Proceedings of the 2003 Symposium on Interactive 3D Graphics 2003
DOI: 10.1145/641480.641492
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Strangers and friends in caves

Abstract: This study examines pairs of subjects who used networked immersive projection technology systems to collaborate on five tasks over an extended period of time (210+ minutes). The aim was to compare zero history and mutual history partners, to examine how their experience changed over time, and compare their experience of different tasks. Analysis yields a number of interesting findings for these comparisons. Overall, the study shows that users could collaborate effectively over an extended period of time, but t… Show more

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Cited by 21 publications
(2 citation statements)
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“…Previous studies of immersive CVEs have tended to look at laboratory settings over short periods of time. An exception is Steed et al [36] who studied the way dyadic groups of strangers and friends interacted and collaborated with one another using an immersive virtual reality CAVE. Participants who interacted with friends for several hours quickly establishing methods to perform the group tasks and engaged in small talk unrelated to the task.…”
Section: Related Workmentioning
confidence: 99%
“…Previous studies of immersive CVEs have tended to look at laboratory settings over short periods of time. An exception is Steed et al [36] who studied the way dyadic groups of strangers and friends interacted and collaborated with one another using an immersive virtual reality CAVE. Participants who interacted with friends for several hours quickly establishing methods to perform the group tasks and engaged in small talk unrelated to the task.…”
Section: Related Workmentioning
confidence: 99%
“…To further assess the feasibility of IVR for remote collaboration, future studies should also include various aspects that relate to comfort and satisfaction of participants during the group interaction. 56 Moreover, there is a general need for more investigations of long-term social interactions, 57 , 58 not only in experimental but also in applied contexts. In fact, stronger and more evenly distributed connections between students in an undergraduate semester course were recently found when using a multi-user collaborative environment in desktop VR compared with an active control group.…”
Section: Discussionmentioning
confidence: 99%