Collaborating in networked immersive spaces: as good as being there together?
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TL;DR
The findings show that the task performance in networked IPT's and in the real scenario are very similar to each other—whereas IPT-to-desktop performance is much poorer.
Abstract
In this paper we present the results of a trial in which two participants collaborated on a puzzle-solving task in networked virtual environments. The task was a Rubik’s cube type puzzle, and this meant that the two participants had to interact with the space and with each other very intensivelyFand they did this successfully despite the limitation of the networked situation. We compare collaboration in networked immersive projection technology (IPT’s) systems with previous results concerning collaboration in an IPT system linked with a desktop computer, and also with collaboration on the same task in the real world. Our findings show that the task performance in networked IPT’s and in the real scenario are very similar to each otherFwhereas IPT-to-desktop performance is much poorer. Results about participants ’ experience of ‘presence’, ‘co-presence ’ and collaboration shed further light on these findings. r 2001
