Joel Jordan, Joao Pereira, Joaquim Jorge, and Anthony Steed. "Analysis Domain Model for Shared Virtual Environments." International Journal of Virtual Reality 8, no. 4 (January 1, 2009): 1–30. http://dx.doi.org/10.20870/ijvr.2009.8.4.2745.

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The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model.
2

Durlach, Nat, and Mel Slater. "Presence in Shared Virtual Environments and Virtual Togetherness." Presence: Teleoperators and Virtual Environments 9, no. 2 (April 2000): 214–17. http://dx.doi.org/10.1162/105474600566736.

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This Forum article discusses the relationships among people, their avatars, and their virtual environment workstations in a shared virtual environment. It introduces the notion of togetherness, the sense of people being together in a shared space, which is the counterpart for shared VEs to the presence of an individual in a VE. The role of tactual communication is emphasized as being fundamental to togetherness.
3

Amselem, Denis. "A Window on Shared Virtual Environments." Presence: Teleoperators and Virtual Environments 4, no. 2 (January 1995): 130–45. http://dx.doi.org/10.1162/pres.1995.4.2.130.

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This paper presents the architecture of a multiuser distributed virtual environment (VE) software system currently used in the Virtual Perception Laboratory at the SRI International. It shows how the Linda parallel language helped in the realization of that system. An unusual interface used to fly through this shared VE is also presented: a hand-held display (HHD).
4

Buttolo, Pietro, Roberto Oboe, and Blake Hannaford. "Architectures for shared haptic virtual environments." Computers & Graphics 21, no. 4 (July 1997): 421–29. http://dx.doi.org/10.1016/s0097-8493(97)00019-8.

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Waters, R. C., and J. W. Barrus. "The rise of shared virtual environments." IEEE Spectrum 34, no. 3 (March 1997): 20–25. http://dx.doi.org/10.1109/6.576004.

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Liarokapis, Fotis, and Eike Falk Anderson. "Collaborating and Learning in Shared Virtual Environments." IEEE Computer Graphics and Applications 40, no. 5 (September 1, 2020): 8–9. http://dx.doi.org/10.1109/mcg.2020.3015412.

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Ruth, P., X. Jiang, D. Xu, and S. Goasguen. "Virtual distributed environments in a shared infrastructure." Computer 38, no. 5 (May 2005): 63–69. http://dx.doi.org/10.1109/mc.2005.175.

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8

Schroeder, Ralph. "Being There Together and the Future of Connected Presence." Presence: Teleoperators and Virtual Environments 15, no. 4 (August 1, 2006): 438–54. http://dx.doi.org/10.1162/pres.15.4.438.

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Research on virtual environments has provided insights into the experience of presence (or being there) and copresence (being there together). Several dimensions of this experience, including the realism of the environment and of the avatar embodiment, have been investigated. At the same time, research on a number of new media has begun to use concepts that are similar to copresence—such as mutual awareness, connected presence, and engagement. Since digital environments can be reconfigured and combined easily, and since an increasing number of such environments are used to connect people in their everyday lives, it is useful to think about the various modalities of connected presence as a continuum—with shared virtual environments in which people are fully immersed as an end-state. This paper proposes a model for the different modalities of connected presence whereby research on shared virtual environments can be modeled as approaching this end-state. It is argued that this model can improve our understanding both of the uses of shared virtual environments and of their future development among a variety of media for “being there together.” This paves the way for integrating research on shared virtual environments with research on other new media.
9

Hudák, Marián, Štefan Korečko, and Branislav Sobota. "LIRKIS Global Collaborative Virtual Environments: Current State and Utilization Perspective." Open Computer Science 11, no. 1 (December 17, 2020): 99–106. http://dx.doi.org/10.1515/comp-2020-0124.

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AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.
10

Green, Mark. "Shared virtual environments: The implications for tool builders." Computers & Graphics 20, no. 2 (March 1996): 185–89. http://dx.doi.org/10.1016/0097-8493(95)00124-7.

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11

Bailenson, Jeremy N., Andrew C. Beall, and Jim Blascovich. "Gaze and task performance in shared virtual environments." Journal of Visualization and Computer Animation 13, no. 5 (2002): 313–20. http://dx.doi.org/10.1002/vis.297.

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12

Reeve, Carlton. "Presence in Virtual Theater." Presence: Teleoperators and Virtual Environments 9, no. 2 (April 2000): 209–13. http://dx.doi.org/10.1162/105474600566727.

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Using empirical data, this research suggests that key features of a typical theatrical rehearsal process can significantly improve the sense of presence for participants within a shared virtual environment. Research of shared virtual environments (VEs) for the production of theater shows suggests that theater applications have specific requirements for presence. These can be summarized as characterization, repetition, and group dynamic, while the level of presence is dependent on the actor-avatar, actor-space, and actor-actor relationships.
13

Parry, Jack. "Shared Reality." idea journal 17, no. 02 (December 1, 2020): 144–62. http://dx.doi.org/10.37113/ij.v17i02.390.

