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1996 | Buch

Multimedia, Hypermedia, and Virtual Reality Models, Systems, and Applications

First International Conference, MHVR'94 Moscow, Russia, September 14–16, 1994 Selected Papers

herausgegeben von: Peter Brusilovsky, Piet Kommers, Norbert Streitz

Verlag: Springer Berlin Heidelberg

Buchreihe : Lecture Notes in Computer Science

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SUCHEN

Über dieses Buch

This volume contains a thoroughly refereed collection of revised full papers selected from the presentations at the First East-West International Conference on Multimedia, Hypermedia, and Virtual Reality, MHVR'94, held in Moscow, Russia, in September 1994.
The 22 full papers presented in the book were selected from a total of 76 initial submissions and have been carefully updated for publication. Also included are two invited papers and summaries by the session chairpersons. The volume is organized in chapters on hypermedia models and architectures, enhancing multimedia support, new technologies for virtual reality, hypermedia and multimedia for group collaboration, hypermedia and multimedia for learning, and personalized hypermedia.

Inhaltsverzeichnis

Frontmatter
Introduction
Norbert Streitz
Using a hypermedia system for systems engineering
Abstract
In this paper we present the computer-based environment MUSE-SEPIA for the modelling and validation of complex technical systems. It provides specific views on the representation of the technical system. They act as filters showing information that is relevant to the tasks of the designers and the validators. Hypermedia functionality enables our system to represent the required multitude of information units and their interrelations, the integration of different media, and the integration of powerful external applications. CSCW techniques are employed to support the collaboration between designers and validators. This combination of features fulfils a broad range of requirements found in the analysis of the application domain.
Jörg M. Haake, Ajit Bapat, Thomas Knopik
Document linking and embedding: A new hypermedia structuring paradigm
Abstract
In this paper we examine issues of structuring and collaborative authoring of large distributed hypermedia databases. We contend that there exists a certain discrepancy between the needs of local users engaged in hypermedia authoring tasks and the functionality provided by such distributed hypermedia systems as World Wide Web. In this context we offer a so-called Document Linking and Embedding (DLE) concept. In accordance with this concept, links neither belong to individual nodes, nor they are globally addressable objects, but they are encapsulated within hypermedia containers called Structured Documents (S-Documents). A number of S-Documents can be gathered together into a new S-Document, which can be inserted into other S-Documents in turn. By definition, links cannot point outside an S-Document, but only between its members; hence S-Documents represent well-defined chunks of information. S-Documents may be re-used in various contexts without concern for superfluous hyperlinks.
Hermann Maurer, Nick Scherbakov
Hooking up 3-space: Three-dimensional models as fully-fledged hypermedia documents
Abstract
This paper examines the incorporation of three-dimensional models into hypermedia systems as fully-fledged documents. Their use provides hypermedia authors with an additional, powerful means of presentation. Display, linking, navigational, and authoring aspects of 3D hypermedia documents are discussed, as well as VRML, the emerging standard for describing 3D scenes on the Internet. The concepts are illustrated with examples taken from VRweb, the VRML viewer for multiple Web systems (WWW, Gopher, Hyper-G) and multiple platforms (Unix, Windows, Macintosh), which evolved from the Harmony 3D viewer for Hyper-G.
Keith Andrews, Michael Pichler
Introduction
Piet Kommers
Distributed multimedia QoS parameters from presentation modelling by coloured petri nets
Abstract
In this chapter we address the problems associated with storing and retrieving multimedia presentations where the multimedia objects making up the presentation are stored in a distributed manner on a network of computers. In order to deliver multimedia presentations to users in an efficient manner, quality of service (QoS) parameters for various components like networks, disks, etc, need to be defined before a multimedia presentation is launched. It is our hypothesis that a multimedia presentation authoring tool should use an internal representation known as a coloured petri net, in order to represent the synchronisation and the spatial aspects of a multimedia presentation. The CPN representation for a presentation would be represented internally only and need not be visable. In this chapter we outline how some commonly used multimedia sychronisation features can be represented using CPNs and we discuss what kinds of persistent storage would be needed for this.
Alan F. Smeaton, Aidan Gregan
Image processing in multimedia
Abstract
This paper presents a comprehensive model for image processing in multimedia systems. We describe a wavelet using nonorthogonal expansions in decomposing images. It provides a consistent representation for image compression, retrieving and processing. Expansion functions have the least joint uncertainty relation over the spatial and the spatial frequency domains. We propose a method using neurocomputing for encoding and decoding images. Images are indexed and retrieved based on the features extracted from the region bounded by coding co-efficients.
