Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
The virtual round table - a collaborative augmented multi-user environment
Proceedings of the third international conference on Collaborative virtual environments
Inside MASSIVE-3: flexible support for data consistency and world structuring
Proceedings of the third international conference on Collaborative virtual environments
Collaboration in tele-immersive environments
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Cooperative object manipulation in immersive virtual environments: framework and techniques
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
The QUICK Framework for Task-Specific Asset Prioritization in Distributed Virtual Environments
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
PERFOSIM: A Performance Evaluation Tool for HLA Distributed Simulations
DS-RT '02 Proceedings of the Sixth IEEE International Workshop on Distributed Simulation and Real-Time Applications
Importance of Communication Influences on a Highly Collaborative Task
DS-RT '03 Proceedings of the Seventh IEEE International Symposium on Distributed Simulation and Real-Time Applications
DS-RT '03 Proceedings of the Seventh IEEE International Symposium on Distributed Simulation and Real-Time Applications
Constructing a Gazebo: supporting teamwork in a tightly coupled, distributed task in virtual reality
Presence: Teleoperators and Virtual Environments
An Overview of the COVEN Platform
Presence: Teleoperators and Virtual Environments
Making Networked Virtual Environments Work
Presence: Teleoperators and Virtual Environments
Spelunking: experiences using the DIVE system on CAVE-like platforms
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
Adaptive networking for tele-immersion
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
A review on effective closely-coupled collaboration using immersive CVE's
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Presence: Teleoperators and Virtual Environments
A review of telecollaboration technologies with respect to closely coupled collaboration
International Journal of Computer Applications in Technology
Comparing the End to End Latency of an Immersive Collaborative Environment and a Video Conference
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
A collaborative virtual haptic environment for surgical training and tele-mentoring
International Journal of Robotics and Automation
How 3D interaction metaphors affect user experience in collaborative virtual environment
Advances in Human-Computer Interaction
Hi-index | 0.01 |
Event management must balance consistency and responsiveness above the requirements of shared object interaction within a Collaborative Virtual Environment (CVE) system. An understanding of the event traffic during collaborative tasks helps in the design of all aspects of a CVE system. The application, user activity, the display interface, and the network resources, all play a part in determining the characteristics of event management. Linked cubic displays lend themselves well to supporting natural social human communication between remote users. To allow users to communicate naturally and subconsciously, continuous and detailed tracking is necessary. This, however, is hard to balance with the real-time consistency constraints of general shared object interaction. This paper aims to explain these issues through a detailed examination of event traffic produced by a typical CVE, using both immersive and desktop displays, while supporting a variety of collaborative activities. We analyze event traffic during a highly collaborative task requiring various forms of shared object manipulation, including the concurrent manipulation of a shared object. Event sources are categorized and the influence of the form of object sharing as well as the display device interface are detailed. With the presented findings the paper wishes to aid the design of future systems.