scholarly journals Collaborative virtual environments: going beyond virtual reality

Author(s):  
R.L. Gomes ◽  
G.J. Hoyos-Rivera ◽  
J.-P. Courtiat
2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

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.


2010 ◽  
Vol 9 (1) ◽  
pp. 61-71 ◽  
Author(s):  
Timothy Wright ◽  
Greg Madey

As collaborative virtual environments (CVEs) are more widely used, participant access to CVE objects and information becomes a significant concern. In virtual reality games, storefronts, classrooms, and laboratories, for example, the need to control access to spaces and objects is integral to the security of activities taking place there. However, limited access controls are typically available in CVEs. Often, such controls are course-grained, only protecting against movements by unauthorized participants into specific areas. In answer to this deficiency, we offer a discretionary access control (DAC) system based on traditional concepts of users and groups, and tailored to the needs of a CVE. Our system, called WonderDAC, includes the ability to restrict movement into areas, as well as control interactions with objects. A basic WonderDAC prototype has been implemented within the Project Wonderland CVE.


2017 ◽  
Vol 8 (2) ◽  
pp. 1
Author(s):  
Alberto Raposo ◽  
Cléber Corrêa

It is our pleasure to introduce you the second issue of JIS in 2017. This issue contains six papers of the Special Issue of the 15th Brazilian Symposium on Human Factors in Computing Systems (IHC 2016). As we have been doing since IHC 2014, the best papers of the conference are invited to submit extended versions to a special issue of JIS, guest edited by the conference program chairs. In the current publication, our guest editors are Profs. Carla Leitão, from Pontifícia Universidade Católica - Rio de Janeiro (PUC-Rio), and Luciana Salgado, from Universidade Federal Fluminense (UFF), who we thank a lot for the dedication in the preparation of this issue. We invited you to read their editorial in the following.We also have in this issue an original paper by Paulo Paiva, Liliane Machado, Jauvane de Oliveira, and Ronei de Moraes, entitled “Networking Issues for 3D Medical Collaborative Virtual Environments: Design and Applications”. The authors discuss specific networking issues for Collaborative Virtual Environments (CVEs) applied to the simulation of medical procedures. They designed, developed, and validated a peer-to-peer multicast architecture on the collaborative module of the CyberMed Virtual Reality framework, aiming at providing better network scalability.Finally, we would like to thank the authors and reviewers that contributed to JIS. At the end of the issue we acknowledge the reviewers that contributed to JIS in 2015, 2016, and 2017.JIS Editorial Board is looking forward to receiving your contributions. We hope you enjoy reading this issue!


2009 ◽  
pp. 202-210
Author(s):  
Paulo N.M. Sampaio ◽  
Ildeberto A. Rodello ◽  
Laura M. Rodríguez Peralta ◽  
Paulo Alexandre Bressan

Virtual reality (VR) represents a modern human-computer interface consisting of a three-dimensional (3D) environment generated by computer where the user can interact in different ways. VR can be applied in several applications domains such as medicine, education, entertainment, etc. In particular, interest is drawn to the application of VR in education since a student is able to interact and to be involved with a 3D environment, which simulates situations that are difficult or even impossible to be carried out in the traditional education process.


2009 ◽  
Vol 8 (1) ◽  
pp. 53-66 ◽  
Author(s):  
Timothy E. Wright ◽  
Greg Madey

What viable technologies exist to enable the development of so-called desktop virtual reality (desktop-VR) applications? Specifically, which of these are active and capable of helping us to engineer a collaborative, virtual environment (CVE)? A review of the literature and numerous project websites indicates an array of both overlapping and disparate approaches to this problem. In this paper, we review and perform a risk assessment of 16 prominent desktop-VR technologies (some building-blocks, some entire platforms) in an effort to determine the most efficacious tool or tools for constructing a CVE


Author(s):  
Ya-Chun Shih

This chapter explores the role of collaborative virtual environments (CVE) in the language learning immersion experience. Despite the lack of strong empirical evidence, CVE assisted language learning has become an interesting point in recent research on technology-supported language learning. The current work reviews specific issues in the context of CVE assisted language learning: (a) current research, theory and practice; (b) virtual reality assisted language learning; (c) link between CVEs and Web 2.0.


Author(s):  
Paulo N.M. Sampaio ◽  
Ildeberto A. Rodello ◽  
Laura M. Rodríguez Peralta ◽  
Paulo Alexandre Bressan

Virtual reality (VR) represents a modern human-computer interface consisting of a three-dimensional (3D) environment generated by computer where the user can interact in different ways. VR can be applied in several applications domains such as medicine, education, entertainment, etc. In particular, interest is drawn to the application of VR in education since a student is able to interact and to be involved with a 3D environment, which simulates situations that are difficult or even impossible to be carried out in the traditional education process.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


Author(s):  
Silvia Francesca Maria Pizzoli ◽  
Dario Monzani ◽  
Laura Vergani ◽  
Virginia Sanchini ◽  
Ketti Mazzocco

AbstractIn recent years, virtual reality (VR) has been effectively employed in several settings, ranging from health care needs to leisure and gaming activities. A new application of virtual stimuli appeared in social media: in the documentary ‘I met you’ from the South-Korean Munhwa Broadcasting, a mother made the experience of interacting with the avatar of the seven-year-old daughter, who died four years before. We think that this new application of virtual stimuli should open a debate on its possible implications: it represents contents related to grief, a dramatic and yet natural experience, that can have deep psychological impacts on fragile subjects put in virtual environments. In the present work, possible side-effects, as well as hypothetical therapeutical application of VR for the treatment of mourning, are discussed.


2021 ◽  
Vol 11 (4) ◽  
pp. 1510
Author(s):  
Charles Morizio ◽  
Maxime Billot ◽  
Jean-Christophe Daviet ◽  
Stéphane Baudry ◽  
Christophe Barbanchon ◽  
...  

People who survive a stroke are often left with long-term neurologic deficits that induce, among other impairments, balance disorders. While virtual reality (VR) is growing in popularity for postural control rehabilitation in post-stroke patients, studies on the effect of challenging virtual environments, simulating common daily situations on postural control in post-stroke patients, are scarce. This study is a first step to document the postural response of stroke patients to different challenging virtual environments. Five subacute stroke patients and fifteen age-matched healthy adults were included. All participants underwent posturographic tests in control conditions (open and closed eyes) and virtual environment without (one static condition) and with avatars (four dynamic conditions) using a head-mounted device for VR. In dynamic environments, we modulated the density of the virtual crowd (dense and light crowd) and the avoidance space with the avatars (near or far). Center of pressure velocity was collected by trial throughout randomized 30-s periods. Results showed that more challenging conditions (dynamic condition) induced greater postural disturbances in stroke patients than in healthy counterparts. Our study suggests that virtual reality environments should be adjusted in light of obtaining more or less challenging conditions.


Sign in / Sign up

Export Citation Format

Share Document