Abstract
This pre-study investigates how Virtual Reality (VR) can be used to support collaborative work in a business setting. Based on a literature review it’s explored how immersive technologies like Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) fit into the Computer Supported Cooperative Work (CSCW) domain. By using the time and space matrix the immersive technologies are classified. Based on the findings, immersive VR supporting synchronous and remote collaboration is chosen for further investigation, where the immersive VR application, MeetinVR, has been tested. Two small-scale experiments have been conducted (n = 3 and n = 10) to test the functionality of the MeetinVR application and the level of immersion when conducting interviews compared to an online communication tool, like Skype. The initial results indicate that an immersive VR application is relatively user-friendly and provide a high level of immersion.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Science, C., Limerick, L.: CSCW: an initial exploration’. Scand. J. Inf. Syst. 5, 3–24 (1993)
Cynthia Pickering, E.W.: An architecture and business process framework for global team collaboration. Intel Technol. J. 09(02), 373–381 (2005)
Salzmann, H., Jacobson, N., Fröhlich, B.: Collaborative interaction in co-located two-user scenarios. In: Proceedings 15th Joint Virtual Reality Eurographics Conference Virtual Environment, pp. 85–92 (2009)
Germani, M., Mengoni, M., Peruzzini, M.: An approach to assessing virtual environments for synchronous and remote collaborative design. Adv. Eng. Inform. 26(4), 793–813 (2012)
Hutchison, C.: Computer-supported cooperative work. Research Gate, January 1999 (1999)
Ellis, C., Wainer, J.: Groupware and computer supported cooperative work. In: Multiagent System: A Modern Approach to Distributed Artificial Intelligence, pp. 425–457 (1999)
Billinghurst, M., Kato, H.: Collaborative mixed reality. In: Proceedings First International Symposium Mixed Reality (ISMR 1999) Mixed Reality – Merging Real Virtual Worlds, pp. 261–284. Springer, Boston (2018)
Milgram, P., Takemura, H., Utsumi, A., Kishino, F.: Mixed reality (MR) reality-virtuality (RV) Continuum. Syst. Res. 2351, 282–292 (1994)
Liang, H.N., Lu, F., Shi, Y., Nanjappan, V., Papangelis, K.: Evaluating the effects of collaboration and competition in navigation tasks and spatial knowledge acquisition within virtual reality environments. Futur. Gener. Comput. Syst. 95, 855–866 (2019)
Kozhevnikov, M., Gurlitt, J., Kozhevnikov, M.: Learning relative motion concepts in immersive and non-immersive virtual environments. J. Sci. Educ. Technol. 22(6), 952–962 (2013)
Tucker, C.S.: Investigating the impact of interactive immersive virtual reality environments in enhancing task performance in online engineering design activities, pp. 1–11 (2015)
Wright, T., Madey, G.: A survey of collaborative virtual environment technologies. Tech. Rep, pp. 1–16. University Notre Dame-USA (2008)
Irlitti, A., Smith, R.T., Von Itzstein, S., Billinghurst, M., Thomas, B.H.: Challenges for asynchronous collaboration in augmented reality. In: Adjunct Proceedings of 2016 IEEE International Symposium Mixed Augment. Reality, ISMAR-Adjunct 2016, pp. 31–35 (2017)
Febretti, A., et al.: CAVE2: a hybrid reality environment for immersive simulation and information analysis. In: Engineering Reality of Virtual Reality 2013, vol. 8649, p. 864903 (2013)
Liu, C., Chapuis, O., Beaudouin-Lafon, M., Lecolinet, E.: CoReach: cooperative gestures for data manipulation on wall-sized displays. In: Conference on Human Factors in Computing Systems Proceedings, vol. 2017, pp. 6730–6741, May 2017
Pan, Y., Steed, A.: The impact of self-avatars on trust and collaboration in shared virtual environments. PLoS ONE 12(12), 1–20 (2017)
Billinghurst, M., Cordeil, M., Bezerianos, A., Margolis, T.: Collaborative immersive analytics. Immersive Analytics. LNCS, vol. 11190, pp. 221–257. Springer, Cham (2018). https://doi.org/10.1007/978-3-030-01388-2_8
