Co-Presence and Co-Working in VE

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    examples of the spatial approach include media spaces [4],spatially oriented video conferencing [5,6,7], collaborative virtualenvironments [2,8] and tele-presence systems [9].In contrast to CSCW systems, di rect collaborative real-timeinteraction leads to completely new interaction possibilities,especially concurrent interaction of at least two users with one ormore objects. Unfortunately there is a lack of application anddesign support for CVEs. In addition to that most of the CVEsunder investigation are web based collaborative VirtualEnvironments. Good overviews about examples of these desktopCVEs can be found in [2,3,8,10,11,12,14]. There exist only a fewapproaches of back projection based VEs and CVEs. Anoverview of these approaches can be found in [15,16, ! 7,18].The work presented in this paper, explores some of the issuesrelated to human-to-human interaction mediated via projection-based VE. In particular, issues around the use of video and audiofor immersive telepresence and input device representations inCVEs are explored in a number of different evaluation sessions.In addition, the effects of disturbance factors typical of projection-based VEs such as cabling, use of shutter glasses are elaborated.The results and their analysis provides important insights into theway these issues affect co-presence and co-working in CVEs andallow for design guidelines to be developed.3. T H E O R Y O F E V A L U A T I O NWe developed a distributed Virtual Environment for medicalapplications, that allows two or more sites to share the samemedical data set and manipulate it collaboratively in real time.The CVE allows the distribution of a virtual human data set, thatincludes detailed body skin, underlying skeleton and heartmodels. The funct ionali ty of the CVE allows users to cut the skin,pick, manipulate and query information about the bones o f theskeleton, observe animations of the heart's function and modifythe transparency of the heart 's tissue.

    Figure 1 . Med ica l V E appl i cat ionIn Figure 1 the functionality of the VE in single user mode ispresented. The model is that of a human skeleton covered by skin.The skin can either be made transparent using a three-dimensionalslider or cut using a special skin cutter tool. These operations areselectable from the dynamic ring menu which appears when the

    user requests the functionality of the data set. In addition, bonescan be positioned and their names can be queried [24].The CVE is implemented in AVANGO [28]. Therefore, we areable without any modifications to use a variety of input and outputdevices. In this paper, we use two Collaborative Responsiveworkbenches [26,27], with a stylus and a three-button tool asinteraction device at each site. The two sites are connectedthrough a 100Mbps fast Ethernet. An Onyx2 Sil icon Graphicscomputer at each site renders and drives the two output devices.One 02 Silicon Graphics workstation captures and sends real-time audio and video of the local participant while another one isreceiving the real time audio and video of the remote participantat each site. Obviously, lower cost hardware can be used both forrendering and for the audio/video communication. Theavailability of the particular equipment and its high performanceprovide us wi th an easy choice.Usabil ity sessions carried out by VR experts not involved in theinitial design, resulted in an improved system. This system hasalso gone through an initial evaluation in a single user evaluationsession. The system is improved in terms of menus and toolrepresentations and overall functionality as a single user virtualenvironment. Thus, any usability issues related to the design andfunctionality of the VE in single user mode have been eliminatedprior to the evaluation of the co-presence and co-working in thedistributed scenarios.We focus in this paper on the two evaluation sessions that aremore closely linked to co-presence and co-working. Threeadditional ones are also included in the variation group analysisfor cross-checking of the analysis results.3 . 1 Ev a l ua t i on S e s s i onsCo-presence SessionThe purpose of this co-presence session is to evaluate the CVE i nterms of its support to the learning experience using immersivetelepresence only. The scenario for this session is that of adistance learning paradigm. A teacher and a learner arecommunicating via a video/audio connection each working on aCollaborative Responsive Workbench (two-sided responsiveworkbench). The vir tual data set is that of a human skeleton and itis distributed to the two sites, so that changes made by the studentare immediate ly visib le on the teacher's site.In this session, the learner is also the evaluator of the CVE. Thetask is for the learner to position three bones precisely in theircorrect location on a human skeleton. These bones lie in front ofthe evaluator and look very similar to each other so that it is notobvious where they have to be added to the skeleton. The teacherexplains the task, the data set, the input devices and the toolsremotely to the evaluator. If the evaluator does not know how toachieve the goal the teacher g ives advice about which tool shouldbe used, how to query in formation about the bones, how to changethe viewpoint etc. In this session the remote teacher does not useany input devices or tools. Only gestures and verbal instructionsare used.When the task is completed the co-presence session is ended and aquestionnaire addressing co-presence assessments is handed out tothe learner. After the questionnaire is filled out the leaner has a

