5,196 research outputs found

    Team Collaboration in Virtual Worlds: Editorial to the Special Issue

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    Virtual worlds are Internet-based three-dimensional (3D) computer-generated environments where users interact through “avatars” – a computer-generated representation of themselves that they control in terms of appearance and behavior. In recent years, virtual worlds have evolved into sophisticated social systems where millions of people regularly collaborate. For dispersed organizational teams, they represent a viable collaboration environment in which users can integrate different communication channels and manipulate digital artifacts that represent actual team deliverables. In this editorial to the Special Issue on Team Collaboration in Virtual Worlds, we discuss past research and highlight key findings with respect to five dimensions of collaborative work: technology, people, information, process, and leadership. We conclude with a discussion of the key research challenges that lie ahead to shape the research agenda for team collaboration in virtual worlds and metaverses

    Collaborative Virtual Training with Physical and Communicative Autonomous Agents

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    International audienceVirtual agents are a real asset in collaborative virtual environment for training (CVET) as they can replace missing team members. Collaboration between such agents and users, however, is generally limited. We present here a whole integrated model of CVET focusing on the abstraction of the real or virtual nature of the actor to define a homogenous collaboration model. First, we define a new collaborative model of interaction. This model notably allows to abstract the real or virtual nature of a teammate. Moreover, we propose a new role exchange approach so that actors can swap their roles during training. The model also permits the use of physically based objects and characters animation to increase the realism of the world. Second, we design a new communicative agent model, which aims at improving collaboration with other actors using dialog to coordinate their actions and to share their knowledge. Finally, we evaluated the proposed model to estimate the resulting benefits for the users and we show that this is integrated in existing CVET applications

    Designing the Organizational Metaverse for Effective Socialization

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    The metaverse is a virtual world that merges physical, virtual, and augmented reality, enabling collaboration between online users and offering limitless opportunities for connectivity and integration. While the metaverse has gained significant attention in organizations, it presents social challenges as organizations have unprecedented insight and influence over individuals\u27 thoughts and beliefs. Our review is based on a theoretical framework and examines the impact of the environment, collaboration, avatars, and individual behavior on organizational socialization. We develop a conceptual model for the socialization process in the metaverse, contributing to a deep understanding of this emerging field and providing a research agenda for future work

    Non-verbal aspects of collaboration in virtual worlds: a CSCW taxonomy-development proposal integrating the presence dimension

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    Virtual worlds, particularly those able to provide a three-dimensional physical space, have features that make them suitable to support collaborative activities. These features distinguish virtual worlds from other collaboration tools, but current taxonomies of the field of Computer-Supported Cooperative Work do not account for several distinctive features of virtual worlds, namely those related with non-verbal communication. We intended to find out how the use of an avatar, gestures, spatial sounds, etc., influence collaboration in order to be able to include non-verbal communication in taxonomies of the field Computer-Supported Cooperative Work. Several cases of collaboration in virtual worlds are analysed, to find the impact of these non-verbal characteristics of virtual worlds. We proposed adding the concept of Presence to taxonomies of Computer-Supported Cooperative Work and contribute with guidance for future taxonomy development that includes it as a new dimension. This new dimension of Presence is subdivided into "avatar" and "physical space" subdimensions. In turn, these are divided into "physical appearance", "gestures, sounds and animations" and "focus, nimbus and aura"; "environment" and "objects / artefacts". This new taxonomy-development proposal may contribute to inform better design of virtual worlds in support of cooperative work.info:eu-repo/semantics/publishedVersio
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