2021
DOI: 10.3389/frvir.2021.643331
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Working Together on Diverse Tasks: A Longitudinal Study on Individual Workload, Presence and Emotional Recognition in Collaborative Virtual Environments

Abstract: Numerous studies have shown the potential benefits of collaborative virtual environments (CVEs) for distributed teams. However, there are few longitudinal studies on collaboration in immersive virtual environments, and existing studies mostly examine how pairs or groups adapt over time. In a longitudinal study, we examined what does and does not change over time as individual users adapt to collaboration in virtual environments. In our mixed-methods, exploratory study, we matched 20 participants in random pair… Show more

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Cited by 23 publications
(12 citation statements)
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References 89 publications
(107 reference statements)
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“…The sample in the present study was predominately 30-year-old socially active females with limited experience with virtual reality. Research suggests that repeated exposure to computer mediated communication can act to enhance the perception of richness of that mode (Fernandez et al, 2013;Khojasteh & Won, 2021). Furthermore, we expect that other types of participants might be more open-minded about the technology.…”
Section: Limitations and Future Researchmentioning
confidence: 95%
“…The sample in the present study was predominately 30-year-old socially active females with limited experience with virtual reality. Research suggests that repeated exposure to computer mediated communication can act to enhance the perception of richness of that mode (Fernandez et al, 2013;Khojasteh & Won, 2021). Furthermore, we expect that other types of participants might be more open-minded about the technology.…”
Section: Limitations and Future Researchmentioning
confidence: 95%
“…Compared to shared experiences through 2D screens when using traditional video conferencing tools, social VR aims to deliver experiences that are closer to physical meetings by maximizing the feeling of plausibility, presence, copresence, as well as the interaction quality (e.g., [5], [8], [9], [19]). Many works have evaluated how the interactions and QoE in social VR are impacted by system design features like avatar formats and realism.…”
Section: B Research On Social Vr Design Factors and On Immersive Mult...mentioning
confidence: 99%
“…Many works have evaluated how the interactions and QoE in social VR are impacted by system design features like avatar formats and realism. The work in [8] suggests that even though social VR systems reduce usability (i.e., they are less easy to use, probably due to lack of familiarity), they increase presence when compared to traditional conferencing systems (even when using 2D screens and avatar-based representations), concluding that both types of tools seem to be effective for conducting online lessons. The work in [20] highlights the potential of VR technologies in effectively supporting interactive conversations and collaborations between remote users, although it reflects on the need for a collaborative design framework addressing key factors and aspects, such as: (i) variability in social immersion; (ii) user and conversational roles; and (iii) effective shared (and spatial) references.…”
Section: B Research On Social Vr Design Factors and On Immersive Mult...mentioning
confidence: 99%
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