Computer Supported Cooperative Work
DOI: 10.1007/1-4020-3898-4_7
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The Good Inequality: Supporting Group-Work in Shared Virtual Environments

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Cited by 9 publications
(6 citation statements)
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“…Often they assumed, according to their answers that the partners used the same kind of technology. Even if the collaborators do not know much about the system that their partners were using, when they become familiar with the differences they collaborated accordingly [34] -probably because they could establish a common ground and be aware of certain conventions easier [18,24]. Collaborating individuals often did not understand the sources of their problems and often assumed that their partners also had the same resources.…”
Section: Discussion and Future Workmentioning
confidence: 99%
“…Often they assumed, according to their answers that the partners used the same kind of technology. Even if the collaborators do not know much about the system that their partners were using, when they become familiar with the differences they collaborated accordingly [34] -probably because they could establish a common ground and be aware of certain conventions easier [18,24]. Collaborating individuals often did not understand the sources of their problems and often assumed that their partners also had the same resources.…”
Section: Discussion and Future Workmentioning
confidence: 99%
“…There is a certain level of separation from the present surroundings when a user is immersed in the VR environment, which can make the use of this technology difficult in collocated collaboration. Awareness of each other's position and emotions can be a challenge, although different viewpoints and capabilities can enhance collaboration in virtual tasks (Spante, Axelsson, & Schroeder, 2006). Alatta and Freewan (2017) found several benefits of using VR in the early stage of the design process in architecture and design but mentions that virtual environments are rarely used for collaboration due to the lack of support of such activities.…”
Section: Introductionmentioning
confidence: 99%
“…In comparing virtual to in person problem solving among teams of people using 2D, 3D, and VR interfaces, (Slater et al, 2000 ; Slater and Sanchez-Vives, 2016 ) found that the individual in VR was more likely to emerge as the leader, even if that same person did not take on a leadership role in the in-person project. Spante et al ( 2006 ) also studied puzzle solving across VR and 2D systems; they found that team members assumed both had the same view until they traded places. Having different viewpoints enhanced collaboration, creating what Spante et al ( 2006 ) termed “the good inequality”.…”
Section: Introductionmentioning
confidence: 99%
“…Spante et al ( 2006 ) also studied puzzle solving across VR and 2D systems; they found that team members assumed both had the same view until they traded places. Having different viewpoints enhanced collaboration, creating what Spante et al ( 2006 ) termed “the good inequality”. Gugenheimer et al ( 2017 ) created a system where individuals in HMD could interact with individuals outside of VR through a “FaceDisplay,” a touch screen interface.…”
Section: Introductionmentioning
confidence: 99%