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Three's company: understanding communication channels in three-way distributed collaboration
Three's company: understanding communication channels in three-way distributed collaboration   (Citations: 5)
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We explore the design of a system for three-way collaboration over a shared visual workspace, specifically in how to support three channels of communication: person, reference, and task-space. In two studies, we explore the implications of extending designs intended for dyadic collaboration to three-person groups, and the role of each communication channel. Our studies illustrate the utility of multiple configurations of users around a distributed workspace, and explore the subtleties of traditional notions of identity, awareness, spatial metaphor, and corporeal embodiments as they relate to three-way collaboration.
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    • ...A typical design for constructing such an environment fuses remote and local spaces into one hybrid workspace by directly projecting remote gestures into a physical workspace [13, 24]...
    • ...The experimental findings by Tang et al. reported that the local user’s hand often occluded the image of the remote collaborator’s hand and complicated awareness of the current activity [24]...
    • ...While other systems (e.g., [24]) restrict each user’s position (i.e., do not allow various arrangements or walking around the table), t-Room supports flexible user arrangements around the table [27], which is essential in co-located tabletop activities [21]...
    • ...Although tables are inherently designed to support group work, the vast majority of studies on distributed tabletops have explored pairs, with such exceptions as [24]...
    • ...Previous studies on distributed tabletops have typically transmitted finger/pen contacts with a fading trail to support physical collaboration across distance [4, 24]...

    Naomi Yamashitaet al. Improving visibility of remote gestures in distributed tabletop collab...

    • ...[29,30,24] provide an avenue to address this question: when collaborators’ corporeal embodiments no longer impede one’s access to parts of the space, do users take advantage of that space, or do users still employ tabletop spatiality to coordinate activities? The literature provides a somewhat mixed response to this question, suggesting that the use of tabletop spatiality (in a distributed context) functions either differently, or ...
    • ...In many cases, it has been to illustrate the spatiality of interaction [15,18,24,30], while in other cases it has been use to illustrate the flow of interaction [7]...
    • ...[15,24,30]): generally, where are users interacting with the workspace? The activity plots that have been generated to study this spatial behaviour typically focus on the entire workspace, thereby allowing a reader to examine the partitioning behaviour of users...
    • ...[24,29]). In such cases, we would be interested in studying the actions of each user independently, thereby facilitating comparison across users and/or across conditions...
    • ...The tabletop system in question (illustrated in Figure 4) was developed to support collaboration between users of three different tabletops distributed between multiple sites [24]...
    • ...In contrast, the venerable DiamondTouch platform [2] and systems exploring distributed tabletops (e.g. [24,29,30]) are well suited for VisTACO...

    Anthony Tanget al. VisTACO: visualizing tabletop collaboration

    • ...This is an extension of the telepointer concept [14], and related to recent work on arm embodiments for awareness [32, 33]...

    KyungTae Kimet al. Hugin: a framework for awareness and coordination in mixed-presence co...

    • ...VideoArms is an example of this technique (A. Tang et al., 2007), and was later enhanced to use temporal traces to show the previous positions of users’ hands (A. Tang et al., 2010)...
    • ...There is evidence that using temporal traces on remote embodiments can improve collaborative communication (Gutwin & Penner, 2002); (A. Tang et al., 2010)...
    • ...Although a few embodiment solutions express some component of gesture height (e.g., VideoArms with traces (A. Tang et al., 2010)), no current technique expresses the full range of height seen in our studies...
    • ...An early example of this approach is the enhancement of VideoArms to show temporal traces whenever a user’s fingers touched the surface (A. Tang et al., 2010)...
    • ...The methods we used to address these design recommendations are arbitrary, although future work could determine whether, for instance, stroke atoms are best enhanced through trace-like effects (Gutwin and Penner, 2002), motion blur (as used here), or continuous fading lines as in the enhanced VideoArms technique (A. Tang et al., 2010)...

    Aaron Genestet al. Characterizing Deixis over Surfaces to Improve Remote Embodiments

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