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- Persistant storage (objects created remain alive)
- Multiple real-time communication channels
- Text-based communication for non-intrusive work
- Multi-Users having virtual identities
- Places
- Security and ownership
- Asynchronous communication tools
- Generics and tools for ``building''
- Useful objects (in particular information objects)
- Collaborative data visualization and manipulation tools
- Integration with other (all) Internet Services
- Special properties of VEs
- What is the common denominator?
- Social text-based VEs vs. full 3-D VR and everything in between
- Immersion
- General architecture
- Navigation
- Organization of space (consistency, magical features, ...)
- Responsiveness feedback)
- VEs and the Real world
- Real world metaphors in design
- Integration of external standard available CMC
- Interaction with real devices and simulations of real devices
- Interfaces
- Interfaces and clients (kind of)
- Interfaces and clients (ease of use)
- Intrusiveness
- Negotiation of communication channels (between clients)
- Technical issues I
- Low level implementation (languages and formats) (JAVA, VRML)
- WWW Integration
- (Technical) Decentralization
- Responsiveness (speed), network latency
- Technical issues II
- Extensibility and programmability
- Scalability
- Decentralization (fitting together multiple worlds)
- Construction facilities, tools and languages
- The role of users / user management
- VEs as praxis (user defined environment)
- User adaptation
- Ownership, access and security
- Characters/Avatars (including identity)
- Customization of different views / multiple views
- Communities and social interaction
- Communication and collaboration
- Collaborative Environments for education and work
- Virtual work space
- Integration of of conferencing and CSCW tools (also integration or abstracting of the "real" world)
- Internal CMC
- Multiple sessions (parallel comm channels used for different purposes)
- CSCW tools
- Cooperative (3-D) design tools
- Objects
- Smart Agents
- Rich 3-D worlds
- Objects in VEs (generally)
- Objects in VEs (what levels of details, what info is always needed)
- Integration of various data streams (media types)
- Consistency of object interfaces
- History (walls that "talk")
- Information
- Architectures of representations, ideas, concepts
- Living documents / collaborative hypertext
- Practical Issues
- Costs
- Government
- User centered VE design
- Efficiency vs. ``Meeting nice people'' and Communication Overload
Next: 4 Potential R and/or
Up: Interactive Cyberspace - TECFA
Previous: 2 The technology layer
Daniel K. Schneider
Wed Apr 24 02:00:59 MET DST 1996