The CAVE: audio visual experience automatic virtual environment
Communications of the ACM
Fragmented interaction: establishing mutual orientation in virtual environments
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
The social life of avatars: presence and interaction in shared virtual environments
The social life of avatars: presence and interaction in shared virtual environments
The long-term uses of shared virtual environments: an exploratory study
The social life of avatars
Collaborative Virtual Environments: Digital Places and Spaces for Interaction
Collaborative Virtual Environments: Digital Places and Spaces for Interaction
Small Group Behavior Experiments in the Coven Project
IEEE Computer Graphics and Applications
Human Factors Issues in Virtual Environments: A Review of the Literature
Presence: Teleoperators and Virtual Environments
Spelunking: experiences using the DIVE system on CAVE-like platforms
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
Supporting social human communication between distributed walk-in displays
Proceedings of the ACM symposium on Virtual reality software and technology
A review on effective closely-coupled collaboration using immersive CVE's
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Successes and failures in co-present situations
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
Being There Together and the Future of Connected Presence
Presence: Teleoperators and Virtual Environments
The usability of collaborative virtual environments and methods for the analysis of interaction
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
An assessment of eye-gaze potential within immersive virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
A review of telecollaboration technologies with respect to closely coupled collaboration
International Journal of Computer Applications in Technology
Full body acting rehearsal in a networked virtual environment-a case study
Presence: Teleoperators and Virtual Environments
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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 that understanding the intentions and activities of the other person remained a hindrance.