Jolanda G. Tromp
University of Nottingham
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Featured researches published by Jolanda G. Tromp.
Presence: Teleoperators & Virtual Environments | 1999
Véronique Normand; Christian Babski; Steve Benford; Adrian Bullock; Stéphane Carion; Yiorgos Chrysanthou; Nicolas Farcet; Emmanuel Frécon; John Harvey; Nico Kuijpers; Nadia Magnenat-Thalmann; Soraia Raupp-Musse; Tom Rodden; Mel Slater; Gareth Smith; Anthony Steed; Daniel Thalmann; Jolanda G. Tromp; Martin Usoh; Gidi Van Liempd; Nicos Kladias
COVEN (Collaborative Virtual Environments) is a European project that seeks to develop a comprehensive approach to the issues in the development of collaborative virtual environment (CVE) technology. COVEN brings together twelve academic and industrial partners with a wide range of expertise in CSCW, networked VR, computer graphics, human factors, HCI, and telecommunications infrastructures. After two years of work, we are presenting the main features of our approach and results, our driving applications, the main components of our technical investigations, and our experimental activities. With different citizen and professional application scenarios as driving forces, COVEN is exploring the requirements and supporting techniques for collaborative interaction in scalable CVEs. Technical results are being integrated in an enriched networked VR platform based on the dVS and DIVE systems. Taking advantage of a dedicated Europe-wide ISDN and ATM network infrastructure, a large component of the project is a trial and experimentation activity that should allow a comprehensive understanding of the network requirements of these systems as well as their usability issues and human factors aspects.
Presence: Teleoperators & Virtual Environments | 2003
Jolanda G. Tromp; Anthony Steed; John R. Wilson
This paper presents results of the longitudinal usability and network trials that took place throughout the COVEN (COllaborative Virtual ENvironments) Project. To address the lack of understanding about usability design and evaluation for collaborative virtual environments (CVEs), a deductive analysis was used to systematically identify areas of inquiry. We present a summary of the analysis and the resulting framework through which various complementary methods were utilized during our studies. The objective of these studies was to gain a better understanding about design, usability, and utility for CVEs in a multidisciplinary setting. During the studies, which span four years, we undertook longitudinal studies of user behavior and computational demands during network trials, usability inspections of each iteration of the project demonstrators, consumer evaluations to assess social acceptability and utility of our demonstrators, and continuous preparations of design guidelines for future developers of CVEs. In this paper, we discuss the need for such activities, give an overview of our development of methods and adaptation of existing methods, give a number of explanatory examples, and review the future requirements in this area.
IEEE Computer Graphics and Applications | 1998
Jolanda G. Tromp; Adrian Bullock; Anthony Steed; Amela Sadagic; Mel Slater; Emmanuel Frécon
The Collaborative Virtual Environments (Coven) project, a four-year European project launched in October 1995, designs and explores collaborative virtual environment (CVE) technology. It aims to investigate the feasibility of scalable CVE worlds through developing CVE systems and demonstrating prototype applications in a virtual travel rehearsal scenario. Our experiments in collaborative virtual environments investigated group behavior issues such as relationships between emergent leadership and computational resources, and the sense of presence and copresence among participants.
Presence: Teleoperators & Virtual Environments | 2006
Ralph Schroeder; Ilona Heldal; Jolanda G. Tromp
This paper describes two methods for analyzing interactions in collaborative virtual environments (CVEs): one whereby quantitative data are captured, interaction is categorized into a number of activities, and statistical analysis can be performed on frequencies and sequences of events. The other is based on the transcription of individual fragments of interaction, which are analyzed in terms of their key dynamics. The two methods each have their strengths and weaknesses, especially in terms of generalizability and the lessons we can derive from them. Both also point to different problems that need to be addressed in methods for analyzing interactionsuch analysis being, in turn, a precondition for improving the usability of CVEs. The paper concludes with an argument for a combination of the two methods, and some reflections about the relationship between the analysis of interaction and the usability of CVEs.
virtual reality software and technology | 1997
Jolanda G. Tromp; Dave Snowdon
A longitudinal study of MASSIVE-l, a desktop virtual conferencing system revealed that users required some higher level navigation and interaction abilities than currently provided. This paper presents some of the results of this study in terms of the sort of facilities required by users. It describes how the context of use affects the choice of appropriate user interfaces for VR and then proposes a general architecture which could be incorporated into collaborative virtual environment software to automatically select appropriate user interface components for users in a user extensible way.
collaborative virtual environments | 1998
Anthony Steed; Jolanda G. Tromp
International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2006
Ioannis Karaseitanidis; Angelos Amditis; Harshada Patel; Sarah Sharples; Evangelos Bekiaris; Alexander H. Bullinger; Jolanda G. Tromp
Archive | 1996
Véronique Normand; Jolanda G. Tromp
Interfaces , 44 pp. 4-7. (2000) | 2000
Kk Deol; Anthony Steed; C Hand; H Istance; Jolanda G. Tromp
IEEE Computer Graphics and Applications | 1998
Jolanda G. Tromp; Anthony Steed; Emmanuel Frécon; Adrian Bullock; Amela Sadagic; Mel Slater