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This article presents a phenomenological inquiry in the extreme environments of the Arctic winter and of ‘Shared Reality’—a hybrid form of virtual reality merging spherical video documentation, virtual reality and present reality. The inquiry was carried out in two parallel spheres of ownness: one in the Arctic and the other in the Shared Reality. The outcome was documented using the footage of a spherical 360° camera in the Arctic and thick description to provide accounts of the lived experience in both spheres of ownness. Shared Reality facilitates a perspective into phenomenology that incorporates multiple key ideas of several important thinkers. The inquiry tests the phenomenological perspectives of Husserl, Heidegger, and Merleau-Ponty, and examines the coupling between body, environment, and lived experience as well as the creative process. The combined experience brings together parallel states of active coping, inhabiting a shared phenomenological field and sphere of ownness.
14

O’Connor, Eileen A., and Jelia Domingo. "A Practical Guide, With Theoretical Underpinnings, for Creating Effective Virtual Reality Learning Environments." Journal of Educational Technology Systems 45, no. 3 (February 8, 2017): 343–64. http://dx.doi.org/10.1177/0047239516673361.

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With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to students. Based on many years of academic research and development within this environment, the authors suggest educationally productive, research-supported ways to create learning environments that can motivate, engage, and educate participants. Instructors can develop virtual communities as centers for meetings, collaborations, and shared experiences, moving distance experiences beyond the limitations of engagement and collaboration in nonimmersive settings. The authors explain how instructors can develop useful learning interactions, pilot their learning environments, assess learners, and evaluate the environment. Specific experiences, images, and videos from the authors’ work are shared as well as broader application that could suit multiple purposes in guiding an instructor’s development and instructional efforts.
15

Slater, Mel, and Sylvia Wilbur. "A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments." Presence: Teleoperators and Virtual Environments 6, no. 6 (December 1997): 603–16. http://dx.doi.org/10.1162/pres.1997.6.6.603.

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This paper reviews the concepts of immersion and presence in virtual environments (VEs). We propose that the degree of immersion can be objectively assessed as the characteristics of a technology, and has dimensions such as the extent to which a display system can deliver an inclusive, extensive, surrounding, and vivid illusion of virtual environment to a participant. Other dimensions of immersion are concerned with the extent of body matching, and the extent to which there is a self-contained plot in which the participant can act and in which there is an autonomous response. Presence is a state of consciousness that may be concomitant with immersion, and is related to a sense of being in a place. Presence governs aspects of autonomie responses and higher-level behaviors of a participant in a VE. The paper considers single and multiparticipant shared environments, and draws on the experience of ComputerSupported Cooperative Working (CSCW) research as a guide to understanding presence in shared environments. The paper finally outlines the aims of the FIVE Working Group, and the 1995 FIVE Conference in London, UK.
16

Kelly, Jonathan W., Andrew C. Beall, and Jack M. Loomis. "Perception of Shared Visual Space: Establishing Common Ground in Real and Virtual Environments." Presence: Teleoperators and Virtual Environments 13, no. 4 (August 2004): 442–50. http://dx.doi.org/10.1162/1054746041944786.

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When people have visual access to the same space, judgments of this shared visual space (shared vista) can facilitate communication and collaboration. This study establishes baseline performance on a shared vista task in real environments and draws comparisons with performance in visually immersive virtual environments. Participants indicated which parts of the scene were visible to an assistant or avatar (simulated person used in virtual environments) and which parts were occluded by a nearby building. Errors increased with increasing distance between the participant and the assistant out to 15 m, and error patterns were similar between real and virtual environments. This similarity is especially interesting given recent reports that environmental geometry is perceived differently in virtual environments than in real environments.
17

Schuwerk, Clemens, Giulia Paggetti, Rahul Chaudhari, and Eckehard Steinbach. "Perception-Based Traffic Control for Shared Haptic Virtual Environments." Presence: Teleoperators and Virtual Environments 23, no. 3 (October 1, 2014): 320–38. http://dx.doi.org/10.1162/pres_a_00196.

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Shared Haptic Virtual Environments (SHVEs) are often realized using a client–server communication architecture. In this case, a centralized physics engine, running on the server, is used to simulate the object-states in the virtual environment (VE). At the clients, a copy of the VE is maintained and used to render the interaction forces locally, which are then displayed to the human through a haptic device. While this architecture ensures stability in the coupling between the haptic device and the virtual environment, it necessitates a high number of object-state update packets transmitted from the server to the clients to achieve satisfactory force feedback quality. In this paper, we propose a perception-based traffic control scheme to reduce the number of object-state update packets by allowing a variable but not perceivable object-state error at the client. To find a balance between packet rate reduction and force rendering fidelity, our approach uses different error thresholds for the visual and haptic modality, where the haptic thresholds are determined by psychophysical experiments in this paper. Force feedback quality is evaluated with subjective tests for a variety of different traffic control parameter settings. The results show that the proposed scheme reduces the packet rate by up to 97%, compared to communication approaches that work without data reduction. At the same time, the proposed scheme does not degrade the haptic feedback quality significantly. Finally, it outperforms well-known dead reckoning, commonly used in visual-only distributed applications.
18

Aleksandrovich, Angelina, and Leonardo Mariano Gomes. "Shared multisensory sexual arousal in virtual reality (VR) environments." Paladyn, Journal of Behavioral Robotics 11, no. 1 (August 4, 2020): 379–89. http://dx.doi.org/10.1515/pjbr-2020-0018.

