4 CONCLUDING REMARKS
For the development of those library environments
in VR, there are several computing resources that are
already used nowadays by the Computer Science
professionals. First of all, it is necessary to plan,
implement, maintain and evaluate the developed
software according to criteria elaborated by the area
of software engineering (Kirner, 2000). Besides, the
resource of collaborative environment that the VR
technology can enable is related to the concepts and
applications of the areas of distributed systems and
database. Those two areas, although they are not
focused by our present work, are necessary for the
creation of a CVE (Collaborative Virtual
Environment).
The development of VR applications, such as the
LVR, requires the use of modeling software tools
and languages, which can be freeware, such as
VRML, or commercialized, like 3D Studio, Poser,
and World-UP, among others. There is a vast
amount of software for modeling of scenarios and
objects, with characteristics referring to the
treatment of actions, animations, effects, simulation
and manipulation of objects. For the development of
a LVR, it is necessary to use the appropriate
programming language, as, for instance, JAVA,
which can be useful in the creation of structures that
implement the interface between the VRML and the
resources of the environment, as chat, or even in the
development of those resources.
Besides using the VR technology, there are other
aspects of great importance that characterize a LVR,
as, for instance, the user's interactivity with the
environment and with the users amongst themselves
through the communication nets. In order to assure
such interaction, it is important to exist the
possibility of collaboration, since a collaborative
environment can be a fundamental piece of a LVR.
We believe that libraries based on the use of
technology have specific functions for certain
groups of users. As well as a virtual library has a
non physical structure, a LVR should provide a
virtual space for the exchange and spread of
information. The VR technology possesses many
possibilities for the creation of a virtual
environment, which can work as a point of virtual
meeting for the exchange of information. While in
the virtual libraries a space does not exist, in the
LVR the space is represented by the virtual world,
and the participants should be present in a
collaborative environment, where they can be
represented by avatars. The exchange of information
depends on the virtual presence of the users of
information inside of the environment, since the
exchanges are activated by their participation and
interaction. In the virtual libraries there is no specific
place for the collaboration in real-time among their
users, while in a LVR the space is appropriate and
necessary for the participants to interact amongst
themselves and with the objects of the scenery,
simulations, and other contents that a LVR can
contain (Matos, 2003).
Therefore, we can conclude that such library type
goes beyond employing the virtual reality
technology. The resources offered by this
technology can be explored integrally, because it
allows the immersion, enabling more specific studies
on new ways for assessing, disseminating, and
sharing information.
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