Collaborative virtual environments, real-time video and networking

Author(s):  
S. Pekkola ◽  
M. Robinson

Virtual environments (VEs) can be immersive (IVE) or collaborative (CVE). Networked collaborative virtual environments (NCVEs) connect participants in real time via a network. Each type of VE presents opportunities to use different combinations of technologies to design engaging learning experiences, especially using avatars. Avatars are used as forms of self-representation for students as well as instructors. Anonymity enables users to alter their identities and interact in new ways through transformed social interactions. Advancements in technology continue to humanize avatars, thus changing their role in the VE and also changing the role of the instructor.


2006 ◽  
Vol 15 (4) ◽  
pp. 359-372 ◽  
Author(s):  
Jeremy N Bailenson ◽  
Nick Yee ◽  
Dan Merget ◽  
Ralph Schroeder

The realism of avatars in terms of behavior and form is critical to the development of collaborative virtual environments. In the study we utilized state of the art, real-time face tracking technology to track and render facial expressions unobtrusively in a desktop CVE. Participants in dyads interacted with each other via either a video-conference (high behavioral realism and high form realism), voice only (low behavioral realism and low form realism), or an “emotibox” that rendered the dimensions of facial expressions abstractly in terms of color, shape, and orientation on a rectangular polygon (high behavioral realism and low form realism). Verbal and non-verbal self-disclosure were lowest in the videoconference condition while self-reported copresence and success of transmission and identification of emotions were lowest in the emotibox condition. Previous work demonstrates that avatar realism increases copresence while decreasing self-disclosure. We discuss the possibility of a hybrid realism solution that maintains high copresence without lowering self-disclosure, and the benefits of such an avatar on applications such as distance learning and therapy.


2017 ◽  
Vol 8 (2) ◽  
pp. 1
Author(s):  
Paulo V. F. Paiva ◽  
Liliane dos S. Machado ◽  
Jauvane C. de Oliveira ◽  
Ronei M. de Moraes

Collaborative Virtual Environments (CVEs) are Virtual Reality (VR) systems and can simulate medical procedures such as surgeries performed by a group of remote users which can interact with one another through the simulation in real-time, with the aid of a network such as the Internet.Therefore, it is important to note that research on CVE-specific networking issues allows us to better understand the requirements for real-time applications. This paper discloses design and implementation issues of a peer-to-peer multicast architecture on the collaborative module of theCyberMed VR framework, aiming at providing better network scalability, as well as it shows as results, some developed applications as validation. Finally, we compared the performance of the newly implemented peer-to-peer multicast architecture with the peer-to-peer unicast previously existent with simulated models designed with OPNET Network Modeler and R statistical software. As result of our experiments, the null hypothesis was rejected (p = 2.2e-16, level of significance = 5%) confirming what we expected about the behavior of CyberMed’s multicast protocol.


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.


1997 ◽  
Vol 29 (15) ◽  
pp. 1751-1761 ◽  
Author(s):  
Steve Benford ◽  
Dave Snowdon ◽  
Chris Brown ◽  
Gail Reynard ◽  
Rob Ingram

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