| The collaborative cube puzzle: a comparison of virtual and real environments |
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Collaborative Virtual Environments
archive
Proceedings of the third international conference on Collaborative virtual environments
table of contents
San Francisco, California, United States
Pages: 165 - 171
Year of Publication: 2000
ISBN:1-58113-303-0
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Authors
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Josef Wideström
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Chalmers Medialab, Chalmers Univ of Technology, SE-412 96 Göteborg, Sweden
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Ann-Sofie Axelsson
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Dept of Technology and Society, Chalmers Univ of Technology, SE-412 96 Göteborg, Sweden
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Ralph Schroeder
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Dept of Technology and Society, Chalmers Univ of Technology, SE-412 96 Göteborg, Sweden
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Alexander Nilsson
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Dept of Technology and Society, Chalmers Univ of Technology, SE-412 96 Göteborg, Sweden
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Ilona Heldal
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Dept of Technology and Society, Chalmers Univ of Technology, SE-412 96 Göteborg, Sweden
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Åsa Abelin
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SSKKII and Dept of Linguistics, Göteborg University, Box 200, SE-405 30 Göteborg, Sweden
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| Bibliometrics |
Downloads (6 Weeks): 7, Downloads (12 Months): 34, Citation Count: 7
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ABSTRACT
In this study we compared collaboration on a puzzle-solving task carried out by two persons in a virtual and a real environment. The task, putting together a cube consisting of different coloured blocks in a 'Rubiks' cubetype puzzle, was performed both in a shared virtual environment (VE) setting, using a Cave-type virtual reality (VR) system networked with a desktop VR system, and with cardboard coloured blocks in an equivalent real setting. The aims of the study were to investigate collaboration, leadership and performance in the two settings. We found that the participants contributed unequally to the task in the VE, and also differences in collaboration between the virtual and the real setting.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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Axelsson, A., Abelin, A, Heldal, I., Nilsson, A., Schroeder, R. and Widestrom, J. 1999. Collaboration and Communication in Multi-User Virtual Environments: A Comparison of Desktop and Immersive Virtual Reality Systems for Molecular Visualization. Proceedings of the Sixth UKVRSIG Confernce, ed. Terrence Fernando, Salford UK, 14th Sept., pp. 107-117.
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Sallnas, E., Rassmus-Grohn, K. and Sjostrom, C. 1999. Supporting Presence in Collaborative Multimodal Environments by Haptic Force Feedback. Presented at the 2nd International Workshop on Presence, Wivenhoe, Essex, April 6-7.
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Slater, M., Sadagic, A., Usoh, M. and Schroeder, R. 2000. Small Group Behaviour in a Virtual and Real Environment: A Comparative Study. Forthcoming in Presence: Journal of Teleoperators and Virtual Environments.
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VanDijk, J. 1999. The Network Society: Social Aspects of New Media. London: Sage.
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Short, J., Williams, E. and Christie, B. 1976. The Social Psychology of Telecommunications. London: John Wiley.
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CITED BY 7
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Michael Narayan , Leo Waugh , Xiaoyu Zhang , Pradyut Bafna , Doug Bowman, Quantifying the benefits of immersion for collaboration in virtual environments, Proceedings of the ACM symposium on Virtual reality software and technology, November 07-09, 2005, Monterey, CA, USA
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Alexander Nilsson , Ilona Heldel , Ann-Sofie Axelsson , Ralph Schroeder, The long-term uses of shared virtual environments: an exploratory study, The social life of avatars: presence and interaction in shared virtual environments, Springer-Verlag New York, Inc., New York, NY, 2002
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INDEX TERMS
Primary Classification:
H.
Information Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.3
Group and Organization Interfaces
Subjects:
Collaborative computing
Additional Classification:
H.
Information Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.1
Multimedia Information Systems
Subjects:
Artificial, augmented, and virtual realities
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.7
Three-Dimensional Graphics and Realism
Subjects:
Virtual reality
General Terms:
Design,
Management,
Measurement,
Performance,
Theory
Keywords:
co-presence,
collaboration,
leadership,
presence,
virtual environments,
virtual reality
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