Difference between revisions of "Hindmarsh2000a"
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|Author(s)=Jon Hindmarsh; Mike Fraser; Christian Heath; Steve Benford; Chris Greenhalgh | |Author(s)=Jon Hindmarsh; Mike Fraser; Christian Heath; Steve Benford; Chris Greenhalgh | ||
|Title=Object-focused interaction in collaborative virtual environments | |Title=Object-focused interaction in collaborative virtual environments | ||
− | |Tag(s)=EMCA; Computer-mediated communication; Virtual collaboration; Objects; | + | |Tag(s)=EMCA; Computer-mediated communication; Virtual collaboration; Objects; |
|Key=Hindmarsh2000a | |Key=Hindmarsh2000a | ||
|Year=2000 | |Year=2000 | ||
|Journal=ACM Transactions on Computer-Human Interaction | |Journal=ACM Transactions on Computer-Human Interaction | ||
|Volume=7 | |Volume=7 | ||
− | |Pages= | + | |Number=4 |
+ | |Pages=477–509 | ||
|URL=http://dl.acm.org/citation.cfm?id=365088 | |URL=http://dl.acm.org/citation.cfm?id=365088 | ||
+ | |DOI=10.1145/365058.365088 | ||
|Abstract=This paper explores and evaluates the support for object-focused interaction provided by a desktop Collaborative Virtual Environment. An experimental “design” task was conducted, and video recordings of the participants' activities facilitated an observational analysis of interaction in, and through, the virtual world. Observations include: problems due to “fragmented” views of embodiments in relation to shared objects; participants compensating with spoken accounts of their actions; and difficulties in understanding others' perspectives. Implications and proposals for the design of CVEs drawn from these observations are: the use of semidistorted views to support peripheral awareness; more explicit or exaggerated representations of actions than are provided by pseudohumanoid avatars; and navigation techniques that are sensitive to the actions of others. The paper also presents some examples of the ways in which these proposals might be realized. | |Abstract=This paper explores and evaluates the support for object-focused interaction provided by a desktop Collaborative Virtual Environment. An experimental “design” task was conducted, and video recordings of the participants' activities facilitated an observational analysis of interaction in, and through, the virtual world. Observations include: problems due to “fragmented” views of embodiments in relation to shared objects; participants compensating with spoken accounts of their actions; and difficulties in understanding others' perspectives. Implications and proposals for the design of CVEs drawn from these observations are: the use of semidistorted views to support peripheral awareness; more explicit or exaggerated representations of actions than are provided by pseudohumanoid avatars; and navigation techniques that are sensitive to the actions of others. The paper also presents some examples of the ways in which these proposals might be realized. | ||
}} | }} |
Latest revision as of 10:55, 27 October 2019
Hindmarsh2000a | |
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BibType | ARTICLE |
Key | Hindmarsh2000a |
Author(s) | Jon Hindmarsh, Mike Fraser, Christian Heath, Steve Benford, Chris Greenhalgh |
Title | Object-focused interaction in collaborative virtual environments |
Editor(s) | |
Tag(s) | EMCA, Computer-mediated communication, Virtual collaboration, Objects |
Publisher | |
Year | 2000 |
Language | |
City | |
Month | |
Journal | ACM Transactions on Computer-Human Interaction |
Volume | 7 |
Number | 4 |
Pages | 477–509 |
URL | Link |
DOI | 10.1145/365058.365088 |
ISBN | |
Organization | |
Institution | |
School | |
Type | |
Edition | |
Series | |
Howpublished | |
Book title | |
Chapter |
Abstract
This paper explores and evaluates the support for object-focused interaction provided by a desktop Collaborative Virtual Environment. An experimental “design” task was conducted, and video recordings of the participants' activities facilitated an observational analysis of interaction in, and through, the virtual world. Observations include: problems due to “fragmented” views of embodiments in relation to shared objects; participants compensating with spoken accounts of their actions; and difficulties in understanding others' perspectives. Implications and proposals for the design of CVEs drawn from these observations are: the use of semidistorted views to support peripheral awareness; more explicit or exaggerated representations of actions than are provided by pseudohumanoid avatars; and navigation techniques that are sensitive to the actions of others. The paper also presents some examples of the ways in which these proposals might be realized.
Notes