Metodologia para o desenvolvimento de ambientes de realidade virtual adaptativos
Ano de defesa: | 2011 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Tese |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal de Uberlândia
BR Programa de Pós-graduação em Engenharia Elétrica Engenharias UFU |
Programa de Pós-Graduação: |
Não Informado pela instituição
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Departamento: |
Não Informado pela instituição
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País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | https://repositorio.ufu.br/handle/123456789/14297 https://doi.org/10.14393/ufu.te.2011.49 |
Resumo: | Virtual Reality (VR) is, by nature, motivating. It enhances interaction and propitiates the evolution of Virtual Environments (VE). It also establishes and expresses a dialogue between users in an attractive way, in the most diverse informational ambiences. It is considered the most advanced and interactive interface to date, in which is possible to present a more natural way of communicating, and provide visually stimulating resources to users. Thus, with the advance of interactive digital technologies, VEs should be developed in such a way that they not only attract and keep the users attention, but also present information in an adequate context. Taking motivation as the starting point, we are led to question the limitations presently found in VEs, like the difficulties in understanding the activity process because the way it was exposed, the use and disposition of navigation controls or even the limitations imposed by information overload. Users with different objectives, preferences, interests or knowledge may help in identifying the demands established for the development of tools in this area. Therefore, it has been hypothesized that the interaction attributes (controls) used for navigating in VEs do not take on board the descriptions of digital resources that seem to users particular needs. VR, as an immersive technology, lacks new elements which can deliver to each user interfaces that respect their individual needs. The recommendations found in the literature for the development of VEs alone do not guarantee the necessary subsidies to have access to interaction in a personal basis. Taking into consideration the points raised above, especially when the objective is training and learning, the objective of this study was to present, through a descriptive exploratory approach, a framework proposal to promote digital interaction elements for the development of VEs for users with individualized profiles. The general objective of this study was to contribute to the elaboration of directed digital environments, as well as to supply recommendations and technologies for the elaboration of parameters for VR interfaces. In a theoretical dimension, this research involves a revision of concepts related to adaptive interfaces and presents a methodology of framework for the development of interaction interfaces in VR environments. To that aim, a search of adaptive VEs characteristics, and of technologies for the development of interfaces for VR, was carried out. In addition to that, a model of Artificial Intelligence (AI) was adopted for information reorganization based on the interaction between the user and the digital context, specific to education, using Usability principles. Hence, VR, AI and Usability elements constitute the basis of this framework to provide a favorable environment to the development of specific interactive approaches with the generation of individualized contexts which, from an educational point of view, can boost learning through the relationship between users and the environment s graphic interface. |