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Virtual Environments and the Future of Collaboration Ralph Schroeder Oxford Internet Institute TACTiCS, April 8 2011

Virtual Environments and the Future of Collaboration

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Ralph Schroeder's presentation to TACTiCS.

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Virtual Environments and the Future of Collaboration

Ralph SchroederOxford Internet InstituteTACTiCS, April 8 2011

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Overview

• Real World Applications• Why are Virtual Environments Important?• Definition of Virtual Environments and Two End‐states

• Some Findings• Different Media For Being there Together• Outlook for Technology, Society, and Collaboration• Useful Tools for Thinking about the Future• The Future of Distributed Collaboration

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Real World Applications

• Business Meetings – time and travel 

• Training– if difficult otherwise

• Design and Visualization– Exploring spaces

• Online worlds– For socializing

• Education– Classes and co‐visualizations

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Why are Virtual Environments Important?

• They are the most ‘extreme’ form of mediated being there together

• Technologies for ‘being there together’ are proliferating

• There are many preconceptions that mediated ‘being there together’ is not as good as face‐to‐face

• Virtual Environments can help us to understand the future of mediated collaboration

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Definition of Shared Virtual Environments and two End‐states

• Definition: presence, plus interacting, plus Copresence – Sensory experience of being in a place other than the one you are physically in, and being able to interact with it, and being there and interacting with others

• There are only two End‐States: totally immersive video vs. computer‐generated

• We can work backwards from these ‐ to less immersive forms of being there together

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Blue‐C: the video captured immersive end‐state

Courtesy of Markus Gross, The blue-c project, ETH Zürich

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Blue‐C

Courtesy of Markus Gross, The blue-c project, ETH Zürich

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CAVE‐like Systems: the computer generated end‐state

Chalmers’ Tan VR-CUBE UCL’s Trimension ReaCTor

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London – Gothenburg ‘Caves’

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Doing the Rubik’s cube

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Task: The Rubik puzzle

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FtF

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Other Tasks

With Anthony Steed and Dave Roberts

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Some Findings

• Collaboration is as good as face‐to‐face• The more immersive, the more sense of the being there together (other things equal!)

• Technology determines ‘leadership’• Following and not following conventions (going through avatars, leaning, pointing)

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Activeworlds

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Onlive Traveler

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HP Halo

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More Findings

• videoconferencing has been available for decades, but is not widely used– the ‘I’m having a bad hair day’ problem– Findings about skype and grandparents and distributed couples: realism doesn’t matter, being there together does

• In online virtual worlds, some social cues are not needed, some forms of non‐verbal communication have limited uses

• online virtual worlds are enjoyable for socializing and joint spatial activity

• Avatars need consistency• Voice is a reality check• People develop a stake in their world

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Different Media for Being Together

• Instant Messaging• Social Networking• Videoconferencing• Mobile Phones• Shared workspaces• All have

– High‐Low Spatial Component– Self‐presentation component– Large or Small Group Interaction

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Tools for Thinking about the Future 

• Only Two End‐States (video versus computer‐generated), with different affordances

• Online spaces support spatial interaction, social norms, and engaging content 

• There are limits to the number of others that can be focused on

• Mixed or Augmented Reality are subject to attention limits

• All mediated forms of togetherness approximate the two end‐states

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Technology and Social Outlook

• Technological problems are solvable• the technology for large 3D displays and interaction is 

becoming cheap and widespread • Users adapt to modality and self‐representation • co‐visualization and co‐manipulation of spaces works well• lots of things can be done together in online worlds that can’t 

be done in the real world• online sociability be can better than real world sociability • online spaces can be more imaginative and interesting than 

real ones• Convergence and mixing of modalities

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Collaboration Outlook

• How much face, body and space is needed?• Facial photorealism/videoconferencing versus Spatial computer generated environment?– Not quite

• Large population worlds, small groups of faces?

• How different is collaborating from socializing?

• Time, money and environmental reasons dictate less travel

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Observing education in action through scripting classes

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The Future of Distributed Collaboration

• Face‐to‐Face interaction is not the Gold Standard• Combining the Two (and only two) End‐States with Mixed and 

Augmented Realities, Sensors, Geolocation, Tagging, Crowdsourcing…

• Social networking and mobiles: ‘always on’ ‘availability’ and ‘awareness’ 

• Collaboration is becoming more multi‐modal, with greater need for managing overload, and sharing and distributing work

• The future consists of effective and enjoyable mixing and matching of modes of being there together