ACM Home Page
Please provide us with feedback. Feedback
The collaborative cube puzzle: a comparison of virtual and real environments
Full text PdfPdf (156 KB)
Source 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
Authors
Josef Wideström  Chalmers Medialab, Chalmers Univ of Technology, SE-412 96 Göteborg, Sweden
Ann-Sofie Axelsson  Dept of Technology and Society, Chalmers Univ of Technology, SE-412 96 Göteborg, Sweden
Ralph Schroeder  Dept of Technology and Society, Chalmers Univ of Technology, SE-412 96 Göteborg, Sweden
Alexander Nilsson  Dept of Technology and Society, Chalmers Univ of Technology, SE-412 96 Göteborg, Sweden
Ilona Heldal  Dept of Technology and Society, Chalmers Univ of Technology, SE-412 96 Göteborg, Sweden
Åsa Abelin  SSKKII and Dept of Linguistics, Göteborg University, Box 200, SE-405 30 Göteborg, Sweden
Sponsor
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 9,   Downloads (12 Months): 33,   Citation Count: 7
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/351006.351035
What is a DOI?

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.

 
1
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.
 
2
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.
 
3
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.
 
4
VanDijk, J. 1999. The Network Society: Social Aspects of New Media. London: Sage.
 
5
Short, J., Williams, E. and Christie, B. 1976. The Social Psychology of Telecommunications. London: John Wiley.

CITED BY  7

Collaborative Colleagues:
Josef Wideström: colleagues
Ann-Sofie Axelsson: colleagues
Ralph Schroeder: colleagues
Alexander Nilsson: colleagues
Ilona Heldal: colleagues
Åsa Abelin: colleagues