341
Views
2
CrossRef citations to date
0
Altmetric
Original Articles

Studying the effect of symmetry in team structures on collaborative tasks in virtual reality

, , &
Pages 2467-2475 | Received 11 Jul 2022, Accepted 17 Sep 2022, Published online: 22 Sep 2022

References

  • Abadia, Rhodora, James Calvert, and Syed Mohammad Tauseef. 2018. “Salient Features of an Effective Immersive Non-Collaborative Virtual Reality Learning Environment.” Proceedings of the 10th International Conference on Education Technology and Computers, 268–278.
  • Alkhateeb, Omar Salem. 2015. “The Effect of the Six Hats Based on Program in the Development of the Pivotal Thinking of Islamic Concepts Students in Hussein University.” Journal of Education and Practice 6 (2): 1–14.
  • Anderson, Neil R., and Michael A. West. 1998. “Measuring Climate for Work Group Innovation: Development and Validation of the Team Climate Inventory.” Journal of Organizational Behavior: The International Journal of Industrial, Occupational and Organizational Psychology and Behavior 19 (3): 235–258. doi:10.1002/(SICI)1099-1379(199805)19:3<235::AID-JOB837>3.0.CO;2-C.
  • Bain, Paul G., Leon Mann, and Andrew Pirola-Merlo. 2001. “The Innovation Imperative: The Relationships Between Team Climate, Innovation, and Performance in Research and Development Teams.” Small Group Research 32 (1): 55–73. doi:10.1177/104649640103200103.
  • Burova, A., P. B. Palma, P. Truong, J. Mäkelä, H. Heinonen, J. Hakulinen, K. Ronkainen, R. Raisamo, M. Turunen, and S. Siltanen. 2022. “Distributed Asymmetric Virtual Reality in Industrial Context: Enhancing the Collaboration of Geographically Dispersed Teams in the Pipeline of Maintenance Method Development and Technical Documentation Creation.” Applied Sciences 12 (8): 3728.
  • Chan, Liwei, and Kouta Minamizawa. 2017. “FrontFace: Facilitating Communication Between HMD Users and Outsiders Using Front-Facing-Screen HMDs.” Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, 1–5.
  • Chang, Wen-Long, and Shih-Ting Chen. 2015. “The Impact of World Café on Entrepreneurial Strategic Planning Capability.” Journal of Business Research 68 (6): 1283–1290. doi:10.1016/j.jbusres.2014.11.020.
  • Clergeaud, Damien, Joan Sol Roo, Martin Hachet, and Pascal Guitton. 2017. “Towards Seamless Interaction Between Physical and Virtual Locations for Asymmetric Collaboration.” Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, 1–4.
  • Coskun, Hamit, and Öznur Göçmen. 2019. “Individual Brainstorming Performance as a Function of Velocity and Comparison Feedback.” Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 21 (1): 197–210.
  • Cropley, David, and Arthur Cropley. 2008. “Elements of a Universal Aesthetic of Creativity.” Psychology of Aesthetics, Creativity, and the Arts 2 (3): 155–161. doi:10.1037/1931-3896.2.3.155.
  • Drey, T., P. Albus, S. der Kinderen, M. Milo, T. Segschneider, L. Chanzab, … E. Rukzio. April 2022. “Towards Collaborative Learning in Virtual Reality: A Comparison of Co-Located Symmetric and Asymmetric Pair-Learning.” In CHI Conference on Human Factors in Computing Systems, 1–19.
  • Dugosh, Karen Leggett, Paul B. Paulus, Evelyn J. Roland, and Huei-Chuan Yang. 2000. “Cognitive Stimulation in Brainstorming.” Journal of Personality and Social Psychology 79 (5): 722–735. doi:10.1037/0022-3514.79.5.722.
  • Ekahitanond, Visara. 2018. “Adopting the Six Thinking Hats to Develop Critical Thinking Abilities Through LINE.” Australian Educational Computing 33 (1): n1.
  • Eynard, Rémy, Marc Pallot, Olivier Christmann, and Simon Richir. 2015. “Impact of Verbal Communication on User Experience in 3D Immersive Virtual Environments.” 2015 IEEE International Conference on Engineering, Technology and Innovation/International Technology Management Conference (ICE/ITMC), 1–8. IEEE.