Jesse S. Jin
Designing on-line animated help for multimedia applications
Abstract
Most users do not use on-line help systems, experiencing difficulties with it. Animated help can provide direct access to the information in a form which is easily understandable. However there are no useful design guidelines for the production of animated help; most existing animation is based on simulation. A series of design problems with this approach has been identified, and it is believed that this approach is too limited. An analysis of help storyboards produced by students during a design experiment showed that their animations differed significantly from computer simulation. This difference can be explained by looking at the theory of visual rhetoric. Moreover visual rhetoric may enable us to bridge the gap between the worlds of computing and animation, and may provide different, more effective, design solutions.
Claire Dormann
Introduction
Piet Kommers
The development of a virtual world for learning newtonian mechanics
Abstract
We are collaboratively designing “ScienceSpace,” a collection of virtual worlds designed to explore the potential utility of physical immersion and multisensory perception to enhance science education. This paper describes the creation and formative evaluation of NewtonWorld, a virtual environment for investigating the kinematics and dynamics of one-dimensional motion. Through this research, we are developing design heuristics, assessment methodologies, and insights about multisensory learning generalizable to a wide range of educational environments. We are also gaining an understanding the strengths and weaknesses of virtual reality as a vehicle for learning.
Christopher J. Dede, Marilyn Salzman, R. Bowen Loftin
Other faces of virtual reality
Abstract
Virtual Reality (VR) systems allow the user to interact with objects which aren't really there. New experiences and new capabilities are made possible by creating a virtual environment in which the user manipulates objects, builds worlds and communicates with other virtual users. This paper considers the popular image of VR with head-mounted displays and instrumented gloves and then takes a broader view in order to highlight some aspects of VR's evolution which might otherwise be overlooked. Four example applications are examined and these provide further pointers for designers of all kinds of virtual reality system.
Chris Hand
Techniques for reducing virtual reality latency with architectural support and consideration of human factors
Abstract
Virtual Reality is an exciting new area of human-computer interaction. Its use depends critically on having extremely low response times of the virtual environment to user interaction. The problem of reducing the lag between the user's head position or orientation changing and the updating of the displayed view has been described as one of the grand challenges of computing. The techniques described here form the basis of a solution for this problem. A radical new approach to the problem is presented and the influence of human factors is also considerd.
Ronald Pose, Matthew Regan
Modular composing high-performance real-time rendering software
Abstract
Fast visualisation of a realistic 3D graphics environment is necessary for hypermedia and virtual reality systems. As a rule, powerful hardware is used for this purpose. This paper presents an approach to achieve a high graphics performance on a plain IBM PC; a performance which is comparable to that of powerful workstations for a wide class of applications. Two components of the approach are described: maximum speeding-up of each step of graphics engine pipeline and modular assembly of rendering system for the particular application. We implemented the approach in an authoring toolkit, Virtual Space, which has been used for developing vehicle trainers. The facilities of one of them, marine trainer SmallCaptain, are described.
I. V. Shturtz, S. Yu. Belyaev
Fusion of visual tools in virtual spaces
Abstract
Virtual space environment may be improved by combining it with graphical and visual tools. This paper analyses an integrated system able to merge fusion techniques, icons tools and a virtual space environment. A virtual space is characterised by a set of dynamic visual icons and by a heterogeneous virtual reality environment. Their integration is supported by virtual icon grammar (VIG) working on dynamic icons and virtual world. VIG allows to test the actions made by dynamic icons on the activated Virtual World metaphors at a time “t”, and a range of different transactions that place between user and VW(visual query, view and browse of under-world,...), moreover, user can define, modify and remove actions related to one or more VW and DVI.
Domenico Tegolo
Introduction
Norbert Streitz
From individual work and desktop-based collaboration to ubiquitous meeting environments
Abstract
