| Format | Price | |
|---|---|---|
| Article: Print | $US10.00 | |
| Article: Electronic | $US5.00 |
Virtual Reality (VR) applications use multimedia content in a dynamic way to offer a first-hand experience with the information base and as socialized environments they allow social interaction among users. The today technological development let users to express themselves in a more complicate way than in the past and thus apply ‘behavior’ in virtual environments. In order to overcome drawbacks of interface functionality and to efficiently support multi-user capabilities in educational and entertainment software, designers need to study the user’s behavior in a matter of direct-objective actions. This study records coded actions that reflects behavior of students in typical multi-user VR applications active on the internet. The key-point was not to study the personal behavior of students but to examine the use of the interface as a set of available actions in achieving user objectives. The primary material consists of video files captured from computer screens of a school laboratory during navigation and communication activities. Based on selected data, the analysis comes to conclusion that the effectiveness of typical basic actions of VR environments is differentiated. In addition, gender appears to be an important factor when evaluating the degree of effectiveness and this is another issue to be taken into account during study of user models for VR.
| Keywords: | Virtual Reality, Interface Design, Interaction |
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The International Journal of Technology, Knowledge and Society, Volume 4, Issue 1, pp.121-132. Article: Print (Spiral Bound). Article: Electronic (PDF File; 739.615KB).
University of Thrace, Alexandroupolis, Greece
Associate Professor, Primary Education, University of Thrace, Alexandroupolis, Greece
University of Thrace, Komotini, Greece