  • Feeman, Seth M., Landon B. Wright, and John L. Salmon. 2018. “Exploration and Evaluation of CAD 21odelling in Virtual Reality.” Computer-Aided Design and Applications 15 (6): 892–904. doi:10.1080/16864360.2018.1462570.
  • Fleury, S., A. Agnès, R. Vanukuru, E. Goumillout, N. Delcombel, and S. Richir. 2020. “Studying the Effects of Visual Movement on Creativity.” Thinking Skills and Creativity 36: 100661.
  • Fouché, Christa, and Glenda Light. 2011. “An Invitation to Dialogue: ‘The World Café’In Social Work Research.” Qualitative Social Work 10 (1): 28–48. doi:10.1177/1473325010376016.
  • Grandi, Jerônimo Gustavo, Henrique Galvan Debarba, and Anderson Maciel. 2019. “Characterizing Asymmetric Collaborative Interactions in Virtual and Augmented Realities.” 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 127–135. IEEE.
  • Guegan, Jérôme, Stéphanie Buisine, Fabrice Mantelet, Nicolas Maranzana, and Frédéric Segonds. 2016. “Avatar-Mediated Creativity: When Embodying Inventors Makes Engineers More Creative.” Computers in Human Behavior 61: 165–175. doi:10.1016/j.chb.2016.03.024.
  • Gugenheimer, Jan, Evgeny Stemasov, Julian Frommel, and Enrico Rukzio. 2017. “Sharevr: Enabling Co-Located Experiences for Virtual Reality Between HMD and Non-HMD Users.” Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 4021–4033.
  • Heldal, Ilona, Ralph Schroeder, Anthony Steed, Ann-Sofie Axelsson, Maria Spante, and Josef Wideström. 2005. “Immersiveness and Symmetry in Copresent Scenarios.” IEEE Proceedings VR 2005 Virtual Reality, 171–178.
  • Keum, Dongil, and Kelly See. 2017. “The Influence of Hierarchy on Idea Generation and Selection in the Innovation Process.” Organization Science 28 (4): 653–669. doi:10.1287/orsc.2017.1142.
  • Kivimaki, Mika, and Marko Elovainio. 1999. “A Short Version of the Team Climate Inventory: Development and Psychometric Properties.” Journal of Occupational and Organizational Psychology 72 (2): 241–246. doi:10.1348/096317999166644.
  • Kohn, Nicholas, and Steven Smith. 2011. “Collaborative Fixation: Effects of Others’ Ideas on Brainstorming.” Applied Cognitive Psychology 25 (3): 359–371. doi:10.1002/acp.1699.
  • Lee, Jiwon, Mingyu Kim, and Jinmo Kim. 2020. “RoleVR: Multi-Experience in Immersive Virtual Reality Between Co-Located HMD and Non-HMD Users.” Multimedia Tools and Applications 79 (1–2): 979–1005.
  • Lisiecka, Karolina, Agnieszka Rychwalska, Katarzyna Samson, Klara Lucznik, Michal Ziembowicz, Agnieszka Szostek, and Andrzej Nowak. 2016. “Medium Moderates the Message. How Users Adjust Their Communication Trajectories to Different Media in Collaborative Task Solving.” PLoS One 11 (6), doi:10.1371/journal.pone.0157827.
  • Mille, C., O. Christmann, S. Fleury, and S. Richir. 2020. “Effects of Digital Tools Feature on Creativity and Communicability of Ideas for Upstream Phase of Conception.” 4th International Conference on Computer-Human Interaction Research and Applications.
  • Nutzmann, Marc, Thorsten Sauer, Markus Vob, and Hulusi Bozkurt. 2019. “Study on Learning Concepts Applying Creativity Methods in Education and Industry.” DS 95: Proceedings of the 21st International Conference on Engineering and Product Design Education. University of Strathclyde, Glasgow. doi:10.35199/epde2019.85.
  • Ochs, Carli, and Andreas Sonderegger. 2022. “The Interplay Between Presence and Learning.” Frontiers in Virtual Reality 7, doi:10.3389/frvir.2022.742509.
  • Osborn, Alex. 1957. Applied Imagination. New York: Scribner.