In this paper, we present a design framework for and the realization of a series of cooperative hypermedia systems serving as examples of next generation information systems which address especially the diverse nature of collaboration within and between groups. This work is motivated by the increasing merge of computer, network and telecommunication technology. But the high expectations on how people will use information in the future and corresponding business opportunities have yet to be met because the progress in networks and basic technology is not paralleled by advances in the development of corresponding value-adding applications. One important area for such applications is the collaboration of geographically distributed people in “Virtual Organisations”. SEPIA — a group-aware cooperative hypermedia authoring system focussing on desk-top conferencing, and DOLPHIN —an electronic meeting room environment employing large interactive electronic whiteboards and local as well as remote networked computers are examples of these applications which provide support for “Ubiquitous Collaboration” in Virtual Organisations.
Norbert A. Streitz
Multimedia conferencing architecture and user interfaces for collaborative environment
Abstract
The demand for multimedia conferencing is growing rapidly and the technology is likely to be as popular as the telephone. This paper details the prototype multimedia conferencing system developed at BICC (British Insulated Calenders & Cables, an international company whose core businesses are in cables and constructions). The developed architecture provides a desktop to desktop multimedia conferencing facility, which includes video, audio and data. Some user interface issues relating single user systems and systems intended for group working are discussed. It also outlines some of the experiences gained in using the multimedia conferencing system.
Tunu Miah
Multimedia communications and groupware
Abstract
Groupware is about people communicating with one another. People's communications are inherently multimedia: text, voice, graphics, image, animation, and video. A number of moderately priced multimedia communications systems are on the market providing various combinations of the above modalities. Every combination of media has its own set of characteristics which makes it more or less appropriate for different task types. This paper proposes a framework that maps multimedia communication systems against interpersonal business interactions providing guidance for the selection of the appropriate remote collaboration system solutions.
Anatole V. Gershman, Stephen H. Sato
Introduction
Piet Kommers
Conceptual support by the new media for co-operative learning in the next century
Abstract
This paper addresses the promises of new media in relation to the cognitive and collaborative benefits they might bring after all. After having highlighted the urgency for telematic backbones of realistic multi- and hypermedia applications the issue of convergence is taken into the discussion. Concept mapping programs are introduced as tools for mental articulation, problem solving, designing and communication support. Quite often, the process of designing is regarded as a step by step migration from precise specifications and need analysis to the realisation of the product or service. Problem solving is taken then as a formalization of the stepwise procedure, inherently saying that the designer has to chose among previously given alternatives. In case the designer faces new media applications, this ‘convergence’ approach is quite unsuitable as it Two blueprints for PhD. research projects on this topic are proposed. The emerging conclusion is that grappling with new media developments can only be effective if at the same time we set out long-term expeditions towards new methods of working and new attitudes towards collaborative processes in job tasks and learning.
Piet Kommers
Hypermedia environments for learning to program
Abstract
This paper describes two learning support environments for introductory programming. The first system, CLEM, is a hypertext based learning environment for the Modula-2 programming language. The system is based on a set of innovative design principles. CLEM has been used by around 2,000 students in three British universities. The second system, Braque, provides a dynamic environment for learning program design. This system has been specifically constructed to meet the needs of novice programmers. The two systems combined aim to provide a comprehensive support system for learning to program.
Tom Boyle, Martyn Davies
Educational multimedia: How to allow for cultural factors
Abstract
This paper is concerned with cultural factors in the design of educational multimedia software. Two examples of multimedia software designed at ULTRALAB, ‘Le Carnaval des Animaux’ and ‘X’, are described explaining their design criteria and the method used to allow for cultural factors of two kinds. Firstly, in ‘Le Carnaval des Animaux’ it is the culture of children and their native language (instead of the culture of adults and ‘international’ English language) and secondly, in ‘X’ that of games playing (instead of the culture of formal education and school work). It is argued that educational multimedia software should be designed to be easily adapted by all participants and responsive to the learner's culture in order to have maximum effectiveness.
Richard Millwood, Greta Mladenova
HELENA: A shell for creating educational hypermedia applications
Abstract
An authoring system HELENA for creating hypermedia applications is described. It is based on frame knowledge representation approach and knowledge structure visualization techniques. Four educational application areas of a hypermedia authoring system and applied hypermedia systems are discussed. These areas include descriptive learning environments, systems for supporting decision making, guided documentary design systems, and cognitive tools. The propositions for further development of the authoring system and the list of open questions for further research are described.
