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in theatre, storytelling, improvisation, and the entertainment industry. ... technology and human behaviour. ... The interaction sequence starts from human action.
Manninen T. (2000) Rich Interaction in Networked Virtual Environments. In proceedings of ACM Multimedia 2000, Oct. 30 – Nov. 4, Los Angeles, USA, ACM Press

Rich Interaction in Networked Virtual Environments Tony Manninen Department of Information Processing Science, University of Oulu P.O. Box 3000 90014 Oulun Yliopisto, Finland Tel. +358-8-5531899

[email protected]

Keywords Communication, behaviour, actions, virtual worlds. Human Action

1. INTRODUCTION The aim of this research is to provide a definition, taxonomy and hierarchical model of interaction in the context of Networked Virtual Environments (Net-VE).i This author believes that the theories and use of virtual environments would be expanded and enhanced if researchers and practitioners were to target their focus towards interactions occurring inside the computerised environments. According to NRC [1] the meaning of word interactivity is not yet fully explored, thus, suggesting further and deeper studies of multidisciplinary approach. Furthermore, the report states that research should also concentrate on understanding interaction in terms of how it is defined and perceived, what is expected and needed, and what are the analogues, for example, in theatre, storytelling, improvisation, and the entertainment industry. The interaction, interactivity, and interactive applications have been widely studied by many disciplines. Still, it seems that the whole area is not yet covered. Or, if it is covered, it is not explored in the sense of Net-VE theories and applications. Researchers representing various sciences have worked within their own domains, thus leaving a large gap in between technology and human behaviour. The purpose of this work is to suggest a new research approach that would contribute in bridging this gap. The emphasis is on combining the expertise and targeting the focus of various areas, such as the entertainment industry, cognitive and behavioural sciences, information processing sciences, and technology.

1.1 Interaction The definition of interaction differs according to research domain. Behavioural and educational sciences use the word interaction quite differently than engineering and information processing sciences. The definition of interaction in the context of this research can be considered to follow the lines of natural interaction occurring in real life environments. The main focus of this interaction study is inside the virtual environment, which means that most of the issues are related to content matters not necessarily tied to any input/output device or interaction technique.

Input Device

Interaction in VE Interaction Technique

Figure 1. Various components of human-computer interaction. Figure 1 illustrates the components of human-computer interaction. The interaction sequence starts from human action (in user-launched activities), which is taken by means of input device (e.g., the mouse). Interaction techniques are used to map the user input from the device to the computer application. Finally, there is the executed interaction that occurs within the virtual environment. This task can, for example, be acted out by the avatar of the user.

1.2 Networked Virtual Environments Net-VEs raise challenging research questions concerning how users interact with objects, applications, and other users. Virtual Environments (VEs) provide another means of simulating real world places and activities. A VE is computergenerated simulated space with which an individual interacts [4]. Further definition and expansion of the term is provided by Singhal and Zyda (1999): Networked Virtual Environment is a software system in which multiple users interact with each other in real-time, even though those users may be located around the world. According to Singhal and Zyda (1999), a Net-VE is distinguished by the following five common features: 1. A shared sense of space (illusion of being located in the same place) 2. A shared sense of presence (avatars of participants) 3. A shared sense of time (real-time interaction possible) 4. A way to communicate (various interaction methods) 5. A way to share (dynamic environment that can be interacted with) Wann et. al. (1996) propose that virtual environments are a subset of computer simulation and may include the use of multimedia technology. Although this taxonomy is relatively limited for the purposes of this research, it will ground the area of interest from one corner. The other important aspects, or

Tony Manninen

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Manninen T. (2000) Rich Interaction in Networked Virtual Environments. In proceedings of ACM Multimedia 2000, Oct. 30 – Nov. 4, Los Angeles, USA, ACM Press sub-fields, include the ones required to aforementioned five common features of Net-VE.