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AbstractThis research explores multisensory sexual arousal in men and women, and how it can be implemented and shared between multiple individuals in Virtual Reality (VR). This is achieved through the stimulation of human senses with immersive technology including visual, olfactory, auditory, and haptic triggers. Participants are invited to VR to test various sensory triggers and assess them as sexually arousing or not. A literature review on VR experiments related to sexuality, the concepts of perception and multisensory experiments, and data collected from self-reports was used to conclude. The goal of this research is to establish that sexual arousal is a multisensory event that may or may not be linked to the presence or thought of the intended object of desire (sexual partner). By examining what stimulates arousal, we better understand the multisensory capacity of humans, leading not only to richer sexual experiences but also to the further development of wearable sextech products, soft robotics, and multisensory learning machines. This understanding helps with other research related to human-robot interaction, affection, detection, and transmission in both physical and virtual realities, and how VR technology can help to design a new generation of sex robots.
19

Kim, Soo Jeong, Kyung Jun Gil, HyungSeok Kim, Sang Boem Lim, and Jee-in Kim. "Adaptive interactions in shared virtual environments for heterogeneous devices." Computer Animation and Virtual Worlds 21, no. 5 (September 29, 2010): 531–43. http://dx.doi.org/10.1002/cav.338.

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20

O’Malley, Marcia K., Abhishek Gupta, Matthew Gen, and Yanfang Li. "Shared Control in Haptic Systems for Performance Enhancement and Training." Journal of Dynamic Systems, Measurement, and Control 128, no. 1 (November 30, 2005): 75–85. http://dx.doi.org/10.1115/1.2168160.

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This paper presents a shared-control interaction paradigm for haptic interface systems, with experimental data from two user studies. Shared control, evolved from its initial telerobotics applications, is adapted as a form of haptic assistance in that the haptic device contributes to execution of a dynamic manual target-hitting task via force commands from an automatic controller. Compared to haptic virtual environments, which merely display the physics of the virtual system, or to passive methods of haptic assistance for performance enhancement based on virtual fixtures, the shared-control approach offers a method for actively demonstrating desired motions during virtual environment interactions. The paper presents a thorough review of the literature related to haptic assistance. In addition, two experiments were conducted to independently verify the efficacy of the shared-control approach for performance enhancement and improved training effectiveness of the task. In the first experiment, shared control is found to be as effective as virtual fixtures for performance enhancement, with both methods resulting in significantly better performance in terms of time between target hits for the manual target-hitting task than sessions where subjects feel only the forces arising from the mass-spring-damper system dynamics. Since shared control is more general than virtual fixtures, this approach may be extremely beneficial for performance enhancement in virtual environments. In terms of training enhancement, shared control and virtual fixtures were no better than practice in an unassisted mode. For manual control tasks, such as the one described in this paper, shared control is beneficial for performance enhancement, but may not be viable for enhancing training effectiveness.
21

Oliveira, Manuel, Jon Crowcroft, and Mel Slater. "Components for Distributed Virtual Environments." Presence: Teleoperators and Virtual Environments 10, no. 1 (February 2001): 51–61. http://dx.doi.org/10.1162/105474601750182315.

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A virtual environment (VE) presents a complex problem with interesting nontrivial challenges for software development. The problems increase when considering VEs that are both distributed and shared among multiple participants. The majority of existing systems supporting large-scale VEs (LSVEs) are based on monolithic architectures, making maintenance and software reuse difficult at best. These problems have begun to be addressed by recent VE systems that employ software engineering principles in their design. Although modularity is addressed, many other issues remain unsolved, such as interoperability between different systems. The Java Adaptive Dynamic Environment (JADE) is presented as an alternative to the traditional approach for developing a core infrastructure for VE systems. JADE consists of a component framework along with a lightweight cross-platform kernel that permits system evolution at runtime and enables cross-system integration.
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Men, Liang, Nick Bryan-Kinns, and Louise Bryce. "Designing spaces to support collaborative creativity in shared virtual environments." PeerJ Computer Science 5 (November 4, 2019): e229. http://dx.doi.org/10.7717/peerj-cs.229.

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Shared virtual environments (SVEs) have been researched extensively within the fields of education, entertainment, work, and training, yet there has been limited research on the creative and collaborative aspects of interactivity in SVEs. The important role that creativity and collaboration play in human society raises the question of the way that virtual working spaces might be designed to support collaborative creativity in SVEs. In this paper, we outline an SVE named LeMo, which allows two people to collaboratively create a short loop of music together. Then we present a study of LeMo, in which 52 users composed music in pairs using four different virtual working space configurations. Key findings indicated by results include: (i) Providing personal space is an effective way to support collaborative creativity in SVEs, (ii) personal spaces with a fluid light-weight boundary could provide enough support, worked better and was preferable to ones with rigid boundaries and (iii) a configuration that provides a movable personal space was preferred to one that provided no mobility. Following these findings, five corresponding design implications for shared virtual environments focusing on supporting collaborative creativity are given and conclusions are made.
23

Matsuda, Kouichi. "Evaluation of Personal Agent-Oriented Virtual Society—PAW." Presence: Teleoperators and Virtual Environments 10, no. 2 (April 2001): 160–74. http://dx.doi.org/10.1162/105474601750216786.

