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Elaborating Distraction-Conflict Theory towards and Analytical Model for Evaluating Collaboration in Shared Virtual Environment
Chalmers tekniska högskola (Institutionen för teknik och samhälle).ORCID iD: 0000-0003-3203-7062
2004 (English)In: Proceeding of Virtual Reality Design and Evaluation Workshop, Nottingham, UK., Nottingham, 2004Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
Nottingham, 2004.
Keyword [en]
Evaluating collaboration
National Category
Information Systems, Social aspects
Research subject
SOCIAL SCIENCE, Informatics
Identifiers
URN: urn:nbn:se:hv:diva-7643OAI: oai:DiVA.org:hv-7643DiVA: diva2:815777
Conference
Virtual Reality Design and Evaluation Workshop, Nottingham, UK.
Available from: 2015-06-01 Created: 2015-06-01 Last updated: 2015-11-07Bibliographically approved
In thesis
1. Connected Practice: The Dynamics of Social Interaction in Shared Virtual Environment
Open this publication in new window or tab >>Connected Practice: The Dynamics of Social Interaction in Shared Virtual Environment
2009 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

This thesis investigates the phenomenon of social interaction in shared virtual environments (SVEs), supported by virtual reality (VR) systems over time. SVEs are computer generated 3D graphical spaces where geographically distributed people can meet and interact with each other in a graphical space. Although there have been a number of studies about social interaction in SVEs, there has been a lack of research looking into changes over time, which this thesis does. In order to gain more knowledge about social interaction over the longer term, this thesis compares and contrasts four different types of VR systems that supported various SVEs. Two of the systems were internet based SVEs on desktop computers where many users could interact at the same time. One of the SVEs had voice based communication. The other SVE had text based communication. The other two were based in laboratory settings. One setting was networked immersive projection technologies (IPT) in which two participants performed a variety of tasks together. The other was one IPT connected to a desktop VR and participants changed systems half way through the trial in which they collaboratively solved a task together. In both settings voice based communication were used. Observations and other methods of analysis were carried out, focusing on differences and similarities in peoples behaviors in the process of social interaction over time in SVEs. The six papers contained in this thesis explore social interaction over time in shared virtual environments. This thesis argues that technology becomes not only a tool for social interaction; it also becomes a key aspect in social interaction. While the technology filters out some of the social cues we are familiar with from face to face situations, it also ‘filters in’ new cues that become important for how people can connect to each other in the shared virtual environment. Over time, these social cues, that people creates among themselves while using the technology, become essential for people learn about; otherwise they find it difficult to relate to each other and do things together in the shared virtual environments. The more difficulties people have in figuring out how to use the technology while interacting with others, the less they will accept the technology as an appropriate tool for connecting people and doing things together. The reason for this is that social and technical issues can only be separated analytically in shared virtual environments; in practice, as this thesis shows, they are highly intertwined. This thesis puts forward a dynamic model identifying the importance of looking more explicitly at individuals, technology, task and time while studying social interaction in SVEs. In this way, the thesis combines a number of insights both from previous social science theories of social interaction and practices - together with observations from the studies this thesis builds on. The thesis puts forward a concept that includes these insights - connected practice, defined as the dynamics of social interaction in technical systems. This concept can guide future studies to incorporate both technical and social aspects over time since it was shown to be the key to understanding the phenomenon of this thesis. It is finally suggested in the thesis that the concept connected practice can be utilized in other technical systems apart from SVEs in future research of social interaction in technical systems.

Place, publisher, year, edition, pages
Göteborg: Chalmers University of Technology, 2009. 71 p.
Series
Doktorsavhandlingar vid Chalmers tekniska högskola. Ny serie, ISSN 0346-718X ; 2943
Keyword
Shared virtual environments, virtual reality technology, social interaction, practice, dynamics, time, connected practice.
National Category
Information Systems, Social aspects
Research subject
SOCIAL SCIENCE, Informatics
Identifiers
urn:nbn:se:hv:diva-7645 (URN)978-91-7385-262-3 (ISBN)
Supervisors
Available from: 2015-06-01 Created: 2015-06-01 Last updated: 2015-06-01Bibliographically approved
2. Shared Virtual Environments: Technology, Social Interaction, and Adaptation over Time
Open this publication in new window or tab >>Shared Virtual Environments: Technology, Social Interaction, and Adaptation over Time
2004 (English)Licentiate thesis, comprehensive summary (Other academic)
Abstract [en]
  • This thesis investigates social interaction and adaptation over time in shared virtual environments. Shared virtual environments (SVEs) are computer generated 3D graphical spaces where geographically distributed people can meet and interact with each other in a graphical space. Although there have been a number of studies about social interaction in shared virtual environments, there has been almost no research looking into changes over time, which this thesis does. It also relates the use of shared virtual environments to the broader context of other types of technologies used for bridging distances and linking people together. In order to gain more knowledge about social interaction over the longer term, this thesis compared and contrasted two different shared virtual environments. One was an internet-based virtual environment on desktop computers where many users could interact at the same time. The other were two networked immersive projection technology systems in which two participants performed a variety of tasks together. Observations and other methods of analysis were carried out, focusing on differences and similarities in people’s behaviour in processes of adaptation. The four papers contained in this thesis analyse the various processes of adaptation over time. This thesis argues that technology becomes not only a tool for social interaction; it also becomes a key aspect in social interaction. While the technology filters out some social cues that we are familiar with from face-to-face situations, it also “filters in” new cues that become important for how people can connect to each other inside the shared virtual environment. Over time, these social cues become essential for people to adapt to; otherwise people find it difficult to relate to each other and do things together in the shared virtual environment. The more difficulties people have in adapting to how to use the technology while interacting with others, the less people will accept the technology as an appropriate tool for connecting people and doing things together. The reason for this is that social and technical issues can only be separated analytically in shared virtual environments; in practice, as this thesis shows, they are highly intertwined. The thesis puts forward a dynamic model identifying the importance of looking more explicitly at individuals, technology, tasks and time in different contexts in social interaction. In this way, the thesis integrates a number of elements of the process of adaptation over time in SVEs into an overall framework, and paves the way for more extensive and in-depth future research into this topic.
Place, publisher, year, edition, pages
Göteborg: Chalmers University of Technology, 2004. vii, 50 p.
Keyword
Shared virtual environments, virtual reality technology, social interaction, adaptation, collaboration, time
National Category
Information Systems, Social aspects
Research subject
SOCIAL SCIENCE, Informatics
Identifiers
urn:nbn:se:hv:diva-8632 (URN)
Opponent
Available from: 2015-11-07 Created: 2015-11-07 Last updated: 2015-11-07Bibliographically approved

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