Automatic Approach to Evaluate Collaborative Interaction in Virtual Environments

Author(s):  
Luis Casillas ◽  
Adriana Peña ◽  
Alfredo Gutierrez

Virtual environments for multi-users, collaborative virtual environments (CVE), support geographical distant people to experience collaborative learning and team training. In this context, monitoring collaboration provides valuable, and in time, information regarding individual and group indicators, helpful for human instructors or intelligent tutor systems. CVE enable people to share a virtual space, interacting with an avatar, generating nonverbal behavior such as gaze-direction or deictic gestures, a potential means to understand collaboration. This chapter presents an automated model and its inference mechanisms to evaluate collaboration in CVE based on expert human rules of nonverbal participants' activity. The model is a multi-layer analysis that includes data filtering, fuzzy classification, and rule-based inference producing a high-level assessment of group collaboration. This approach was applied to a task-oriented session, where two participants assembled cubes in a CVE to create a figure.

2018 ◽  
pp. 1570-1586
Author(s):  
Luis Casillas ◽  
Adriana Peña ◽  
Alfredo Gutierrez

Virtual environments represent a helpful resource for learning and training. In their multiuser modality, Collaborative Virtual Environments (CVE) support geographical distant people to experience collaborative learning and team training; a context in which the automatic monitor of collaboration can provide valuable and in time information, either for human instructors or intelligent tutor systems, about individual and group performance. CVE enable people to share a virtual space where they interact through a graphical representation, generating nonverbal behavior such as gaze-direction or deictic gestures, a potential means to understand collaboration. This paper presents an automated model and its inference mechanisms to evaluate collaboration in CVE based on the nonverbal activity of the participants. The model is a multi-layer analysis that includes: data filtering, fuzzy classification, and rule-based inference producing high-level assessment for group collaboration.


2016 ◽  
Vol 12 (4) ◽  
pp. 7-23 ◽  
Author(s):  
Luis Casillas ◽  
Adriana Peña ◽  
Alfredo Gutierrez

Virtual environments represent a helpful resource for learning and training. In their multiuser modality, Collaborative Virtual Environments (CVE) support geographical distant people to experience collaborative learning and team training; a context in which the automatic monitor of collaboration can provide valuable and in time information, either for human instructors or intelligent tutor systems, about individual and group performance. CVE enable people to share a virtual space where they interact through a graphical representation, generating nonverbal behavior such as gaze-direction or deictic gestures, a potential means to understand collaboration. This paper presents an automated model and its inference mechanisms to evaluate collaboration in CVE based on the nonverbal activity of the participants. The model is a multi-layer analysis that includes: data filtering, fuzzy classification, and rule-based inference producing high-level assessment for group collaboration.


2001 ◽  
Vol 10 (1) ◽  
pp. 109-127 ◽  
Author(s):  
Emmanuel Frécon ◽  
Gareth Smith ◽  
Anthony Steed ◽  
Mårten Stenius ◽  
Olov Ståhl

A central aim of the COVEN project was to prototype large-scale applications of collaborative virtual environments (CVEs) that went beyond the existing state of the art. These applications were used in a series of real-scale networked trials that allowed us to gather many interesting human and technological results. To fulfill the technological and experimental goals of the project, we have modified an existing CVE platform: the DIVE (distributed interactive virtual environment) toolkit. In this paper, we present the different services and extensions that have been implemented within the platform during the four years of the project. Such a presentation will exemplify the different features that will have to be offered by nextgeneration CVE platforms. Implementation of the COVEN services has had implications at all levels of the platform: from a new networking layer through to mechanisms for high-level semantic modeling of applications.


