User embodiment in collaborative virtual environments
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Re-place-ing space: the roles of place and space in collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Crowded collaborative virtual environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Crowd modelling in collaborative virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
The role of virtual humans in virtual environment technology and interfaces
Frontiers of human-centred computing, online communities and virtual environments
Gaze Awareness for Video-Conferencing: A Software Approach
IEEE MultiMedia
Locales: Supporting Large Multiuser Virtual Environments
IEEE Computer Graphics and Applications
Extending Locales: Awareness Management in MASSIVE-3
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Locales and Beacons: Efficient and Precise Support for Large Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
A new model of collaborative 3D interaction in shared virtual environment
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction platforms and techniques
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
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Most previous collaborative virtual environments mainly use spatial aspect to implement interest management. However, it turns to be difficult to manage awareness using semantic or organization considerations, specially in densely populated open space environments. Aiming at this kind of applications, we propose a novel interest management model with dynamic interaction analysis in CVE. Our work is concerned with dynamic interaction in crowds, from which we derive the semantics of user behaviors, more specifically, the alteration of interest focus of users. Above all, we would define the construction of Interest Network. Then an interaction analysis approach is introduced to find out the interest focus of virtual humans. Psychology effects in crowd or a group of participants are also analyzed and incorporated in our approach. Lastly, a prototype virtual conference application is implemented to demonstrate the effects of our model on optimizing collaborative awareness.