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In recent years, communication networks and computer technologies make it possible to create a cyberspace on the Internet. Recently, several 3-D shared virtual spaces and worlds have been realized in which users can share the same experience in a shared virtual environment. The next important step is to extend these environments into a virtual society. To realize a virtual society, it is important to obtain a large number of users in a virtual world and evaluate what kind of functions (especially, social functions) and interface should be supported. For this purpose, we constructed a personal agent-oriented virtual society called PAW (Personal Agent World) based on our Community Place system. PAW is a 3-D personal agent-oriented virtual society. PAW has improved upon past virtual spaces based on avatar and text communication by providing autonomous personal agents that interact with users plus a social and environmental infrastructure. Each user owns a personal agent that acts as user's partner and a mediator in the shared space. PAW was available on the Internet for eight months, during which it attracted hundreds of simultaneous user accesses and thousands of accumulated user accesses. In this paper, we give an architectural and design outline of PAW and the results of a questionnaire survey.
24

Lawrence, Geoff, and Farhana Ahmed. "Pedagogical Insights into Hyper-Immersive Virtual World Language Learning Environments." International Journal of Computer-Assisted Language Learning and Teaching 8, no. 1 (January 2018): 1–14. http://dx.doi.org/10.4018/ijcallt.2018010101.

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This article shares pedagogical insights from a qualitative study examining the use of immersive social virtual worlds (SVWs) in language teaching and learning. Recognizing the language learning affordances of immersive virtual environments, this research examines the beliefs and practices of ‘Karelia Kondor,' an avatar-learner and teacher of languages with a decade of diverse experiences in Second Life (SL), one of the first widely used SVWs. Findings highlight the relevance of a hyper-immersive and emotionally engaging conceptual model informing language teaching approaches within these rapidly evolving environments. When supported pedagogically, the activities illustrated demonstrate the potential of these immersive approaches to create communities of practice and affinity spaces by fostering investment and autonomy in the language learning process through shared target language experiences. The article will conclude with a summary of pedagogical insights leveraging the affordances of these environments.
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Broll, Wolfgang. "SmallTool - a toolkit for realizing shared virtual environments on the Internet." Distributed Systems Engineering 5, no. 3 (September 1998): 118–28. http://dx.doi.org/10.1088/0967-1846/5/3/005.

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Cheong, Joono, Silviu-Iulian Niculescu, Anuradha Annaswamy, and Mandayam A. Srinivasan. "Synchronization control for physics-based collaborative virtual environments with shared haptics." Advanced Robotics 21, no. 9 (January 2007): 1001–29. http://dx.doi.org/10.1163/156855307781035628.

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Schroeder, Ralph. "An overview of ethical and social issues in shared virtual environments." Futures 39, no. 6 (August 2007): 704–17. http://dx.doi.org/10.1016/j.futures.2006.11.009.

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Šašinka, Čeněk, Zdeněk Stachoň, Michal Sedlák, Jiří Chmelík, Lukáš Herman, Petr Kubíček, Alžběta Šašinková, et al. "Collaborative Immersive Virtual Environments for Education in Geography." ISPRS International Journal of Geo-Information 8, no. 1 (December 23, 2018): 3. http://dx.doi.org/10.3390/ijgi8010003.

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Immersive virtual reality (iVR) devices are rapidly becoming an important part of our lives and forming a new way for people to interact with computers and each other. The impact and consequences of this innovative technology have not yet been satisfactory explored. This empirical study investigated the cognitive and social aspects of collaboration in a shared, immersive virtual reality. A unique application for implementing a collaborative immersive virtual environment (CIVE) was developed by our interdisciplinary team as a software solution for educational purposes, with two scenarios for learning about hypsography, i.e., explanations of contour line principles. Both scenarios allow switching between a usual 2D contour map and a 3D model of the corresponding terrain to increase the intelligibility and clarity of the educational content. Gamification principles were also applied to both scenarios to augment user engagement during the completion of tasks. A qualitative research approach was adopted to obtain a deep insight into the lived experience of users in a CIVE. It was thus possible to form a deep understanding of very new subject matter. Twelve pairs of participants were observed during their CIVE experience and then interviewed either in a semistructured interview or a focus group. Data from these three research techniques were analyzed using interpretative phenomenological analysis, which is research method for studying individual experience. Four superordinate themes—with detailed descriptions of experiences shared by numerous participants—emerged as results from the analysis; we called these (1) Appreciation for having a collaborator, (2) The Surprising “Fun with Maps”, (3) Communication as a challenge, and (4) Cognition in two realities. The findings of the study indicate the importance of the social dimension during education in a virtual environment and the effectiveness of dynamic and interactive 3D visualization.
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Hamza-Lup, Felix G., and Jannick P. Rolland. "Scene Synchronization for Real-Time Interaction in Distributed Mixed Reality and Virtual Reality Environments." Presence: Teleoperators and Virtual Environments 13, no. 3 (June 2004): 315–27. http://dx.doi.org/10.1162/1054746041422343.

