| William L. Mitchell and Daphne Economou, "Understanding Context and Medium in the Development of Educational Virtual Environments", Workshop on User Centred Design and Implementation of Virtual Environments, York, England, 1999. |
....the game player is very often able to redefine the mapping between input technology and the event model programmed into the game. Johnston [12] points out that a number of traditional HCI measures simply do not apply to many VR genres for reasons related to the purpose of particular VEs. See also [18]. One of the principle differences, although there are others, between WIMP interfaces and VEs is that the screen based objects of interaction of the former, buttons, scroll bars, etc. are perceptually static in that they constitute a small number of interaction objects with preset 2D viewpoints ....
....columns etc. bear little relation except in the user s context based perception. When are usability issues to be addressed Due to the wide range of VE applications and genres the purpose and then genre of the VE have to be established before usability can be considered. A similar point is made in [18]. This is because such things as acceptable interface controls, accessibility, and help systems vary according to genre. We can consider different user requirements in this respect between a game such a Ritual Entertainment s Sin and the Hubble Space Telescope VTE [15] In the former, mastery of ....
William L. Mitchell and Daphne Economou, "Understanding Context and Medium in the Development of Educational Virtual Environments", Workshop on User Centred Design and Implementation of Virtual Environments, York, England, 1999.
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