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2. MOTIVATION Higher level interaction (e.g., cognitive, motivational, tacit) is difficult to model & pre-program in computermediated communication applications due to the complexity, quantity, and fuzziness of the matter. Partially because of this, the natural ways of interacting are still missing in Net-VEs, thus, resulting in cumbersome and difficult to use VE’s and training applications. Traditional team training usually requires more 'natural' ways to interact with other users and with the environment (physical and situational interaction). One interesting question in relation to this is that whether it is possible to achieve more natural interaction by creating rich interaction support for the lower levels of interaction? In order to find answer to this question, the basic concepts of interaction have to be analysed. Benefits of the research are as follows: • More effective applications by using rich interaction (teamwork, training, communication) • Much-needed tacit knowledge and messages can be conveyed interpersonally • Rich interaction on lower levels enables more natural forms of interacting • Terminal independent use of rich interaction (adaptive, autonomous, AI-guided actions) • General platform for communication and interaction centric tasks (meetings, team training, business, games and entertainment) Significance of the research relates to: • Global organisations and virtual enterprises (geographically dispersed teams) • VR increasingly important area and more time will be spent in various VR environments (virtual communities, entertainment, 3rd sector work) • Impact on areas such as distance training, virtual enterprises, simulations, entertainment • Generic tool for numerous human-centred applications • Generalisation to low-end terminals and less advanced applications by using hierarchical interaction model and autonomous control

3. RESEARCH OBJECTIVES

• Is the support of lower level interaction a solution that allows behaviour-based higher level interactions? • Is high-level interaction a necessary requirement in achieving adequate training and working in VE (will the support for rich interaction enable natural ways of interaction)? The answers to the research questions will be searched through conceptual analysis and constructivistic approaches. The research methods are qualitative. The end-users will be interviewed using semi-structured interviews and gameplaying sessions will be observed using ethnographical approach. The main objective of these interviews and observations is to formulate a tentative taxonomies and categories of interaction. Furthermore, heuristic evaluation will be applied to a limited set of games and corresponding interaction sets. The results will be used as a basis and design guideline for constructing a set of Net-VE applications that include various levels of interaction.

4. EXPECTED RESULTS Interaction being one of the most important factors in computer mediated communication makes it possible to exploit the results of this work in various application domains. Furthermore, the expected results will serve both practitioners and researchers. The main contribution for practitioners include: • Interaction model to utilise in designing for interaction • Practical solutions for various applications and business areas • Rich interaction enables computer-supported variations of the traditional activities (training, treatment, entertainment, work, etc.) The main results for researchers are as follows: • Deeper understanding of the concepts (interaction, behaviour, needs and requirements) • Environment/application to experiment with (virtual environment) • Numerous research problems based on this work

5. REFERENCES [1] NRC, U. S. N. R. C. (1997). More Than Screen Deep Toward Every-Citizen Interfaces to the Nation's Information Infrastructure, National Academy Press, Washington, DC.

[2] Singhal, S., and Zyda, M. (1999). Networked Virtual

The underlying approach selected for this research is to utilise entertainment industry solutions (e.g., games domain) in other application areas by using the platforms and existing software architectures in conceptualisation and prototyping work. Based on this approach, the theoretical part of the work concentrates on networked multi-player games. The focus of this research is on the interaction occurring inside and within the Net-VEs.

Environments: Design and Implementation, ACM Press.

[3] Wann, J., and Mon-Williams, M. (1996). “What does virtual reality NEED?: human factors issues in the design of three-dimensional computer environments.” International Journal of Human-Computer Studies, 44, 829-847.

[4] Witmer, B. G., Bailey, J. H., and Knerr, B. W. (1996).

The research problems to be answered are as follows: • What is the definition of interaction in the context of Net-VEs and what are the major differences to other schools? What is the taxonomy of interaction (what components and categories can be explicitly presented)?

i

“Virtual spaces and real world places: transfer of route knowledge.” International Journal of Human-Computer Studies, 45, 413-428.

Unabridged version of the paper with full references available at http://www.tol.oulu.fi/~tmannine/ACM_interaction.pdf

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