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E. Isaacs (1998)
Microcosm: support for virtual communities via an on-line graphical environmentCHI 98 Conference Summary on Human Factors in Computing Systems
(1997)
The Palace Inc Virtual World Chat Software
S. Benford, J. Bowers, L. Fahlén, C. Greenhalgh, D. Snowdon (1997)
Embodiments, avatars, clones and agents for multi-user, multi-sensory virtual worldsMultimedia Systems, 5
A Collaborative Virtual Environment (CVE) is an application that uses a Virtual Environment to support human-human and human-system communication. Within such virtual environments, multiple users can convene, communicate and collaborate. Virtual Environments vary in their representational richness; for example environments may be graphical (2D or 3D) or may be purely text-based as with many MUDs/MOOs. Users are often represented by embodiments (or "avatars"), which also can vary from rich moving characters (such as in the Massive environment 1 or in Microcosm 2) or simple 2D static cartoon images (as in The Palace, 3).The design, development and use of CVEs is a growing research area with much potential for inter-disciplinary collaboration between researchers in the fields of computer science, psychology, sociology, cultural & media studies, architecture & urban planning, Artificial Intelligence, human computer interaction and CSCW.The Second International Conference dedicated to the design, development and evaluation of such Collaborative Virtual Environments (CVE'98) recently took place in Manchester. CVE'98 was part of Manchester's Digital Summer, celebrating the 50th Anniversary of the "birth of the Baby"; the demonstration of the first stored computer program. The conference took place over two days, from the 17th until the 19th June in the MANDEC Centre on the University of Manchester campus, and attracted 95 attendees from all over the world, drawn from computer science, human factors, sociology, psychology, graphic arts and other disciplines.
ACM SIGOIS Bulletin – Association for Computing Machinery
Published: Aug 1, 1998
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