Multimodal Interaction for Virtual Environments

1999 ◽  
Author(s):  
Philip R. Cohen
1997 ◽  
Vol 6 (6) ◽  
pp. 687-700 ◽  
Author(s):  
Véronique Normand ◽  
Didier Pernel ◽  
Béatrice Bacconnet

The Thomson-CSF Corporate Research Laboratories are investigating the issues of user-interface design, spoken and multimodal interaction design and realization in virtual environments. This paper describes our technical approach to speech-enabled multimodal virtual environments, based on our past achievements in the multimodal interaction domain, and presents our main supporting projects in this area. These projects involve augmented reality for maintenance, military situation building and assessment, and collaborative virtual environments.


2011 ◽  
Vol 1 (2) ◽  
pp. 50-65
Author(s):  
Alex Stedmon ◽  
David Howard ◽  
Christin Kirchhübel

This paper contextualises the position of speech input from a user-centred human factors perspective. It is presented as a position paper so that researchers and designers can consider the underlying and future factors of a people-orientated approach to speech input for virtual applications. A number of key areas are explored including: human factors for speech input; speech input for virtual applications; speech as a spare mode of interaction; user acceptance and uptake; incorporating speech in the development of virtual applications; and speech input as an interaction tool. Given the user-centred perspective of this paper, this paper does not set out to address issues associated with spoken dialogue technologies, dialogue, and dialogue management; recent work on conversational agents in virtual environments; or multimodal interaction. This paper places the focus more fundamentally within human factors by looking at the user first as a basis for developing usable virtual applications incorporating speech input rather than to review the current state of the art in interaction design. A particular point this paper makes, however, is that speech input should be designed and used as another interaction tool that users need to learn to use, rather than assuming it will offer a natural or intuitive interface.


1998 ◽  
Vol 7 (4) ◽  
pp. 327-351 ◽  
Author(s):  
Kay M. Stanney ◽  
Ronald R. Mourant ◽  
Robert S. Kennedy

Virtual environments are envisioned as being systems that will enhance the communication between humans and computers. If virtual systems are to be effective and well received by their users, considerable human-factors research needs to be accomplished. This paper provides an overview of many of these human-factors issues, including human performance efficiency in virtual worlds (which is likely influenced by task characteristics, user characteristics, human sensory and motor physiology, multimodal interaction, and the potential need for new design metaphors); health and safety issues (of which cybersickness and deleterious physiological aftereffects may pose the most concern); and the social impact of the technology. The challenges each of these factors present to the effective design of virtual environments and systematic approaches to the resolution of each of these issues are discussed.


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


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