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Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. One of the challenges in networked virtual environments is maintaining a consistent view of the shared state in the presence of inevitable network latency and jitter. A consistent view in a shared scene may significantly increase the sense of presence among participants and facilitate their interactivity. The dynamic shared state is directly affected by the frequency of actions applied on the objects in the scene. Mixed Reality (MR) and Virtual Reality (VR) environments contain several types of action producers including human users, a wide range of electronic motion sensors, and haptic devices. In this paper, we propose a novel criterion for categorization of distributed MR/VR systems and present an adaptive synchronization algorithm for distributed MR/VR collaborative environments. In spite of significant network latency, results show that for low levels of update frequencies the dynamic shared state can be kept consistent at multiple remotely located sites.
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Ashraf, N., J. Anderson, C. Douther, I. McKay, M. Jack, and P. Platt. "Longitudinal Study of Habituation and Participatory Design for Multi-User Shared Virtual Environments." International Journal of Virtual Reality 5, no. 1 (January 1, 2001): 1–17. http://dx.doi.org/10.20870/ijvr.2001.5.1.2664.

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This paper details the results of a longitudinal study of user habituation, usage and involvement with a shared virtual 3D environment acting as a meeting space. The study involved investigation of the effectiveness of a range of design features which were included to enhance communication, discussion and social interaction among a group of four users of the shared space. The users took part in six sessions over a period of seven weeks. The paper focuses on usage of the shared space and details user involvement in the design process in terms of reactions to avatar personalisation; avatar life signs, gestures and navigation control; the means for identifying who is talking; and symbolic acting by avatars. The results indicate the importance of key features for the design of virtual environments. Participants wanted to identify their own protocols for turn-taking in conversation and they wanted simple gesture control. For example, one-click visual buttons for the selection of gestures were preferred to pulldown menus. It took users five or six sessions to complete the participatory design process at which point they were totally comfortable with the use of the virtual meeting space. Finally, symbolic acting was shown to be a viable addition to the shared space to assist group dynamics.
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Rodríguez Gallego, Margarita R., and Antonia López Martínez. "Entorno virtual de aprendizaje compartido en Educación Superior." REDU. Revista de Docencia Universitaria 11, no. 1 (April 30, 2013): 411. http://dx.doi.org/10.4995/redu.2013.5607.

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<p>Cada vez son más demandadas las plataformas virtuales apoyadas en el concepto web 2.0 y en las Redes Personales de Aprendizaje (PLN) al garantizar la conversación entre agentes educativos y la colaboración orientada a la producción conjunta de conocimiento.</p><p>Desde este punto de vista, surgieron los Entornos Virtuales de Aprendizaje (VLE) dónde se configuran, integran y combinan nuevas aplicaciones adaptadas a las necesidades de los usuarios.</p><p>El propósito final de esta experiencia es la creación de un entorno virtual compartido para lograr que el aprendizaje no se vincule exclusivamente a una actividad memorística y que a través del uso combinado de la plataforma virtual, herramientas de la web 2.0 y la red social los estudiantes puedan crear su propio espacio de trabajo en el que quede reflejado la búsqueda y transformación de la información, creación de recursos para el aprendizaje y tareas de colaboración.</p><p>Nuestro entorno virtual de aprendizaje compartido ha sido puesto a prueba, implementado y evaluado durante el segundo cuatrimestre, en el marco de la asignatura Didáctica General en la Facultad de Ciencias de la Educación de la Universidad de Sevilla (España) durante el curso académico 2009-2010.</p><p>Una encuesta efectuada revela hechos interesantes sobre el éxito de este entorno virtual compartido en relación con la motivación y los resultados de aprendizaje de los estudiantes. </p><p> </p><p><strong>ABSTRACT</strong></p><p class="REDUTITULOINGLES"><em><strong><span lang="GL">Shared virtual learning environments in higher education.</span><span lang="EN-US"> </span></strong></em></p><p>There is an increasing demand for virtual platforms based on the concept of Web 2.0 and on Personal Learning Networks (PLN) as these guarantee conversations between educational agents and cooperation aimed at the joint knowledge production.</p><p>From this point of view, Virtual Learning Environments (VLE) have emerged in which new applications adapted to users’ needs are configured, integrated and combined.</p><p>The ultimate purpose of this experience is the creation of a shared virtual environment to ensure that learning is not linked exclusively to rote activity. Through the combined use of the virtual platform, Web 2.0 tools and social networking, students can create their own workspace in which the search and processing of information, as well as the creation of learning resources and collaboration tasks are reflected.</p><p>Our shared virtual learning environment has been tested, implemented and evaluated in the second semester, as part of the General Teaching Methodology course in the Faculty of Education at the University of Seville (Spain) during the 2009 – 2010 academic year.</p><p>A survey reveals interesting facts about the success of the shared virtual environment in relation to the motivation and learning outcomes of students.</p><p> </p>
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Wakeford, Nina. "The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments." Sociological Research Online 7, no. 2 (May 2002): 137–38. http://dx.doi.org/10.1177/136078040200700211.

