Bittersweet Virtual Reality Collaboration: Necessary and Sufficient Conditions
2021
- 465Usage
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Metrics Details
- Usage465
- Abstract Views393
- Downloads72
Artifact Description
The spread of COVID-19 has led to new challenges on organizations of every size. This also affects collaboration, which since then has had to be more digital than ever. While traditional collaboration tools, such as video- and audioconferences have reached their limits in terms of interactive and flexible collaboration, the development of multi-user virtual reality (VR) technology is introducing new possibilities. We investigate which conditions have an impact on the intention to collaborate in VR environments. To this end, we conducted a multi-user VR experiment and then interviewed participants individually and in focus groups on their collaboration behaviors. We were able to identify technological-, task-, and user-related conditions, which could be distinguished in necessary and sufficient conditions. Our research has helped to create evaluation opportunities to determine what conditions should be met to foster collaboration in VR.
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