Speech patterns in video-mediated conversations
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Crowded collaborative virtual environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
The GAZE groupware system: mediating joint attention in multiparty communication and collaboration
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
TELEPORT— towards immersive copresence
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Coordination of communication: effects of shared visual context on collaborative work
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The affordances of media spaces for collaboration
CSCW '92 Proceedings of the 1992 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
Using Communications Media in Open and Flexible Learning
Using Communications Media in Open and Flexible Learning
Using augmented virtuality for remote collaboration
Presence: Teleoperators and Virtual Environments - Special issue: Advances in collaborative virtual environments
Roles of Orientation in Tabletop Collaboration: Comprehension, Coordination and Communication
Computer Supported Cooperative Work
Videos in space: a study on presence in video mediating communication systems
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System guidelines for co-located, collaborative work on a tabletop display
ECSCW'03 Proceedings of the eighth conference on European Conference on Computer Supported Cooperative Work
Remote conversations: the effects of mediating talk with technology
Human-Computer Interaction
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The potential impact of 3d telepresence technology on task performance in emergency trauma care
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Presence disparity in mixed presence collaboration
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Journal of the American Society for Information Science and Technology
Communicating Eye Gaze across a Distance without Rooting Participants to the Spot
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Comparing the End to End Latency of an Immersive Collaborative Environment and a Video Conference
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
Virtual collaborative environments with distributed multitouch support
Proceedings of the 2nd ACM SIGCHI symposium on Engineering interactive computing systems
Conveying directional gaze cues to support remote participation in hybrid meetings
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Investigating factors influencing trust in video-mediated communication
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
The transmission of self: body language availability and gender in videoconferencing
Proceedings of the 23rd Australian Computer-Human Interaction Conference
SphereAvatar: a situated display to represent a remote collaborator
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Create'10 Proceedings of the 2010 international conference on The Interaction Design
Up close and personal: social presence in mediated personal relationships
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
A design framework for mediated personal relationship devices
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Panoinserts: mobile spatial teleconferencing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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In this paper, we explore ways to combine the video of a remote person with a shared tabletop display to best emulate face-to-face collaboration. Using a simple photo application we compare a variety of social and performance measures of collaboration of a standard non-spatial 2D interface with two approaches for adding spatial cues to videoconferencing: one based on simulated immersive 3D, the other based on video streams in a physically fixed arrangement around an interactive table. A face-to-face condition is included as a 'gold-standard' control. As expected, social presence and task measures were superior in the face-to-face condition, but there were also important differences between the 2D and spatial interfaces. In particular, the spatial interfaces positively influenced social presence and copresence measures in comparison to 2D, but the task measures favored the two-dimensional interface.