Studying the effect of symmetry in team structures on collaborative tasks in virtual reality.

Studies involving collaboration in groups are frequently carried out under symmetrical conditions, meaning that all team members have the same role at the same time. In Virtual Reality, symmetrical collaboration often seems attractive as it allows all participants to be included in the VR environmen...

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Publicado en:Behaviour & Information Technology Vol. 42; no. 14; pp. 2467 - 2476
Autores principales: Agnès, Aurélien, Sylvain, Fleury, Vanukuru, Rishi, Richir, Simon
Formato: pictorial research tables/charts Journal Article
Publicado: Taylor & Francis Ltd Nov2023
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Nov2023
      vid: 42
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      pub: Taylor & Francis Ltd
      place: Philadelphia, Pennsylvania
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        atl: Studying the effect of symmetry in team structures on collaborative tasks in virtual reality.
      aug:
        au:
          Agnès, Aurélien
          Sylvain, Fleury
          Vanukuru, Rishi
          Richir, Simon
        affil: Arts et Métiers Sciences et Technologies, LAMPA, HESAM Université, Changé, France
      sug:
        subj:
          Virtual Reality
          Collaboration
          Creativeness Evaluation
          Behavior Evaluation
          Task Performance and Analysis
          Social Environment
          Human
          Male
          Female
          Adult
          Descriptive Statistics
          Summated Rating Scaling
          Internal Consistency
          Coefficient alpha
          Safety
          Orientation
          Diffusion of Innovation
          Correlational Studies
          Spearman's Rank Correlation Coefficient
          Questionnaires
          Adult: 19-44 years
          Male
          Female
      ab: Studies involving collaboration in groups are frequently carried out under symmetrical conditions, meaning that all team members have the same role at the same time. In Virtual Reality, symmetrical collaboration often seems attractive as it allows all participants to be included in the VR environment, but it is not clear whether this provides any benefits over asymmetric forms of collaboration, such as when some team members are in VR while others are working on laptops. We conducted a study to compare the conditions of symmetric configurations (both team members use VR) and asymmetric configurations (one member in VR, and the other uses a laptop) when two participants performed a creativity task together. We found that there were differences in participant behaviour and the ideas generated. We conclude by proposing guidelines for future work in the area, particularly related to the use of Virtual Reality for creativity workshops.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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