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Symmetric and asymmetric action integration during cooperative object manipulation in virtual environments
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Source ACM Transactions on Computer-Human Interaction (TOCHI) archive
Volume 9 ,  Issue 4  (December 2002) table of contents
Pages: 285 - 308  
Year of Publication: 2002
ISSN:1073-0516
Authors
Roy A. Ruddle  University of Leeds, Leeds, U.K.
Justin C. D. Savage  Cardiff University, Cardiff, U.K.
Dylan M. Jones  Cardiff University, Cardiff, U.K.
Publisher
ACM  New York, NY, USA
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ABSTRACT

Cooperation between multiple users in a virtual environment (VE) can take place at one of three levels. These are defined as where users can perceive each other (Level 1), individually change the scene (Level 2), or simultaneously act on and manipulate the same object (Level 3). Despite representing the highest level of cooperation, multiuser object manipulation has rarely been studied. This paper describes a behavioral experiment in which the piano movers' problem (maneuvering a large object through a restricted space) was used to investigate object manipulation by pairs of participants in a VE. Participants' interactions with the object were integrated together either symmetrically or asymmetrically. The former only allowed the common component of participants' actions to take place, but the latter used the mean. Symmetric action integration was superior for sections of the task when both participants had to perform similar actions, but if participants had to move in different ways (e.g., one maneuvering him/herself through a narrow opening while the other traveled down a wide corridor) then asymmetric integration was superior. With both forms of integration, the extent to which participants coordinated their actions was poor and this led to a substantial cooperation overhead (the reduction in performance caused by having to cooperate with another person).


REFERENCES

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CITED BY  8

Collaborative Colleagues:
Roy A. Ruddle: colleagues
Justin C. D. Savage: colleagues
Dylan M. Jones: colleagues