1、Abstract: in this paper, we present a three-dimensional user interface for synchronous co-operative work, Spin, which has been designed for multi-user synchronous real-time applications to be used in, for example, meetings and learning situations. Spin is based on a new metaphor of virtual workspace
2、. We have designed an interface, for an office environment, which recreates the three-dimensional elements needed during a meeting and increases the users scope of interaction. In order to accomplish these objectives, animation and three-dimensional interaction in real time are used to enhance the f
3、eeling of collaboration within the three-dimensional workspace. Spin is designed to maintain a maximum amount of information visible. The workspace is created using artificial geometry - as opposed to true three-dimensional geometry - and spatial distortion, a technique that allows all documents and
4、 information to be displayed simultaneously while centering the users focus of attention. Users interact with each other via their respective clones, which are three-dimensional representations displayed in each users interface, and are animated with user action on shared documents. An appropriate o
5、bject manipulation system (direct manipulation, 3D devices and specific interaction metaphors) is used to point out and manipulate 3D documents. Keywords: Synchronous CSCW; CVE; Avatar; Clone; Three-dimensional interface; 3D interactionIntroduction Technological progress has given us access to field
6、s that previously only existed in our imaginations. Progress made in computers and in communication networks has benefited computer-supported cooperative work (CSCW), an area where many technical and human obstacles need to be overcome before it can be considered as a valid tool. We need to bear in
7、mind the difficulties inherent in cooperative work and in the users ability to perceive a third dimension. The Shortcomings of Two- Dimensional Interfaces Current WIMP (windows icon mouse pointer) office interfaces have considerable ergonomic limitations 1. (a) Two-dimensional space does not display
8、 large amounts of data adequately. When it comes to displaying massive amounts of data, 2D displays have shortcomings such as window overlap and the need for iconic representation of information 2. Moreover, the simultaneous display of too many windows (the key symptom of Windowitis) can be stressfu
9、l for users 3. (b) WIMP applications are indistinguishable from one another; leading to confusion. Window dis- play systems, be they XII or Windows, do not make the distinction between applications, con- sequently, information is displayed in identical windows regardless of the users task. (c) 2D ap
10、plications cannot provide realistic rep- resentation. Until recently, network technology only allowed for asynchronous sessions (electronic mail for example); and because the hardware being used was not powerful enough, interfaces could only use 2D representations of the workspace. Metaphors in this
11、 type of environment do not resemble the real space; consequently, it is difficult for the user to move around within a simulated 3D space. (d) 2D applications provide poor graphical user representations. As windows are indistinguish- able and there is no graphical relation between windows, it is di
12、fficult to create a visual link between users or between a user and an object when the users behavior is been displayed 4. (e) 2D applications are not sufficiently immersive, because 2D graphical interaction is not intuitive (proprioception is not exploited) users have difficulties getting and remai
13、ning involved in the task at hand. Interfaces: New Scope Spin is a new interface concept, based on real-time computer animation. Widespread use of 3D graphic cards for personal computers has made real-time animation possible on low-cost computers. The introduction of a new dimension (depth) changes
14、the users role within the interface, the use of animation is seamless and therefore lightens the users cognitive load. With appropriate input devices, the user now has new ways of navigating in, interacting with and organizing his workspace. Since 1995, IBM has been working on RealPlaces 5, a 3D int
15、erface project. It was developed to study the convergence between business applications and virtual reality. The user environment in RealPlaces is divided into two separate spaces (Fig, 1): a world view, a 3D model which stores and organizes documents through easy object interaction;work plane, a 2D
16、 view of objects with detailed interaction, (what is used in most 2D interfaces). RealPlaces allows for 3D organization of a large number of objects. The user can navigate through them, and work on a document, which can be viewed and edited in a 2D application that is displayed in the foreground of
17、the world. It solves the problem of 2D documents in a 3D world, although there is still some overlapping of objects. RealPtaces does solve some of the problems common to 2D interfaces but it is not seamless. While it introduces two different dimensions to show documents, the user still has difficult
18、y establishing links between these two dimensions in cases where multi-user activity is being displayed. In our interface, we try to correct the shortcomings of 2D interfaces as IBM did in RealPlaces, and we go a step further, we put forward a solution for problems raised in multi-user cooperation,
19、Spin integrates users into a virtual working place in a manner that imitates reality making cooperation through the use of 3D animation possible. Complex tasks and related data can be represented seamlessly, allowing for a more immersive experience. In this paper we discuss, in the first part, the v
20、arious concepts inherent in simultaneous distant cooperative work (synchronous CSCW), representation and interaction within a 3D interface. In the second part, we describe our own interface model and how the concepts behind it were developed. We conclude with a description of the various current and
21、 impending developments directly related to the prototype and to its assessment.Concepts When designing a 3D interface, several fields need to be taken into consideration. We have already mentioned real-time computer animation and computer-supported cooperative work, which are the backbone of our pr
22、oject. There are also certain fields of the human sciences that have directty contributed to the development of Spin. Ergon- omics 6, psychology 7 and sociology 8 have broadened our knowIedge of the way in which the user behaves within the interface, both as an individual and as a member of a group.
23、 Synchronous Cooperative Work The interface must support synchronous cooper- ative work. By this we mean that it must support applications where the users have to communicate in order to make decisions, exchange views or find solutions, as would be the case with tele- conferencing or learning situat
24、ions. The sense of co-presence is crucial, the user needs to have an immediate feeling that he is with other people; experiments such as Hydra Units 9 and MAJIC 10 have allowed us to isolate some of the aspects that are essential to multimedia interactive meetings. Eye contact. a participant should
25、be able to see that he is being looked at, and should be able to look at someone else. Gaze awareness: the user must be able to estab- fish a participants visual focus of attention. Facial expressions: these provide information concerning the participants reactions, their acquiescence, their annoyan
26、ce and so on. GesCures. ptay an important role in pointing and in 3D interfaces which use a determined set of gestures as commands, and are also used as a means of expressing emotion. Group Activity Speech is far from being the sole means of expression during verbal interaction 1 1. Gestures (volunt
27、ary or involuntary) and facial expressions contribute as much information as speech. More- over, collaborative work entails the need to identify other peoples points of view as well as their actions 1 2,1 3. This requires defining the metaphors which witl enable users involved in collaborative work
28、to understand what other users are doing and to interact with them. Researchers I1 4 have defined various communication criteria for representing a user in a virtual environment. In DIVE (Distributed Interactive Virtual Environment, see Fig. 2), Benford and Fahl6n lay down rules for each characteris
29、tic and apply them to their own system 1 5. lhey point out the advantages of using a clone (a realistic synthetic 3D representation of a human) to represent the user. With a clone, eye contact (it is possible to guide the eye movements of a clone) as well as gestures and facial expressions can be co
30、ntrolled; this is more difficult to accomplish with video images. tn addition to having a clone, every user must have a telepointer, which is used to designate obiects that can be seen on other users displays. Task-Oriented Interaction Users attending a meeting must be abte to work on one or several
31、 shared documents, it is therefore preferable to place them in a central position in the users field of vision, this increases her feeling of participation in a collaborative task. This concept, which consists of positioning the documents so as to focus user attention, was developed in the Xerox Roo
32、ms project 1 6; the underlying principle is to prevent windows from overlapping or becoming too numerous. This is done by classifying them according to specific tasks and placing them in virtual offices so that a singIe window is displayed at any one (given) time. The user needs to have an instance of the interface which is adapted to his role and the way he apprehends things, tn a cooperative work context, the user is physically represented in the interface and has a position relative to
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