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MAGRUDER, MICHAEL TAKEO. "Transitional space(s): Creation, collaboration and improvisation within shared virtual/physical environments." International Journal of Performance Arts and Digital Media 7, no. 2 (October 4, 2011): 189–204. http://dx.doi.org/10.1386/padm.7.2.189_1.

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Basdogan, Cagatay, Chih-Hao Ho, Mandayam A. Srinivasan, and Mel Slater. "An experimental study on the role of touch in shared virtual environments." ACM Transactions on Computer-Human Interaction 7, no. 4 (December 2000): 443–60. http://dx.doi.org/10.1145/365058.365082.

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Cheong, Joono, Silviu-Iulian Niculescu, Yonghwan Oh, and Irinel Constantin Morărescu. "Some remarks on delay effects in motion synchronization in shared virtual environments." IFAC Proceedings Volumes 40, no. 23 (September 2007): 268–73. http://dx.doi.org/10.1016/s1474-6670(17)69299-1.

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Spieldenner, Torsten, Sergiy Byelozyorov, Michael Guldner, and Philipp Slusallek. "FiVES: an aspect-oriented approach for shared virtual environments in the web." Visual Computer 34, no. 9 (June 13, 2018): 1269–82. http://dx.doi.org/10.1007/s00371-018-1564-0.

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Korečko, Štefan, Marián Hudák, Branislav Sobota, Martin Sivý, Matúš Pleva, and William Steingartner. "Experimental Performance Evaluation of Enhanced User Interaction Components for Web-Based Collaborative Extended Reality." Applied Sciences 11, no. 9 (April 23, 2021): 3811. http://dx.doi.org/10.3390/app11093811.

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COVID-19-related quarantine measures resulted in a significant increase of interest in online collaboration tools. This includes virtual reality (VR) or, in more general term, extended reality (XR) solutions. Shared XR allows for activities such as presentations, training of personnel or therapy to take place in a virtual space instead of a real one. To make online XR as accessible as possible, a significant effort has been put into the development of solutions that can run directly in web browsers. One of the most recognized solutions is the A-Frame software framework, created by Mozilla VR team and supporting most of the contemporary XR hardware. In addition, an extension called Networked-Aframe allows multiple users to share virtual environments, created using A-Frame, in real time. In this article, we introduce and experimentally evaluate three components that extend the functionality of A-Frame and Networked-Aframe. The first one extends Networked-Aframe with the ability to monitor and control users in a shared virtual scene. The second one implements six degrees of freedom motion tracking for smartphone-based VR headsets. The third one brings hand gesture support to the Microsoft HoloLens holographic computer. The evaluation was performed in a dedicated local network environment with 5, 10, 15 and 20 client computers. Each computer represented one user in a shared virtual scene. Since the experiments were carried out with and without the introduced components, the results presented here can also be regarded as a performance evaluation of A-Frame and Networked-Aframe themselves.
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Li, Jingyi, Ceenu George, Andrea Ngao, Kai Holländer, Stefan Mayer, and Andreas Butz. "Rear-Seat Productivity in Virtual Reality: Investigating VR Interaction in the Confined Space of a Car." Multimodal Technologies and Interaction 5, no. 4 (March 26, 2021): 15. http://dx.doi.org/10.3390/mti5040015.

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Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.
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Gunn, Chris, Matthew Hutchins, and Matt Adcock. "Combating Latency in Haptic Collaborative Virtual Environments." Presence: Teleoperators and Virtual Environments 14, no. 3 (June 2005): 313–28. http://dx.doi.org/10.1162/105474605323384663.

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Haptic (force) feedback is increasingly being used in surgical-training simulators. The addition of “touch” is important extra information that can add another dimension to the realism of the experience. Progress in networking these systems together over long distances has been held back, principally because the latency of the network can induce severe instability in any dynamic objects in the scene. This paper describes techniques allowing long-distance sharing of haptic-enabled, dynamic scenes. At the CSIRO Virtual Environments Laboratory, we have successfully used this system to connect a prototype of a surgical-simulation application between participants on opposite sides of the world in Sweden and Australia, over a standard Internet connection spanning 3 continents and 2 oceans. The users were able to simultaneously manipulate pliable objects in a shared workspace, as well as guide each other's “hands” (and shake hands!) over 22,000 km (13620 miles) of Internet connection. The main obstacle to overcome was the latency-induced instability in the system, caused by the delays and jitter inherent in the network. Our system involved a combination of an event-collection mechanism, a network event-forwarding mechanism and a “pseudophysics” mechanism. We found that the resulting behavior of the interconnected body organs, under simultaneous-user manipulation, was sufficiently convincing to be considered for training surgical procedures.
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Bricken, William, and Geoffrey Coco. "The VEOS Project." Presence: Teleoperators and Virtual Environments 3, no. 2 (January 1994): 111–29. http://dx.doi.org/10.1162/pres.1994.3.2.111.