Carter, S., Mankoff, J., Goddi, P.: Building connections among loosely coupled groups: Hebb’s rule at work. Comput. Support. Coop. Work CSCW Int. J. 13(3–4), 305–327 (2004)
Olivier, H., Pinkwart, N.: Collaborative virtual environments-hype or hope for CSCW? IfI. Tech. Rep. Ser., 13 (2007)
Jerald, J.: The VR Book: Human-Centered Design for Virtual Reality, 1st edn. Morgan & Claypool, ACM (2015)
Perez-Marcos, D., et al.: A fully immersive set-up for remote interaction and neurorehabilitation based on virtual body ownership. Front. Neurol. 3, 110 (2012)
Beti, R.A., Al-Khatib, F., Cook, D.M.: The efficacy of using virtual reality for job interviews and its effects on mitigating discrimination. In: Unger, H., Sodsee, S., Meesad, P. (eds.) IC2IT 2018. AISC, vol. 769, pp. 43–52. Springer, Cham (2019). https://doi.org/10.1007/978-3-319-93692-5_5
Churchill, E.F., Snowdon, D.: Collaborative virtual environments: an introductory review of issues and systems. Virtual Reality 3, 3–15 (1998). https://doi.org/10.1007/BF01409793
Morozov, M., Gerasimov, A., Fominykh, M., Smorkalov, A.: Asynchronous immersive classes in a 3D virtual world: extended description of vacademia. In: Gavrilova, Marina L., Tan, C.J.Kenneth, Kuijper, A. (eds.) Transactions on Computational Science XVIII. LNCS, vol. 7848, pp. 81–100. Springer, Heidelberg (2013). https://doi.org/10.1007/978-3-642-38803-3_5
Greenhalgh, C., Flintham, M., Purbrick, J., Benford, S.: Applications of temporal links: recording and replaying virtual environments. In: Proceedings of - Virtual Reality Annual International Symposium, vol. 2002, pp. 101–108 (2002)
Lee, J., Quy, P.S., Kim, J.I., Kang, L.W., Seo, A., Kim, H.S.: A collaborative virtual reality environment for molecular biology. In: Proceedings of - 2009 International Symposium Ubiquitous Virtual Reality, ISUVR 2009, pp. 68–71 (2009)
García, P., Montalà, O., Pairot, C., Rallo, R., Skarmeta, A.G.: MOVE: component groupware foundations for collaborative virtual environments. In: Proceedings of 4th International Conference Collaborative Virtual Environment, pp. 55–62 (2002)
He, D., Westphal, C., Garcia-Luna-Aceves, J.J.: Network support for AR/VR and immersive video application: a survey. In: ICETE 2018 – Proceedings of 15th International Joint Conference E-Business Telecommunication, ICETE, vol. 1, pp. 359–369 (2018)
Nararro-Haro, M.V., et al.: The use of virtual reality to facilitate mindfulness skills training in dialectical behavioral therapy for borderline personality disorder: a case study. Front. Psychol. 7, 1573 (2016)
Gurevich, P., Lanir, J., Cohen, B.: Design and implementation of TeleAdvisor: a projection-based augmented reality system for remote collaboration. Comput. Support. Coop. Work 24(6), 527–562 (2015). https://doi.org/10.1007/s10606-015-9232-7
Stephen Carlson, T.S., Ellis, S., Green, A.S.: The studierstube: augmented reality project. Presence Teleoperators Virtual Environ. 1, 33–54 (2003)
Dong, S., Behzadan, A.H., Chen, F., Kamat, V.R.: Collaborative visualization of engineering processes using tabletop augmented reality. Adv. Eng. Softw. 55, 45–55 (2013)
Koumaditis, K., Hussain, T.: Human computer interaction research through the lens of a bibliometric analysis, vol. 10271, pp. 23–37, October 2017
Grandi, J.G., Debarba, H.G., Bemdt, I., Nedel, L., MacIel, A.: Design and assessment of a collaborative 3D interaction technique for handheld augmented reality. In: Proceedings of 25th IEEE Conference Virtual Reality 3D User Interfaces, VR 2018, pp. 49–56 (2018)
Irlitti, A., Von Itzstein, S., Alem, L., Thomas, B.: Tangible interaction techniques to support asynchronous collaboration. In: 2013 IEEE International Symposium Mixed and Augmented Reality, ISMAR 2013, October 2013, pp. 1–6 (2013)
Poelman, R., Akman, O., Lukosch, S., Jonker, P.: As if being there: mediated reality for crime scene investigation. In: Proceedings of ACM Conference Computer Supported Cooperative Work, CSCW, no. February, pp. 1267–1276 (2012)
