Proceedings of the Third International Conference on Collaborative Virtual Environments 2000
DOI: 10.1145/351006.351035
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The collaborative cube puzzle

Abstract: In this study we compared collaboration on a puzzlesolving 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 a… Show more

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Cited by 31 publications
(4 citation statements)
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“…From early work (Axelsson et al, 1999;Slater et al, 2000;Wideström et al, 2000;Schroeder et al, 2001) to more recent studies (e.g., Andrist et al, 2017) lab studies in which participants come to the lab for a single visit have provided valuable insights on collaboration in VR. Researchers have explored immersion and leadership behavior (Steed et al, 1999), workload experienced by team members (Pouliquen-Lardy et al, 2016), environmental and social presence and the relationship between dimensions of presence (Steed et al, 1999;Slater et al, 2000).…”
Section: Related Workmentioning
confidence: 99%
“…From early work (Axelsson et al, 1999;Slater et al, 2000;Wideström et al, 2000;Schroeder et al, 2001) to more recent studies (e.g., Andrist et al, 2017) lab studies in which participants come to the lab for a single visit have provided valuable insights on collaboration in VR. Researchers have explored immersion and leadership behavior (Steed et al, 1999), workload experienced by team members (Pouliquen-Lardy et al, 2016), environmental and social presence and the relationship between dimensions of presence (Steed et al, 1999;Slater et al, 2000).…”
Section: Related Workmentioning
confidence: 99%
“…Churchill and Snowdon [14] discussed the nature of collaboration within virtual environments already in 1998, pointing towards the essential characteristics of collaborative work, emphasizing the need for appropriate information representation and communication tools to support collaborative work. Studies about asymmetrical interaction and collaboration using immersive technologies provide insights and design considerations in regard to aspects such as co-presence, awareness, leadership roles and task contribution, communication and collaboration, and co-manipulation of objects [15,23,45,54]. Cordeil et al [18] evaluated the collaborative aspects of two IA systems (CAVE and HMD) in terms of collaboration strategies, shared focus, completion time, self-perception of collaboration, proportion of oral communication, and balance of physical movements.…”
Section: Immersive Interaction and Collaborationmentioning
confidence: 99%
“…Relativamente às medidas de apreciação subjetiva, os resultados revelam que os Cenários de Indução Afetiva 3D provocam maior sensação de presença do que os seus homólogos projetados em 2D, e por isso, estão de acordo com a literatura especializada, recente (Baños et al, 2004;Freeman & Avons, 2000;Slater et al, 2009;Usoh et al, 2000;Wideström, Axelsson, Shroeder, Nilsson, & Aeblin, 2000).…”
Section: Discussionunclassified