CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
MASSIVE: a collaborative virtual environment for teleconferencing
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Simulating humans in virtual reality
Virtual reality applications
User embodiment in collaborative virtual environments
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Single display groupware: a model for co-present collaboration
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Requirements elicitation for virtual actors in collaborative learning environments
Computers & Education - VIRTUALITY IN EDUCATION selected contributions from the CAL 99 symposium
“May I help you?”: designing embodied conversational agent allies
Embodied conversational agents
Human conversation as a system framework: designing embodied conversational agents
Embodied conversational agents
Task-oriented collaboration with embodied agents in virtual worlds
Embodied conversational agents
Deictic and emotive communication in animated pedagogical agents
Embodied conversational agents
Performative facial expressions in animated faces
Embodied conversational agents
The Persona Effect: How Substantial Is It?
HCI '98 Proceedings of HCI on People and Computers XIII
Human Factors Issues in Virtual Environments: A Review of the Literature
Presence: Teleoperators and Virtual Environments
Integrating Pedagogical Agents into Virtual Environments
Presence: Teleoperators and Virtual Environments
Learning and Building Together in an Immersive Virtual World
Presence: Teleoperators and Virtual Environments
Problem driven CVE technology development
Journal of Network and Computer Applications
Towards virtual actors for acting out stories
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
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This paper argues that the development of virtual actor technology must be guided by application and end user needs. Two objectives drive the development of the 'Senet' project described in this paper: to develop a set of design guidelines for the use of virtual actors in Collaborative Virtual Environments (CVEs) for learning, and to inform the development of the underlying virtual actor technology following a user centred approach. The methodological approach followed involves the development of prototype virtual learning environments in a series of distinct phases. These are based on an ancient Egyptian game (senet) and are aimed at children at Key Stage Level 2 of the National Curriculum for education in England. Two-dimensional multimedia technology has been used to develop robust prototypes, which were then observed in use by children. The result of this study derived a set of design guidelines, which were then used to guide the implementation of a 3D CVE using the Deva CVE technology.