Capoeira. For this, an heuristic evaluation was
performed, involving two usability specialists and
including the participation of students. This
evaluation identified some deficiencies, such as:
difficulty on operating some navigation commands;
use of technical language, in certain screens;
inadequate organization of graphic objects that
compose the user libraries.
Based on the evaluation results, a plan of
usability improvement for the VE-Capoeira was
prepared.
5 CONCLUSION
This work focused on requirements engineering, a
critical phase of software development, aiming to
contribute specifically for the elicitation,
specification and evaluation of virtual environments
requirements. The requirements engineering process
for virtual environments was outlined, taking into
account the concepts originating from the software
engineering, complemented by the experience
obtained through the development of three virtual
environments: VE-Museum, VE-Capoeira, and VE-
Engineering.
Several improvements would be necessary in the
considered virtual environments, mainly relating to
the evaluation of these systems.
The experience in the development of these
virtual environments made possible to identify a
series of needs, that could be fulfilled through the
investment in research related to topics as those
related as follow.
• Definition of taxonomies for the
categorization of virtual environments, that
could be adopted in studies of existing and
potential environments.
• Use of methods for elicitation, specification
and evaluation of requirements, that were
compatible with the peculiarities of the
different types of virtual environments. New
techniques and languages of specific purpose,
that could facilitate the identification and
representation of characteristics related to the
tri-dimensional representations (including
requirements of color, light, scale, point of
view, animation, etc.), would be very useful.
• Empirical studies for the investigation of
nonfunctional requirements for virtual
environments, with emphasis on usability
aspects, mainly those related to aspects of use
of browsers and special devices, as gloves,
glasses and head mounted displays.
• Empirical studies that investigate the
characteristics of potentials users of virtual
environments and behavior issues of these
users when using the environments.
Experience with virtual environments has
shown that people behave differently to the
interaction, navigation and immersion
propitiated by virtual reality applications.
New research will contribute to the progress of
the area, offering effective subsidies for the
professionals and final users involved in virtual
reality environments.
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