End-User Design in Virtual Worlds: Development of Theory and Virtual Design Environments

Author(s):  
Benjamin Koehne
1997 ◽  
pp. 537-541
Author(s):  
Richard B. Beeby ◽  
John G. Gammack ◽  
Malcolm K. Crowe

Author(s):  
John G. Gammack

The philosophy of end user design proposes an approach to information systems provision where those involved in the human activity context are central to establishing the relevant requirements for their information systems. In this paper we develop the case for centering definitions and process flows on end users in their active situations. We examine the potential for basing integrated IS development upon the constructive and evolutionary processes in the client context. Provision of enterprise-wise IS design environments in which this approach becomes realistic implies a systemic reappraisal of the role of software engineering methods and their place in IS design. With reference to case studies we consider some organisational characteristics in which evolution of specific information systems can be achieved through provision of such design environments. Representative situations at the level of full application design and customisation, workflow definition and enterprise-wide development are considered.


1994 ◽  
Vol 3 (1) ◽  
pp. 94-107 ◽  
Author(s):  
Gurminder Singh ◽  
Luis Serra ◽  
Kim Fairchild ◽  
Timothy Poston

Developing virtual worlds using toolkits and conventional programming-based approaches is a tedious, time-consuming, and often frustrating task. Too much learning of the toolkits and the basic development technology is necessary before the development can start. Even after that, it takes a long time to develop, test, and modify virtual worlds. At ISS, we are following a highly interactive and visual approach to virtual world construction, which allows virtual world designers to work with high-level concepts. This approach facilitates exploration in design and rapid prototyping. To achieve our goal, we are focusing on the following four base technologies: Bricks, a toolkit to support the development of virtual worlds; WorldNet, a toolkit to support the development of network-based virtual worlds; VizNet, a system that helps visualize a large collection of objects; and the Virtual Workbench, a crafting environment that uses virtual reality to build and manage objects.


2001 ◽  
Vol 44 (12) ◽  
pp. 59-63 ◽  
Author(s):  
Imre Horváth ◽  
Zoltán Rusák

2020 ◽  
pp. 030936462096394
Author(s):  
Quinn A Boser ◽  
Michael R Dawson ◽  
Jonathon S Schofield ◽  
Gwen Y Dziwenko ◽  
Jacqueline S Hebert

Background: Powered hand exoskeletons are an emerging technology that have shown promise in assisting individuals with impaired hand function. A number of hand exoskeleton designs have been described in the literature; however, the majority have not been supported by patient-oriented criteria. Objective: The aim of this study was to define preliminary end-user needs and expectations for an assistive hand exoskeleton. Study design: Explorative interview and case series. Methods: Six clinicians and eight individuals with impaired hand function were interviewed in small groups or individually. A standardized list of questions was used to elicit feedback on specific design criteria or promote the discovery of new criteria. In addition, three participants with impaired hand function returned for a second session where hand characteristics, such as range of motion and force required to flex/extend fingers, were recorded to further quantify design requirements. Results: Interview responses indicated that there was general consensus among participants on criteria relating to important grasp patterns, grip strength, wear time, and acceptable bulk/weight. However, interview responses and hand characteristics also revealed important differences between individuals with impaired hand function. Conclusion: Qualitative and quantitative data were collected to develop an understanding of end-user design requirements for assistive hand exoskeletons. Although the data collected were helpful in identifying some preliminary criteria, differences between participants exist and identifying a universal set of criteria applicable across individuals with impaired hand function is challenging. This work reinforces the importance of involving users of rehabilitation technology in the device development process.


Author(s):  
Imre Horva´th ◽  
Zolta´n Rusa´k ◽  
Joris S. M. Vergeest

The fourth generation of CAD/E systems appears in the form of collaborative virtual design environments (CVDEs). These distributed design support systems are based on a still developing new paradigm. Consequently, the standard architecture, functionality, and implementation of CVDEs are not fully elaborated yet. It is believed that six fundamental components are needed for a fully featured implementation: i. enhanced CAD/E kernel functionality, ii. multi-site imagining and advanced interaction, iii. high-speed communication and multi-channel networking, iv. collaboration support and virtual presence, v. knowledge asset management, and vi. interface to virtual enterprises. This paper investigates the supporting technologies with the aim to explore what is available, satisfactory, compatible, and experienced. The authors found that remarkable results have been achieved in terms of the supporting technologies, but for some CVDEs functions the technologies are not available so far. Currently the largest problem is to integrate the highly heterogeneous technologies into one coherent system. This is due partly to the inherent complexity of the problem, and partly to the uneven maturity of the technologies. It can be predicted without any hazard that dramatic changes will be witnessed soon in this front of research and development.


2018 ◽  
pp. 500-526
Author(s):  
Pete B. Rive

Design innovation increasingly requires cross-functional virtual teams and is becoming plural, collaborative and distributed. In order for global companies to compete they must be able to sync with the rapidly increasing pace of change and be able to tap the international talent that may, in the future, only connect via virtual worlds and virtual reality. It is important to recognise how design innovation and knowledge flow are regulated and how the virtual ecosystem can either inhibit or excite collaboration and the creation of new ideas, and the design of useful prototypes. This chapter presents a theoretical framework using three models, with examples, to explain and understand how virtual design teams can identify the regulation of knowledge flow and collaboration in the virtual world, Second Life.


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