2004 ◽  
Vol 13 (4) ◽  
pp. 428-441 ◽  
Author(s):  
Jeremy N. Bailenson ◽  
Andrew C. Beall ◽  
Jack Loomis ◽  
Jim Blascovich ◽  
Matthew Turk

Computer-mediated communication systems known as collaborative virtual environments (CVEs) allow geographically separated individuals to interact verbally and nonverbally in a shared virtual space in real time. We discuss a CVE-based research paradigm that transforms (i.e., filters and modifies) nonverbal behaviors during social interaction. Because the technology underlying CVEs allows a strategic decoupling of rendered behavior from the actual behavior of the interactants, conceptual and perceptual constraints inherent in face-to-face interaction need not apply. Decoupling algorithms can enhance or degrade facets of nonverbal behavior within CVEs, such that interactants can reap the benefits of nonverbal enhancement or suffer nonverbal degradation. Concepts underlying transformed social interaction (TSI), the ethics and implications of such a research paradigm, and data from a pilot study examining TSI are discussed.


Author(s):  
Praveen Kumar Dwivedi ◽  
Surya Prakash Tripathi

Background: Fuzzy systems are employed in several fields like data processing, regression, pattern recognition, classification and management as a result of their characteristic of handling uncertainty and explaining the feature of the advanced system while not involving a particular mathematical model. Fuzzy rule-based systems (FRBS) or fuzzy rule-based classifiers (mainly designed for classification purpose) are primarily the fuzzy systems that consist of a group of fuzzy logical rules and these FRBS are unit annexes of ancient rule-based systems, containing the "If-then" rules. During the design of any fuzzy systems, there are two main objectives, interpretability and accuracy, which are conflicting with each another, i.e., improvement in any of those two options causes the decrement in another. This condition is termed as Interpretability –Accuracy Trade-off. To handle this condition, Multi-Objective Evolutionary Algorithms (MOEA) are often applied within the design of fuzzy systems. This paper reviews the approaches to the problem of developing fuzzy systems victimization evolutionary process Multi-Objective Optimization (EMO) algorithms considering ‘Interpretability-Accuracy Trade-off, current research trends and improvement in the design of fuzzy classifier using MOEA in the future scope of authors. Methods: The state-of-the-art review has been conducted for various fuzzy classifier designs, and their optimization is reviewed in terms of multi-objective. Results: This article reviews the different Multi-Objective Optimization (EMO) algorithms in the context of Interpretability -Accuracy tradeoff during fuzzy classification. Conclusion: The evolutionary multi-objective algorithms are being deployed in the development of fuzzy systems. Improvement in the design using these algorithms include issues like higher spatiality, exponentially inhabited solution, I-A tradeoff, interpretability quantification, and describing the ability of the system of the fuzzy domain, etc. The focus of the authors in future is to find out the best evolutionary algorithm of multi-objective nature with efficiency and robustness, which will be applicable for developing the optimized fuzzy system with more accuracy and higher interpretability. More concentration will be on the creation of new metrics or parameters for the measurement of interpretability of fuzzy systems and new processes or methods of EMO for handling I-A tradeoff.


2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


2021 ◽  
Vol 11 (15) ◽  
pp. 6881
Author(s):  
Calvin Chung Wai Keung ◽  
Jung In Kim ◽  
Qiao Min Ong

Virtual reality (VR) is quickly becoming the medium of choice for various architecture, engineering, and construction applications, such as design visualization, construction planning, and safety training. In particular, this technology offers an immersive experience to enhance the way architects review their design with team members. Traditionally, VR has used a desktop PC or workstation setup inside a room, yielding the risk of two users bump into each other while using multiuser VR (MUVR) applications. MUVR offers shared experiences that disrupt the conventional single-user VR setup, where multiple users can communicate and interact in the same virtual space, providing more realistic scenarios for architects in the design stage. However, this shared virtual environment introduces challenges regarding limited human locomotion and interactions, due to physical constraints of normal room spaces. This study thus presented a system framework that integrates MUVR applications into omnidirectional treadmills. The treadmills allow users an immersive walking experience in the simulated environment, without space constraints or hurt potentialities. A prototype was set up and tested in several scenarios by practitioners and students. The validated MUVR treadmill system aims to promote high-level immersion in architectural design review and collaboration.


Sign in / Sign up

Export Citation Format

Share Document