Toward a User-Centered Method for Studying CVEs for Learning

Toward a User-Centered Method for Studying CVEs for Learning

Daphne Economou (University of Aegean, Greece) and Steve Pettifer (University of Manchester, UK)
Copyright: © 2005 |Pages: 33
DOI: 10.4018/978-1-59140-411-8.ch010
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Abstract

This chapter addresses one of the challenges the collaborative virtual environments (CVEs) research community faces which is the lack of a systematic approach to study social interaction in CVEs, determine requirements for CVE systems design, and inform the CVE systems design. It does this by presenting a method for studying multi-user systems in an educational context. The method has been developed as part of the Senet project, which is investigating the use of virtual actors in CVEs for learning. Groupware prototypes are studied in order to identify requirements and design factors for CVEs. The method adopts a rigorous approach for organizing experimental settings, collecting and analysing data, and informing CVE systems design. The analysis part of the method shares many of the Interaction Analysis foci and expands on it by providing a grid-based method of transforming rich qualitative data in a quantitative form. The outcome of this analysis is used for the derivation of design guidelines that can inform the construction of CVEs for learning. The method is described by a third phase of work in the Senet project.

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Table of Contents
Acknowledgments
Maria-Isabel Sanchez-Segura
Chapter 1
Kirstie L. Bellman
Based on the strengths and weaknesses of many current applications, this chapter discusses how to make virtual worlds (VWs) “real-world capable.”... Sample PDF
Real Living with Virtual Worlds: The Challenge of Creating Future Interactive Systems
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Chapter 2
Chadwick A. Wingrave
Virtual reality replaces or modifies human sensory input as do other technologies but with different methods or goals. Currently and even more so in... Sample PDF
The Future Virtual Reality Melting Pot
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Chapter 3
Clive Fencott
This chapter undertakes a methodological study of virtual environments (VEs), a specific subset of interactive systems. It takes as a central theme... Sample PDF
A Methodology of Design for Virtual Environments
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Chapter 4
Maria-Isabel Sanchez-Segura, Angélica de Antonio, Antonio de Amescua
The use of virtual environments (VEs) is increasing rapidly, and people are demanding easier and more credible ways to interact with these new... Sample PDF
SENDA: A Whole Process to Develop Virtual Environments
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Chapter 5
Joseph A. Goguen
Virtual worlds, construed in a broad enough sense to include text-based systems, as well as video games, new media, augmented reality, and user... Sample PDF
Steps Toward a Design Theory for Virtual Worlds
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Chapter 6
Paloma Diaz, Susana Montero, Ignacio Aedo, Juan Manuel Dodero
Traditionally, the development of virtual environments has been tightly dependent on the programmer’s skills to manage the available toolkits and... Sample PDF
Conceptual Modeling of Virtual Environments Using Hypermedia Design Techniques
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Chapter 7
Pilar Herrero, Ricardo Imbert
Virtual environments (VEs) have a set of characteristics that make them hard to be designed and implemented: distributed nature, high-level... Sample PDF
Design of Believable Intelligent Virtual Agents
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Chapter 8
Angélica de Antonio, Jaime Ramirez, Gonzalo Mendez
This chapter proposes an architecture for the development of intelligent virtual environments for training (IVETs) which is based on a collection of... Sample PDF
An Agent-Based Architecture for Virtual Environments for Training
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Chapter 9
Anthony Steed, Emmanuel Frecon
In this chapter, we give an overview of some of the issues that face programmers and designers when building collaborative virtual environments... Sample PDF
Construction of Collaborative Virtual Environments
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Chapter 10
Daphne Economou, Steve Pettifer
This chapter addresses one of the challenges the collaborative virtual environments (CVEs) research community faces which is the lack of a... Sample PDF
Toward a User-Centered Method for Studying CVEs for Learning
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Chapter 11
Michael Haller
This chapter introduces a component-oriented approach for developing mixed reality (MR) applications. After a short definition of mixed reality, we... Sample PDF
A Component-Oriented Approach for Mixed Reality Applications
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About the Authors