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The Virtual Environment Operating Shell (veos) was developed at University of Washington's Human Interface Technology Laboratory as software infrastructure for the lab's research in virtual environments. veos was designed from scratch to provide a comprehensive and unified management facility to support generation of, interaction with, and maintenance of virtual environments. VEOS emphasizes rapid prototyping, heterogeneous distributed computing, and portability. We discuss the design, philosophy and implementation of veos in depth. Within the Kernel, the shared database transformations are pattern-directed, communications are asynchronous, and the programmer's interface is LISP. An entity-based metaphor extends object-oriented programming to systems-oriented programming. Entities provide first-class environments and biological programming constructs such as perceive, react, and persist. The organization, structure, and programming of entities are discussed in detail. The article concludes with a description of the applications that have contributed to the iterative refinement of the VEOS software.
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Aoki, Shigeaki, Michael Cohen, and Nobuo Koizumi. "Design and Control of Shared Conferencing Environments for Audio Telecommunication Using Individually Measured HRTFs." Presence: Teleoperators and Virtual Environments 3, no. 1 (January 1994): 60–72. http://dx.doi.org/10.1162/pres.1994.3.1.60.

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A technique is presented for dynamically invoking a set of head-related transfer functions (HRTFs) and scaling gain, driven by a dynamic map in a graphic window. With such an interface, users may configure a virtual conferencing environment, manipulating virtual positions of teleconferees. The design of a personal headphone teleconferencing prototype is proposed, integrating spatialized sound presentation with individualized HRTF measurement using a bifunctional transducer. According to judgment tests, the use of individualized HRTFs instead of dummy-head HRTFs can reduce front-back sound image confusion.
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Pierce, Jeffrey S., Randy Pausch, Christopher B. Sturgill, and Kevin D. Christiansen. "Designing A Successful HMD-Based Experience." Presence: Teleoperators and Virtual Environments 8, no. 4 (August 1999): 469–73. http://dx.doi.org/10.1162/105474699566350.

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For entertainment applications, a successful virtual experience based on a head-mounted display (HMD) needs to overcome some or all of the following problems: entering a virtual world is a jarring experience, people do not naturally turn their heads or talk to each other while wearing an HMD, putting on the equipment is hard, and people do not realize when the experience is over. In the Electric Garden at SIGGRAPH 97, we presented the Mad Hatter's Tea Party, a shared virtual environment experienced by more than 1,500 SIGGRAPH attendees. We addressed these HMD-related problems with a combination of back story, see-through HMDs, virtual characters, continuity of real and virtual objects, and the layout of the physical and virtual environments.
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Huang, F., J. Bacon, and G. Mapp. "Virtual memory support for distributed computing environments using a shared data object model." Distributed Systems Engineering 2, no. 4 (December 1995): 202–11. http://dx.doi.org/10.1088/0967-1846/2/4/003.

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Pan, Ye, and Anthony Steed. "The impact of self-avatars on trust and collaboration in shared virtual environments." PLOS ONE 12, no. 12 (December 14, 2017): e0189078. http://dx.doi.org/10.1371/journal.pone.0189078.

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Manushri S K, Santhiya J, Roobasri A E, Keshav Shanmukhanathan E, and Sanjai V. "Metaverse - The Future of Virtual World." international journal of engineering technology and management sciences 6, no. 5 (September 28, 2022): 779–83. http://dx.doi.org/10.46647/ijetms.2022.v06i05.121.

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Since the popularization of the Internet in the 1990s, cyberspace has kept evolving. In addition to social networks, video conferencing, virtual 3D worlds (like VR Chat), augmented reality software (like Pokemon Go), and non-fungible token games, we have also developed other computer-mediated virtual environments (e.g., Upland). Such virtual environments, albeit non-perpetual and unconnected, have brought us various degrees of digital transformation. The term `Metaverse' has been coined to further facilitate digital transformation in every aspect of our physical lives. At the core of the metaverse stands the vision of an immersive Internet as a gigantic, unified, persistent and shared realm. While the metaverse may seem futuristic, catalyzed by emerging technologies such as Extended Reality, 5G and Artificial Intelligence, the digital `big bang' of our cyberspace is not far away. Technologies are the enablers that drive the transition from the current Internet to the metaverse. Enabling technologies that drive this transition rigorously are Extended Reality, User Interactivity (Human-Computer Interaction), Artificial Intelligence, Blockchain, Computer Vision, IoT and Robotics, Edge and Cloud computing and Future Mobile Networks. In terms of applications, the metaverse ecosystem allows human users to live and play within a self-sustaining, persistent, and shared realm. User-centric factors are Avatar, Content Creation, Virtual Economy, Social Acceptability, Security and Privacy and Trust and Accountability.
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Pozo-Sánchez, Santiago, Georgios Lampropoulos, and Jesús López-Belmonte. "Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms." Journal of New Approaches in Educational Research 11, no. 2 (July 15, 2022): 307. http://dx.doi.org/10.7821/naer.2022.7.1025.

