International Journal of Engineering & Technology, 2018
CHISel is a cultural heritage information system that supports the extensive organization, tracki... more CHISel is a cultural heritage information system that supports the extensive organization, tracking, and implementation of data on 3D computer generated models of archaeological artefacts and site. We conducted a detailed user test of CHISel, to assess the usability of the complex and numerous system features, in order to assess the efficiency, user satisfaction, memorability, learnability, and accuracy. These qualities are particularly crucial to software like CHISel, which has a high learning curve for new and inexperienced users, involves professional, field-specific users, requires high-precision, high accuracy and contains a large amount of complex system features that must function well in order for the program to work as an apt integrative system.
This paper presents the results of the BT-funded `Inhabiting the Web" pr... more This paper presents the results of the BT-funded `Inhabiting the Web" project which conducted a series of twenty virtualmeetings using the MASSIVE virtual reality teleconferencing system between five universities and BT Laboratories. The aimsof the project were, firstly, to assess the characteristics of the network traffic generated by MASSIVE and, therefore, byextension, the network traffic generated by other peer-to-peer unicast-based
Social Networks Science: Design, Implementation, Security, and Challenges, 2018
This chapter covers the convergence of Social Media Networks and Virtual Reality Systems, labeled... more This chapter covers the convergence of Social Media Networks and Virtual Reality Systems, labeled as Social Virtual Reality. It reviews the evolution of the World Wide Web from a single user, static experience into the futuristic 3D multi user interactive experience. This is followed by a review of bulk data collection in Virtual Reality, and the ethical risks and threats to privacy that this could create for Social Virtual Reality users. The chapter ends with recommendations to mitigate the ethical risks and threats to privacy for adult VR users, parents of VR users, psychologists, VR software and hardware manufacturers, governments and other regulatory institutions and VR researchers.
We present an experiment that investigates the behaviour of small groups of participants in a wid... more We present an experiment that investigates the behaviour of small groups of participants in a wide-area distributed collaborative virtual environment (CVE). This is the third and largest study in a series of experiments that have examined,trios of participants carrying out a highly collaborative puzzle-solving task. The results reproducing,those of earlier studies suggest a positive relationship between place-presence and co-presence,
Proceedings of the ACM symposium on Virtual reality software and technology - VRST '97, 1997
A longitudinal study of MASSIVE-l, a desktop virtual conferencing system revealed that users requ... more A longitudinal study of MASSIVE-l, a desktop virtual conferencing system revealed that users required some higher level navigation and interaction abilities than currently provided. This paper presents some of the results of this study in terms of the sort of facilities required by users. It describes how the context of use affects the choice of appropriate user interfaces for VR
The Collaborative Virtual Environments (Coven) project, a four-year European project launched in ... more The Collaborative Virtual Environments (Coven) project, a four-year European project launched in October 1995, designs and explores collaborative virtual environment (CVE) technology. It aims to investigate the feasibility of scalable CVE worlds through developing CVE systems and demonstrating prototype applications in a virtual travel rehearsal scenario. Our experiments in collaborative virtual environments investigated group behavior issues such as relationships between
International Journal of Engineering & Technology, 2018
CHISel is a cultural heritage information system that supports the extensive organization, tracki... more CHISel is a cultural heritage information system that supports the extensive organization, tracking, and implementation of data on 3D computer generated models of archaeological artefacts and site. We conducted a detailed user test of CHISel, to assess the usability of the complex and numerous system features, in order to assess the efficiency, user satisfaction, memorability, learnability, and accuracy. These qualities are particularly crucial to software like CHISel, which has a high learning curve for new and inexperienced users, involves professional, field-specific users, requires high-precision, high accuracy and contains a large amount of complex system features that must function well in order for the program to work as an apt integrative system.
This paper presents the results of the BT-funded `Inhabiting the Web" pr... more This paper presents the results of the BT-funded `Inhabiting the Web" project which conducted a series of twenty virtualmeetings using the MASSIVE virtual reality teleconferencing system between five universities and BT Laboratories. The aimsof the project were, firstly, to assess the characteristics of the network traffic generated by MASSIVE and, therefore, byextension, the network traffic generated by other peer-to-peer unicast-based
Social Networks Science: Design, Implementation, Security, and Challenges, 2018
This chapter covers the convergence of Social Media Networks and Virtual Reality Systems, labeled... more This chapter covers the convergence of Social Media Networks and Virtual Reality Systems, labeled as Social Virtual Reality. It reviews the evolution of the World Wide Web from a single user, static experience into the futuristic 3D multi user interactive experience. This is followed by a review of bulk data collection in Virtual Reality, and the ethical risks and threats to privacy that this could create for Social Virtual Reality users. The chapter ends with recommendations to mitigate the ethical risks and threats to privacy for adult VR users, parents of VR users, psychologists, VR software and hardware manufacturers, governments and other regulatory institutions and VR researchers.
We present an experiment that investigates the behaviour of small groups of participants in a wid... more We present an experiment that investigates the behaviour of small groups of participants in a wide-area distributed collaborative virtual environment (CVE). This is the third and largest study in a series of experiments that have examined,trios of participants carrying out a highly collaborative puzzle-solving task. The results reproducing,those of earlier studies suggest a positive relationship between place-presence and co-presence,
Proceedings of the ACM symposium on Virtual reality software and technology - VRST '97, 1997
A longitudinal study of MASSIVE-l, a desktop virtual conferencing system revealed that users requ... more A longitudinal study of MASSIVE-l, a desktop virtual conferencing system revealed that users required some higher level navigation and interaction abilities than currently provided. This paper presents some of the results of this study in terms of the sort of facilities required by users. It describes how the context of use affects the choice of appropriate user interfaces for VR
The Collaborative Virtual Environments (Coven) project, a four-year European project launched in ... more The Collaborative Virtual Environments (Coven) project, a four-year European project launched in October 1995, designs and explores collaborative virtual environment (CVE) technology. It aims to investigate the feasibility of scalable CVE worlds through developing CVE systems and demonstrating prototype applications in a virtual travel rehearsal scenario. Our experiments in collaborative virtual environments investigated group behavior issues such as relationships between
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Papers by Jolanda Tromp