Valery A. Petrushin
Multimedia lecture room: A new tool for education
Abstract
With the development of new technologies it has become possible to use on a large screen projector for lectures. The educator can use a multimedia performance as a new and powerful tool for the presentation of educational information instead of a monotonous chalk talk. To adopt this multimedia learning environment it is necessary to solve two main problems: the creation of a specialized multimedia lecture room and to equipping it with appropriate hardware and software for designing and delivering lectures. The aim of this paper is to give information on our way of solving these problems. A specialized multimedia lecture room is described. The authoring system “LECTOR-MM”, intended for preparation and delivery of multimedia lectures, is also presented.
Mikhail Morozov
Introduction
Peter Brusilovsky
A personal information support system for performing creative tasks
Abstract
Principles of construction of an automated information support system are described along with their implementation. The authors point out as the main distinctive feature of their system its provisions for personification of information to the requirements and the abilities of endusers. Technologies of hypertext, DBMS and IRS are employed. Various kinds of information including semi-structured and unstructured information can be organized and compactly stored. Factors in the development of the system are described along with its organizational structure and feature set. Areas of practical application of the system are listed.
Alexander S. Egov, Eugene I. Podolny, Alexander V. Polykakhin, Alexey V. Polishjuk, Dmitriy A. Sokolin
A pattern of Islands: Exploring public information space in a private vehicle
Abstract
Increasingly, we are entangled during our daily working lives in a web of distributed, networked information sources offering varied means of electronic communication. We have become information explorers in this complex, electronic world-at-large. In addressing the problems of navigation and orientation that these developments raise, a user interaction model is developed which also deals with some of the issues of workspace management addressed by systems such as Rooms and the Information Visualizer. In this model, the world-at-large is represented as Information Islands, each of which contains Buildings which themselves house items of information. The user explores this world in a Vehicle which has two views of the world; the public, comprehensive view, and a private, customised view. The Vehicle can also be seen as the user's own private workspace. Wherever the user wanders in cyberspace, he is always at home.
John A. Waterworth
The concept of a “personal book”
Abstract
Some recent investigations concerning automatic generation and traversal of hypertext networks can be considered as steps toward creating intelligent agents able to generate new coherent texts in responce to a user's query. These texts, composed of fragments of full texts, can be called “personal books”. Ensuring coherence of the automatically constructed text is a very important problem because the relevance of separate text fragments to the query is not a sufficient condition to avoid long arrays of chaotic and unperceptive information. Some theories of discourse assume that a coherent, ordered sequence of fragments emerges from cohesive ties reflecting the semantic similarity of successive fragments in the sequence with the preceding ones. In this paper we describe the criteria for the automatic selection of the next fragment that increases the general coherence of the composed text.
Martin Subbotin, Dmitry Subbotin
Adaptive hypermedia: An attempt to analyze and generalize
Abstract
Adaptive hypermedia is a new area of research at the crossroads of hypermedia, adaptive systems and intelligent tutoring systems. The goals of this paper are to provide a brief overview of this area and to synthesize a generalized view of the organization of existing adaptive hypermedia systems. We discuss three important questions: why do we need adaptive hypermedia (AH), where can it be useful, and what can be adapted in adaptive hypermedia. Then we introduce a generalized view of internal knowledge structure of AH systems and use it to uncover the basic approaches to hyperspace structuring in AH systems and basic methods of adaptation related with these approaches.
Peter Brusilovsky
Adaptive local maps in hypermedia components of Intelligent Learning Environments
Abstract
This paper discusses an approach to enhancing the local maps of Intelligent Learning Environment hypermedia components. This is a promising way to support adaptive on-line help facilities in educational hypermedia interfaces. Using the methods of domain and student modeling, it is possible to provide natural and convenient navigation in gradually increasing knowledge webs.
Mikhail I. Zyryanov
Backmatter
Metadaten
Titel
Multimedia, Hypermedia, and Virtual Reality Models, Systems, and Applications
herausgegeben von
Peter Brusilovsky
Piet Kommers
Norbert Streitz
Copyright-Jahr
1996
Verlag
Springer Berlin Heidelberg
Electronic ISBN
978-3-540-68432-9
Print ISBN
978-3-540-61282-7
DOI
https://doi.org/10.1007/3-540-61282-3