In our research we discovered that these criteria
varied considerably between evaluations. We will
briefly present here the common criteria used among
the majority of researchers. These include: effective-
ness, transparency, confidence, usability, interac-
tion, application, collaborative work, system related
criteria and the sense of co-presence.
The ISO 9241-11 (ISO, 1998), defines effective-
ness as a human’s accuracy and completeness in
doing tasks. A tight relation between effectiveness
and efficiency is also confirmed, as efficiency is
defined as the effort necessary to achieve effective-
ness. A system is designated as transparent if the
user recognizes whether the dialog system is proc-
essing an input command or is waiting for a new
command.
Even though, members of the army community
as well as major organizations such as Boeing,
Chrysler and General Motors are now regularly
using CVES for system and product development
life-cycle (DLC) activities (Lethinen and Hak-
karainen, 2001), there is still the matter of confi-
dence in such a novel technology. In that, according
to (Turner end Turner, 2002): the CVE must show
that it can deliver safety-critical training to senior
professionals; the training through a CVE must be
validated by a recognised training and standards
body as being of a suitable standard; the CVE must
be accepted by the trainers, trainees and employers
who will have to use it.
Usability inspections of the initial applications
are necessary so as to uncover the main design flaws
and allow a clean up of the design, meanwhile
adapting the method to 3D collaborative aspects.
Usability and interaction are very much interrelated.
Concerning interaction, social-arbitrary knowledge
(language, values, rules, morality, and symbol sys-
tems) can only be learned in interactions with others.
Several human-computer interaction rules for dis-
play design must be taken into account when im-
plementing any e-learning system, such as consis-
tency of data display (labelling and graphic conven-
tions), efficient information assimilation by the user,
use of metaphors, minimal memory load on user,
compatibility of data display with data entry, flexi-
bility for user control of data display, presentation of
information graphically where appropriate, standard-
ized abbreviations, and presentation of digital values
only where knowledge of numerical value is neces-
sary and useful.
Application criteria are generally concerned with
the affordances of objects and the lack of help with
the CVE itself. They are broad in nature, from prob-
lems with objects whose operation is not obvious, to
wider topics such as how best to represent group
services to group members.
The difficulty in evaluating collaborative work is
that some tasks are less “shareable” than others. For
instance, solving anagrams can hardly be done col-
laboratively because it involves perceptual processes
which are not easy to verbalise (if they are open to
introspection at all). In contrast, some tasks are
inherently distributed, either geographically (e.g.,
two radar-agents, receiving different data about the
same aeroplane), functionally (e.g., the pilot and the
air traffic controller) or temporally (e.g., the take-off
agent and the landing-agent).
High system responsiveness is perceived as hav-
ing very positive impact on collaboration (Goebbels
et. Al., 2003). Even downsizing the application in
order to decrease the CPU load is thought to be
recommendable. Apparently, good system respon-
siveness is guaranteed if all inputs and outputs are
processed and rendered within less than 50ms.
Given the user’s expectation of free movement at all
times, a low system responsiveness suggests to the
user that an error has occurred, or that the operation
failed. This is also potentially serious for immersed
users since the visual and proprioceptive cues will
conflict.
Finally, researchers can organize isolated auxil-
iary case-controlled experiments focused on the
evaluation of factors of the central CVE concept of
presence. Research (Goebbels et. Al., 2003) has
shown that the perception of co-presence is interre-
lated with the video frame rate. Further experiments
with the video frame rate as a parameter showed that
the perception of co-presence vanishes completely if
the video frame rate sinks below 12 fps.
Additional criteria based on the conversational
framework presented and discussed in (Lethinen and
Hakkarainen, 2001) are resource negotiation, adap-
tation, monitoring, student reflection, extensibility,
coordination of people and activities, individualisa-
tion and learner centeredness. Other criteria, men-
tioned but not shared between the researchers are
input devices, physical equipment and cabling, fre-
quency with which the user looks at the partner and
frequency with which the user speaks with the part-
ner.
Considering all these evaluation items in one ses-
sion is almost impossible, since the items mentioned
above evaluate too many different aspects of Hu-
man-Computer-Human interaction. In order to ad-
dress this number of items special partitions of
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