  • Ouverson, K. M., and S. B. Gilbert. 2021. “A Composite Framework of Co-Located Asymmetric Virtual Reality.” Proceedings of the ACM on Human-Computer Interaction 5 (CSCW1): 1–20.
  • Pirola-Merlo, Andrew, and Leon Mann. 2004. “The Relationship Between Individual Creativity and Team Creativity: Aggregating Across People and Time.” Journal of Organizational Behavior 25 (2): 235–257. doi:10.1002/job.240.
  • Serubugo, Sule, Denisa Skantarova, Nicolaj Evers, and Martin Kraus. 2018. “Facilitating Asymmetric Collaborative Navigation in Room-Scale Virtual Reality for Public Spaces.” Interactivity, Game Creation, Design, Learning, and Innovation, 64–73. Springer.
  • Slater, Mel, Amela Sadagic, Martin Usoh, and Ralph Schroeder. 2000. “Small-Group Behavior in a Virtual and Real Environment: A Comparative Study.” PRESENCE: Virtual and Augmented Reality 9 (1): 37–51. doi:10.1162/105474600566600.
  • Stieglitz, Stefan, M Milad Mirbabaie, Nicholas R.J. Möllmann, and Jannik Rzyski. 2021. “Collaborating with Virtual Assistants in Organizations: Analyzing Social Loafing Tendencies and Responsibility Attribution.” Information Systems Frontiers 24 (3): 745–770.
  • Taber, Keith. 2018. “The use of Cronbach’s Alpha When Developing and Reporting Research Instruments in Science Education.” Research in Science Education 48 (6): 1273–1296. doi:10.1007/s11165-016-9602-2.
  • Tan, Chee-Seng, Xiao-Shan Lau, Yian-Thin Kung, and Renu Kailsan. 2019. “Openness to Experience Enhances Creativity: The Mediating Role of Intrinsic Motivation and the Creative Process Engagement.” The Journal of Creative Behavior 53 (1): 109–119. doi:10.1002/jocb.170.
  • Thomsen, L. A., N. C. Nilsson, R. Nordahl, and B. Lohmann. 2019. “Asymmetric Collaboration in Virtual Reality: A Taxonomy of Asymmetric Interfaces for Collaborative Immersive Learning.” Tidsskriftet Læring Og Medier (LOM) 12 (20): 1–28. doi:10.7146/lom.v12i20.109391
  • Thoravi Kumaravel, B., C. Nguyen, S. DiVerdi, and B. Hartmann. October 2020. “TransceiVR: Bridging Asymmetrical Communication Between VR Users and External Collaborators.” Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology, 182–195.
  • Van Der Lugt, Remko. 2002. “Brainsketching and How It Differs from Brainstorming.” Creativity and Innovation Management 11 (1): 43–54. doi:10.1111/1467-8691.00235.
  • Ward, Thomas, and Marcene Sonneborn. 2009. “Creative Expression in Virtual Worlds: Imitation, Imagination, and Individualized Collaboration.” Psychology of Aesthetics Creativity and the Arts 3 (4): 211–221. doi:10.1037/2160-4134.1.S.32.
  • Yang, Eun Kyoung, and Jee Hyun Lee. 2020. “Cognitive Impact of Virtual Reality Sketching on Designers’ Concept Generation.” Digital Creativity 31 (2): 1–16. doi:10.1080/14626268.2020.1726964.
  • Yang, Keng-Ta, Chiu-Hsuan Wang, and Liwei Chan. 2018. “Sharespace: Facilitating Shared use of the Physical Space by Both VR Head-Mounted Display and External Users.” Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology, 499–509.
  • Zhang, Xi, Yao Meng, Patricia Ordonez de Pablos, and Yongqiang Sun. 2019. “Learning Analytics in Collaborative Learning Supported by Slack: From the Perspective of Engagement.” Computers in Human Behavior 92: 625–633. doi:10.1016/j.chb.2017.08.012.
  • Zhang, Xi, Yuan Zhang, Yongqiang Sun, Miltiadis Lytras, Ordonez de Pablos Patricia, and Wei He. 2017. “Exploring the Effect of Transformational Leadership on Individual Creativity in e-Learning: A Perspective of Social Exchange Theory.” Studies in Higher Education 43 (11): 1–15. doi:10.1080/03075079.2017.1296824.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.