Ralph Schroeder

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Research on virtual environments has provided insights into the experience of presence (or being there) and copresence (being there together). Several dimensions of this experience, including the realism of the environment and of the avatar embodiment, have been investigated. At the same time, research on a number of new media has begun to use concepts that(More)
In this chapter, I will give an overview of some central issues in research on shared virtual environments (VEs) – including “presence”, “copresence”, communication, and small and large group dynamics across a range of virtual reality (VR) technologies and different conditions under which they are used. I will discuss different studies of the interplay(More)
The realism of avatars in terms of behavioral and form is critical to the development of collaborative virtual environments. In the study we utilized state of the art, realtime face tracking technology to track and render facial expressions unobtrusively in a desktop CVE. Participants in dyads interacted with each other via either a videoconference (high(More)
In this paper we present the results of a trial in which two participants collaborated on a puzzle-solving task in networked virtual environments. The task was a Rubik’s cube type puzzle, and this meant that the two participants had to interact with the space and with each other very intensivelyFand they did this successfully despite the limitation of the(More)
In this paper, we examine transformations that have taken place in e-Research, and address the potential for additional transformations as e-Research develops and matures. The notion of a transformation in e-Research can operate on many levels: transformations in the tools used to conduct research, transformations in projects that enable new types of(More)
This paper describes two methods for analyzing interactions in collaborative virtual environments (CVEs): one whereby quantitative data are captured, interaction is categorized into a number of activities, and statistical analysis can be performed on frequencies and sequences of events. The other is based on the transcription of individual fragments of(More)
Virtual environments systems based on immersive projection technologies (IPTs) offer users the possibility to collaborate intuitively in a three-dimensional environment. While considerable work has been done on examining interaction in desktop-based collaborative virtual environments (CVEs), there are currently no studies for collaborative interaction using(More)