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Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience through virtual and face-to-face escape rooms as well as to determine the generated levels of fun, absorption, creative thinking, mastery, activation, absence of negative effects and student grades. A descriptive and correlational experimental design has been used. In total, 105 Spanish university students participated. The data was collected using a scale validated in the Spanish context called Gameful Experience in Gamification (GAMEX). The results reveal significant variability according to the training environment. In face-to-face environments, students’ fun and activation were promoted, generating pleasant entertainment experiences. In virtual environments, influence, autonomy, creativity, and exploration by students increased. Similarly, these environments shared high levels of spatio-temporal absorption and an absence of negative effects. Regarding the ratings, no statistically significant results that confirm their effectiveness depending on the environment were determined, but good scores were obtained. It is concluded that the choice of the gamified environment will depend on the dimensions and the goals that the teacher intends to achieve during the learning process.
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Linebarger, John M., and G. Drew Kessler. "Concurrency Control Mechanisms for Closely Coupled Collaboration in Multithreaded Peer-to-Peer Virtual Environments." Presence: Teleoperators and Virtual Environments 13, no. 3 (June 2004): 296–314. http://dx.doi.org/10.1162/1054746041422316.

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As collaboration in virtual environments becomes more object-focused and closely coupled, the frequency of conflicts in accessing shared objects can increase. In addition, two kinds of concurrency control “surprises” become more disruptive to the collaboration. Undo surprises can occur when a previously visible change is undone because of an access conflict. Intention surprises can happen when a concurrent action by a remote session changes the structure of a shared object at the same perceived time as a local access of that object, such that the local user might not get what they expect because they have not had time to visually process the change. A hierarchy of three concurrency control mechanisms is presented in descending order of collaborative surprises, which allows the concurrency scheme to be tailored to the tolerance for such surprises. One mechanism is semioptimistic; the other two are pessimistic. Designed for peer-to-peer virtual environments in which several threads have access to the shared scene graph, these algorithms are straightforward and relatively simple. They can be implemented using C/C++ and Java, under Windows and Unix, on both desktop and immersive systems. In a series of usability experiments, the average performance of the most conservative concurrency control mechanism on a local LAN was found to be quite acceptable.
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Berti, Margherita, Stefano Maranzana, and Jacob Monzingo. "Fostering Cultural Understanding with Virtual Reality." International Journal of Computer-Assisted Language Learning and Teaching 10, no. 1 (January 2020): 47–59. http://dx.doi.org/10.4018/ijcallt.2020010104.

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In virtual reality, language learners can experience the foreign culture by exploring authentic and contextualized learning environments. To date, there is a lack of studies investigating the use of highly immersive virtual reality for cultural understanding as well as learners' attitudes toward its implementation in the language classroom. This study addresses this gap by exploring language learners' stereotypes and generalizations of the foreign culture experienced in highly immersive virtual reality, and their beliefs regarding its use in the educational setting. Undergraduate students enrolled in beginner Italian courses viewed three ordinary Italian environments with the use of their smartphones, headphones, and Google Cardboard. Through surveys, written reflections, and a focus group interview participants shared their cultural understandings and attitudes toward virtual reality. Results show that virtual reality was positively perceived and helped learners discover new cultural layers generally not encountered in traditional pedagogical materials.
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Fischnaller, Franz, and Alex Hill. "CITYCLUSTER “From the Renaissance to the Megabyte Networking Age”: A Virtual Reality and High-Speed Networking Project." Presence: Teleoperators and Virtual Environments 14, no. 1 (February 2005): 1–19. http://dx.doi.org/10.1162/1054746053890251.

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This paper presents the CITYCLUSTER project, a virtual-reality networking matrix, in a high-tech framework with original technological features, navigation, interactivity, graphic, and content style, in which multiple environments, ambiences, and cities, both real and imagined, can be hosted, coexist, and be interrelated within themselves through a common virtual territory. It can be interconnected by high-speed network, enabling remote participants to access, interact, and collaborate in shared environments and work together in a common virtual space over distance in real time. The framework can be expanded and modified in accordance with the digital environment to be incorporated. Meta-Net-Page, a virtual-reality collaborative networking tool, was designed and implemented ad hoc for CITYCLUSTER. “From the Renaissance to the Megabyte Networking Age” is the first CITY-CLUSTER virtual-reality networked application, which offers visitors a thrilling interactive journey, from the Renaissance to the Super Broadband Networking and Electronic Age. Florence represents the “Renaissance Age”, Chicago the “Gigabits Networking Age.” Each virtual city is inhabited by a group of avatars: David, Venus, and Machiavelli in Florence, and Mega, Giga, and Picasso in Chicago. The implementation of CITYCLUSTER has given rise to a range of technological challenges, which in turn have revealed innovative aspects and salient features relative to content management, the development of juxtaposed virtual environments, networking interactive techniques, avatar design, architecture, and virtual effects. A series of special features and enhancements have been added to the software Ygdrasil, to satisfy content and quality levels of interactivity. In consequence, the Ygdrasil system was further refined as software tools that aid the rapid and intuitive development of interactive virtual environments for artists and other nontechnical users. The CITYCLUSTER project is primarily designed to run in the CAVE and on the AGAVE (Access Grid Augmented Virtual Environment). It can run either locally or through remote networking in both SGIs and the Linux platform.
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Narang, Sahil, Andrew Best, and Dinesh Manocha. "Inferring User Intent using Bayesian Theory of Mind in Shared Avatar-Agent Virtual Environments." IEEE Transactions on Visualization and Computer Graphics 25, no. 5 (May 2019): 2113–22. http://dx.doi.org/10.1109/tvcg.2019.2898800.

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