scholarly journals Comparing Collaboration Fidelity between VR, MR and Video Conferencing Systems: The Effects of Visual Communication Media Fidelity on Collaboration

2020 ◽  
Vol 26 (8) ◽  
pp. 972-995
Author(s):  
Sangsun Han ◽  
Kibum Kim ◽  
Seonghwan Choi ◽  
Mankyu Sung

Video/audio conferencing systems have been used extensively for remote collaboration over many years. Recently, virtual and mixed reality (VR/MR) systems have started to show great potential as communication media for remote collaboration. Prior studies revealed that the creation of common ground between discourse participants is crucial for collaboration and that grounding techniques change with the communication medium. However, it is difficult to find previous research that compares VR and MR communication system performances with video conferencing systems regarding the creation of common ground for collaborative problem solving. On the other hand, prior studies have found that display fidelity and interaction fidelity had significant effects on performance-intensive individual tasks in virtual reality. Fidelity in VR can be defined as the degree of objective accuracy with which the real-world is represented by the virtual world. However, to date, fidelity for collaborative tasks in VR/MR has not been defined or studied much. In this paper, we compare five different communication media for the establishment of common ground in collaborative problem-solving tasks: Webcam, headband camera, VR, MR, and audio-only conferencing systems. We analyzed these communication media with respect to collaborative fidelity components which we defined. For the experiments, we utilized two different types of collaborative tasks: a 2D Tangram puzzle and a 3D Soma cube puzzle. The experimental results show that the traditional Webcam performed better than the other media in the 2D task, while the headband camera performed better in the 3D task. In terms of collaboration fidelity, these results were somehow predictable, although there was a little difference between our expectations and the results.

PLoS ONE ◽  
2021 ◽  
Vol 16 (2) ◽  
pp. e0246589
Author(s):  
Andreas Domberg ◽  
Michael Tomasello ◽  
Bahar Köymen

A key skill in collaborative problem-solving is to communicate and evaluate reasons for proposals to arrive at the decision benefiting all group members. Although it is well-documented that collaborative contexts facilitate young children’s reasoning, less is known about whether competition with other groups contributes to children’s collaborative reasoning. We investigated whether between-group competition facilitates children’s within-group collaborative reasoning, regarding their production of reasons and their use of transacts, communicative acts that operate on one another’s proposals and reasoning. We presented 5- and 7-year-old peer dyads with two collaborative problem-solving tasks (decorating a zoo and a dollhouse). In one task, children competed against another group (the competitive condition); whereas in the other task, they did not (non-competitive condition). Our results suggest that children’s sensitivity to group competition as reflected in their reasoning changed depending on the task. When they decorated a house, they produced more transacts in the competitive condition than in the non-competitive condition; whereas when they decorated a zoo, this pattern was reversed. Thus, our results highlight that group competition did not influence children’s collaborative reasoning consistently across different contexts.


Author(s):  
Kyoung Swearingen ◽  
Scott Swearingen ◽  
Fede Camara Halac ◽  
Sruthi Ammannagari ◽  
Matt Hall

While loneliness in our real lives is increasingly recognized as having dire physical, mental, and emotional consequences, cooperative games have been shown to build empathy and provide positive social impact. In this paper, the authors present "The Woods," a local cooperative, mixed-reality game using augmented reality and 4-channel audio spatialization panning that provides players with face-to-face interactions in pursuit of a shared goal. This paper discusses the narrative, mechanical, and sonic components of the game, as well as the game's development process and the players' experiences. The goal of our team is to develop a narrative-driven AR game that promotes collaborative problem-solving and engages players in an emergent physical and digital experience.


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