Minocha, Shailey and Reeves, Ahmad John
Due to copyright restrictions, this file is not available for public download
Click here to request a copy from the OU Author.
|Google Scholar:||Look up in Google Scholar|
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web, which users can 'inhabit' and interact via their own graphical self-representations known as 'avatars'. 3D virtual worlds are being used in many applications: education/training, gaming, social networking, marketing and commerce. Second Life is the most widely used 3D virtual world in education. However, problems associated with usability, navigation and wayfinding in 3D virtual worlds may impact on student learning and engagement. Based on empirical investigations of learning spaces in Second Life, this paper presents design guidelines to improve the usability and ease of navigation in 3D spaces. Methods of data collection include semi-structured interviews with Second Life students, educators and designers. The findings have revealed that design principles from the fields of urban planning, Human-Computer Interaction, Web usability, geography and psychology can influence the design of spaces in 3D multi-user virtual environments.
|Item Type:||Book Chapter|
|Copyright Holders:||2010 Springer|
|Project Funding Details:||
|Extra Information:||Second IFIP WG 13.6 Conference, HWID 2009, Pune, India, October 7-8, 2009, Revised Selected Papers|
|Keywords:||3D virtual worlds; 3D virtual environments; design guidelines; Second Life; usability; wayfinding;|
|Academic Unit/Department:||Mathematics, Computing and Technology > Computing & Communications|
|Interdisciplinary Research Centre:||Centre for Research in Computing (CRC)|
|Depositing User:||Shailey Minocha|
|Date Deposited:||23 Feb 2010 09:57|
|Last Modified:||03 Dec 2012 16:11|
|Share this page:|