Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Design for individuals, design for groups: tradeoffs between power and workspace awareness
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Social interaction in virtual enviroments: key issues, common themes, and a framework for research
The social life of avatars
Collaboration in multi-modal virtual worlds: comparing touch, text, voice and video
The social life of avatars
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Distributed Work
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Immersive visual modeling: potential use of virtual reality in teaching software design
Journal of Computing Sciences in Colleges
Virtual Prototypes in Usability Testing
HICSS '01 Proceedings of the 34th Annual Hawaii International Conference on System Sciences ( HICSS-34)-Volume 5 - Volume 5
Effect of Latency on Presence in Stressful Virtual Environments
VR '03 Proceedings of the IEEE Virtual Reality 2003
Systematic usability evaluation and design issues for collaborative virtual environments
Presence: Teleoperators and Virtual Environments
Group awareness in distributed software development
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Evaluating computer-supported cooperative work: models and frameworks
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Influence of colearner agent gehavior on learner performance and attitudes
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Immersiveness and Symmetry in Copresent Scenarios
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Integrating 2D and 3D views for spatial collaboration
GROUP '05 Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work
Towards a General Model for Selection in Virtual Environments
3DUI '06 Proceedings of the 3D User Interfaces
Evaluating effectiveness of interaction techniques across immersive virtual environmental systems
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
Successes and failures in co-present situations
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
Virtual fitness: stimulating exercise behavior through media technology
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Collaborative Task Performance for Learning Using a Virtual Environment
Presence: Teleoperators and Virtual Environments
Small-Group Behavior in a Virtual and Real Environment: A Comparative Study
Presence: Teleoperators and Virtual Environments
A review of telecollaboration technologies with respect to closely coupled collaboration
International Journal of Computer Applications in Technology
Human-Computer Interaction
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
Journal of the American Society for Information Science and Technology
Collaborative virtual environments: you can't do it alone, can you?
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
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Under which conditions has collaboration added value over individual work? How does performance change when using different technologies? These are important questions for industry and for research. This paper addresses them for pairs versus individuals using physical objects and virtual representations for object-focused task-solving. Based upon previous research on pair's performance and experiences for collaboration in a real setting and four different distributed virtual environments (VEs), single-user experimental studies were carried out. The results show that in relation to performance, pairs working in networked CAVE™ technologies are superior compared to individuals, or pairs working in other distributed settings. In general, social interaction works as a facilitator for this type of task solving in networked VEs. Though, best performance was found in the real setting, with no major difference when comparing individuals versus pairs, working in VEs often were appreciated higher than working with physical objects.