The authors of this paper go on to discuss various online meeting tools (we use Live Meeting at work), workflow tools (we have no such thing, unfortunately), and group calendars. I could relate and understand most of what they said, as we use many of these tools where I work. As with other tools, use of some of these tools is frustrated by hesitation by the aging population of the office to accept new technology. Group calendars and specifically the ability to schedule meetings and reserve conference rooms via Microsoft Outlook is a particularly neglected tool. I often schedule a meeting via Outlook, and arrive at the reserved conference room at the appointed time, to find another meeting taking place. When I inform the squatters that I have reserved the room, I have been told on more than one occasion they they had also reserved the the room…by posting a note on the door, or telling the receptionist that they would be using it. So, while these technologies are extremely useful, I’ve had the opportunity to see first hand the challenges faced during the transitional phases of technology adoption.
My primary research focus this semester (both in this class and in another) has been the use of 3-D immersive virtual environments to perform various communication tasks. The authors of this paper suggest that virtual environments are ineffective for distributed collaboration, because “in use, it is difficult to establish mutual awareness or orientation in such spaces” (Olson). However, I think this finding could be a bit outdated at this point. Having reviewed the sources indicated by the Olsons, I find that only Hindmarsh, et al. suggests that virtual environments are ineffective as distributed collaboration tools, and that study is quite old (11 years old), and was performed using technology that doesn’t even exist anymore (Hindmarsh, et al., 1998). I believe that modern virtual environments and the hardware used to interact within them are advanced far beyond what Hindmarsh et al. used in their study, and that the difficulties they experienced (primarily due to a limited field of view) have now been overcome. The other sources cited by the Olsons are nearly as old, use the CAVE virtual environment (which uses a vastly different interface than typical modern virtual environments), and fail to suggest that virtual environments are ineffective for distributed collaboration (Park, et al., 2000; Yang, 2002). My research indicates that virtual environments are more effective for distributed communication than other forms of electronic media (Bricken, 1992; Bronack, 2008; Franceschi, 2008; Martinez, 2008), primarily due to the enhanced set of communication tools that are available to users of virtual worlds. Studies have also suggested that one of the key benefits of collaboration in a virtual environment is the user’s sense of physical proximity to other users, which results in enhanced feelings of trust between users. In general, I believe that virtual environments have the potential to increase productivity in the workplace exponentially. In addition to the ease of collaboration between geographically distributed users, virtual environments can isolate users from the sensory distraction factors that exist in a typical open office environment, which will dramatically enhance focus and productivity (but that’s the topic of another paper…coming soon). The Olsons have given us a strong foundation in CSW technology, and while I believe they misjudged virtual environments (which I think have the potential to solve virtually all of the problems mentioned in their paper/chapter), they have definitely provided food for thought, and inspiration for future research and development.
References
Banbury, Simon P., et al. “Auditory Distraction and Short-Term Memory: Phenomena and Practical Implications.” Human Factors: The Journal of the Human Factors and Ergonomics Society 43.1 (2001): 12-29.
Bricken, Meredith. “Virtual worlds: No interface to design.” Ed. M. Benedikt. Cyberspace: First steps. Cambridge: MIT Press, (1992).
Bronack, Stephen C., et al. “Designing Virtual Worlds to Facilitate Meaningful Communication: Issues, Considerations, and Lessons Learned” Technical Communication 55.3 (2008): 261-267.
Bronack, Stephen C., et al. “Presence Pedagogy: Teaching and Learning in a 3D Virtual Immersive World” International Journal of Teaching and Learning in Higher Education 20.1 (2008): 59-69.
Dickey, Michele D. “Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance eductation” British Journal of Educational Technology 36.3 (2005): 439-451.
Franceschi, Katherine G., and Ronald M. Lee. “Virtual Social Presence for Effective Collaborative E-Learning” Proceedings of the 11th Annual International Workshop on Presence. 2008.
Gabbard, Joseph L. A Taxonomy of Usability Characteristics in Virtual Environments. MS thesis Virginia Polytechnic Institute and State University, 1997.
Hindmarsh, Jon., et al. “Fragmented Interaction: Establishing Mutual Orientation in Virtual Environments” Proceedings of Conference on Computer-Supported Cooperative Work. 1998.
Kirschner, Paul A. “Why Unguided Learning Does Not Work: An Analysis of the Failure of Discovery Learning, Problem-Based Learning, Experiential Learning, and Inquiry-Based Learning” Educational Psychologist. 2004.
Martinez, Nicola. “Second Life: The Future of Communications?” Proceedings of the 55th Annual Conference of the Society for Technical Communication. 2008.
Padmanabhan, Poornima. “Exploring Human Factors in Virtual Worlds.” Technical Communication 55.3 (2008): 270-275.
Park, Kyoung S., et al. “Lessons learned from employing multiple perspective in a collaborative virtual environment for visualizing scientific data” Proceedings of ACM CVE 2000 Conference on Collaborative Virtual Environments. 2000.
Slater, Mel. “Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire” Presence: Teleoperators and Virtual Environments 8.5 (1999): 560-565.
Witmer, Bob G., and Michael J. Singer. “Measuring Presence in Virtual Environments: A Presence Questionnaire” Presence 7.3 (1998): 225-240.
Yang, Huahai, and Gary M. Olson. “Exploring collaborative navigation: the effect of perspectives on group performance” Proceedings of CVE ’02. 2002.
No comments:
Post a Comment