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Navigation and wayfinding in learning spaces in 3D virtual worlds

机译:在3D虚拟世界中学习空间中的导航和寻路

摘要

There is a lack of published research on the design guidelines of learning spaces in virtual worlds. Therefore, when institutions aspire to create learning spaces in Second Life, there are few studies or guidelines to inform them except for individual case studies. The Design of Learning Spaces in 3D Virtual Environments (DELVE) project, funded by the Joint Information Systems Committee in the UK, was one of the first initiatives that identified through empirical investigations the usability problems associated with learning spaces in virtual worlds and the potential impact on student experience. The findings of the DELVE project revealed that applying architectural principles of real-world designs to virtual worlds may not be sufficient. In fact, design principles from urban planning, Human–Computer Interaction (HCI), web usability, geography, and psychology influence the design of learning spaces in virtual worlds.ududIn DELVE, the researchers derived several usability guidelines: form should follow function, that is, that the shape of a building or object should be primarily based upon its intended function or purpose; use real-world metaphors such as mailboxes for students to leave messages, or search pods similar to real-world information kiosks; consider realism for familiarity and comfort; design for storytelling; or design to orient the user at the landing point, etc. However, the investigations in DELVE identified that the key usability problems experienced by users in 3D learning spaces are related to navigation and wayfinding. ududIn this chapter, we report on the Navigation and Wayfinding (NAVY) project which builds on the findings of the DELVE project. As the most commonly used virtual world for education, Second Life was the logical choice for conducting the NAVY project research. Based upon empirical investigations of a number of islands in Second Life (an island is a space which is analogous to a website in a 2D environment) involving user-based studies, heuristic evaluations, and iterative reviews of the heuristics by usability experts, we have derived over 200 guidelines for the design of learning spaces in virtual worlds.
机译:缺乏关于虚拟世界中学习空间设计指南的已发表研究。因此,当机构渴望在“第二人生”中创造学习空间时,除了个别案例研究之外,很少有研究或指南可以为他们提供信息。由英国联合信息系统委员会资助的3D虚拟环境中的学习空间设计(DELVE)项目是通过实证调查确定了与虚拟世界中的学习空间相关的可用性问题及其潜在影响的首批举措之一关于学生的经验。 DELVE项目的发现表明,将现实世界设计的架构原理应用于虚拟世界可能还不够。实际上,来自城市规划,人机交互(HCI),网络可用性,地理和心理学的设计原则会影响虚拟世界中学习空间的设计。功能,即建筑物或物体的形状应主要基于其预期的功能或目的;使用现实世界中的隐喻,例如让学生留下信息的邮箱,或类似于现实世界中的信息亭的搜索窗格;考虑现实主义的熟悉度和舒适度;讲故事的设计;或设计使用户定位在着陆点等。但是,DELVE中的调查发现,用户在3D学习空间中遇到的关键可用性问题与导航和寻路有关。 ud ud在本章中,我们将基于DELVE项目的发现来报告导航和寻路(NAVY)项目。作为用于教育的最常用虚拟世界,“第二人生”是进行NAVY项目研究的合理选择。基于对《第二人生》中许多岛屿的实证研究(岛屿是一个类似于2D环境中的网站的空间),涉及基于用户的研究,启发式评估以及通过可用性对启发式进行迭代检查专家们,我们已经为虚拟世界中的学习空间设计导出了200多个准则。

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