Datcu, D., Cidota, M., Lukosch, H., Lukosch, S.: On the usability of augmented reality for information exchange in teams from the security domain. In: Proceedings of 2014 IEEE Joint Intelligence Security Informatics Conference JISIC 2014, pp. 160–167 (2014)
Davis, M.C., Can, D.D., Pindrik, J., Rocque, B.G., Johnston, J.M.: Virtual interactive presence in global surgical education: international collaboration through augmented reality. World Neurosurg. 86, 103–111 (2016)
Guo, A., Canberk, I., Murphy, H., Monroy-Hernández, A., Vaish, R.: Blocks: collaborative and persistent augmented reality experiences, vol. 3, no. 3 (2019)
Hagler, J., Lankes, M., Diephuis, J.: Animating participants in co-located playful mixed-reality installations. In: 2018 IEEE 1st Workshop Animation Virtual Augmented Environment, ANIVAE 2018, March 2018
Minatani, S., Kitahara, I., Kameda, Y., Ohta, Y.: Face-to-face tabletop remote collaboration in mixed reality. In: 2007 6th IEEE ACM International Symposium, Mixed and Augmented Reality, ISMAR, November 2007
Tang, A., Boyle, M., Greenberg, S.: Understanding and mitigating display and presence disparity in mixed presence groupware. J. Res. Pract. Inf. Technol. 37(2), 193–209 (2005)
Robinson, P., Tuddenham, P.: Distributed tabletops: supporting remote and mixed-presence tabletop collaboration. In: Tabletop 2007 - 2nd Annual IEEE International Workshop on Horizontal Interactive Human-Computer Systems, pp. 19–26 (2007)
de Belen, R.A.J., Nguyen, H., Filonik, D., Del Favero, D., Bednarz, T.: A systematic review of the current state of collaborative mixed reality technologies: 2013–2018. In: AIMS Electronic and Electrical Engineering 2019, vol. 3, no. Special Issues: Augmented and Virtual Reality for Industry 4.0, pp. 181–223 (2019)
Gardner, M.R., Elliott, J.B.: The immersive education laboratory: understanding affordances, structuring experiences, and creating constructivist, collaborative processes, in mixed-reality smart environments. EAI Endorsed Trans. Futur. Intell. Educ. Environ. 1(1), e6 (2014)
Wang, X., Dunston, P.S.: Tangible mixed reality for remote design review: a study understanding user perception and acceptance. Vis. Eng. 1(1), 1–15 (2013)
Tseng, P.Y., Haraldsson, H., Belongie, S.: Annotate all ! A perspective preserved asynchronous annotation system for collaborative augmented reality (2019)
Noor, A.K.: The HoloLens revolution. Mech. Eng. 138(10), 31–36 (2016)
Quartiroli, A., Knight, S.M., Etzel, E.F., Monaghan, M.: Using Skype to facilitate team-based qualitative research, including the process of data analysis. Int. J. Soc. Res. Methodol. 20(6), 659–666 (2017)
Koumaditis, K., Chinello, F., Venckute, S.: Design of a virtual reality and haptic setup linking arousals to training scenarios: a preliminary stage. In: 25th IEEE Conference Virtual Reality 3D User Interfaces, VR 2018 - Proceedings, pp. 613–614 (2018)
Rigby, J.M., Gould, S.J.J., Brumby, D.P., Cox, A.L.: Development of a questionnaire to measure immersion in video media: the film IEQ. In: TVX 2019 – Proceedings of 2019 ACM International Conference Interaction Experience TV Online Video, pp. 35–46 (2019)
NASA Ames Research Center: Task Load Index (TLX). Springer Reference (2012)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Pedersen, G., Koumaditis, K. (2020). Virtual Reality (VR) in the Computer Supported Cooperative Work (CSCW) Domain: A Mapping and a Pre-study on Functionality and Immersion. In: Chen, J.Y.C., Fragomeni, G. (eds) Virtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications. HCII 2020. Lecture Notes in Computer Science(), vol 12191. Springer, Cham. https://doi.org/10.1007/978-3-030-49698-2_10
Download citation
DOI: https://doi.org/10.1007/978-3-030-49698-2_10
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-49697-5
Online ISBN: 978-3-030-49698-2
eBook Packages: Computer ScienceComputer Science (R0)