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Collaborative block design task for assessing pair performance in virtual reality and reality

Collaborative problem solving is more important than ever as the problems we try to solve become increasingly complex. Meanwhile, personal and professional communication has moved from face-to-face to computer-mediated environments, but there is little understanding on how the characteristics of the...

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Detalles Bibliográficos
Autores principales: Wikström, Valtteri, Martikainen, Silja, Falcon, Mari, Ruistola, Juha, Saarikivi, Katri
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7494474/
https://www.ncbi.nlm.nih.gov/pubmed/32984580
http://dx.doi.org/10.1016/j.heliyon.2020.e04823
Descripción
Sumario:Collaborative problem solving is more important than ever as the problems we try to solve become increasingly complex. Meanwhile, personal and professional communication has moved from face-to-face to computer-mediated environments, but there is little understanding on how the characteristics of these environments affect the quality of interaction and joint problem solving. To develop this understanding, methods are needed for measuring success of collaboration. For this purpose, we created a collaborative block design task intended to evaluate and quantify pair performance. In this task, participants need to share information to complete visuospatial puzzles. Two versions of the task are described: a physical version and one that can be completed in virtual reality. A preliminary study was conducted with the physical version (N = 18 pairs) and the results were used to develop the task for a second study in virtual reality (N = 31 pairs). Performance measures were developed for the task, and we found that pair performance was normally distributed and positively associated with visuospatial skills, but not with other participant-specific background factors. The task specifications are released for the research community to apply and adapt in the study of computer-mediated social interaction.