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    f ive minutes recovery t ime before start ing the co-work evaluationsession.C o - w o r k S e s s i o nThe purpose of the co-work session is to evaluate the CVE interms of i ts support for collaborative work. In this session there isagain a local learner and a remote teacher (see Figure 2).However, both partners have equal r ights concernin g decisions,manip ulations and the access to tools. I t is interesting to note thatboth users can comp lete the task autonomo usly as well. Therefore,this session tests if CVEs encourage team work even though suchwork is not essential for completing this task.

    Figure 2. Collaborative Medical Respo nsiveWorkbenches (RWB)The learner is again the evaluator of the CVE. The task is sl ightlydifferent from the one of the co-presence session. Together theusers have to posit ion six bon es belo nging to three different pairsto complem ent the human ske le ton . Each bone in a pa i r be longs tothe left or r ight side of the skeleton (i .e . the femur bone of theright and the left leg). A set of three o f these bones l ie in front ofeach user. As the users stand opposite each other on differentsides of the skeleton they have to f ind out which bones belong totheir side as the bones are mixed. This can be done by queryingthe name o f the bone .If a user f inds out that a bone belongs to the partner 's side thisbone can be exchanged by pass ing i t over . Af te r a bone has been

    pos i t ioned in the ske le ton the user can make use o f a snap-backtool which allows the selected bone to snap back to the correctposit ion. This facil i ty enables users to evaluate and verify theirown o r their partner 's work.In order to complicate the task the hum an skeleton is covered withthe skin. For posit ioning the bones the part icular part of skeletonneeds to be mad e visible by cutt ing away the skin in this region.For doing so one user selects the cutt ing tool from the r ing menuand applies this to the interesting part of the human body.However, i t is not possible to cut the skin in this regionperm anen tly and therefore the user applyin g the cutt ing tool has tohold the tool while the other user posit ions the bone.When the six bones are posit ioned correctly into the skeleton, thesess ion is comple ted and the co-work ques t ionna i re is handed outto both users.U s e r P r o f i le sAnalys is o f an in t roduct ion ques t ionna i re a l lowed us to produce auser profi le. The age of the 60 evaluators is from a minimum 17years to a maximum 58 years. The majority are between 22 and27 years old. Most of these evaluators are universi ty studentswhereas the diversi ty of the other users ' professions reaches frompersonal assistants, journalists and workers, to technicians andcomputer sc ience or non-computer sc ience univers i ty professorsand researchers.Al l eva lua tors a re no t V i r tua l Envi ronm ent exper ts . However ,the i r knowledge concern ing computer hardware and sof twarediffers substantial ly. The group of 22-27 year old uses thecomputer mos t ly for web sur f ing as wel l as computer games ,whereas he older evaluators use i t mostly for edit ing with textprocessing software. Therefore, the f irst group is moreexperienced with hardware devices, such as game joysticks,steering wheels inclu ding force feedback. This ob servation isindependent from the subject ' s profession or f ield of studies. Acontrary result is that the older evaluators use a computer almosttwice as long per week as the group of the 22-27 years old. Noother significant differences betwe en the evaluators that mighthave an imp act on the analysis of the evaluation results are found.3 . 2 Ev a l ua t i on Me t hod sThere exist three different evaluation methods which can beappl ied to Col labora t ive Vir tua l Envi ronments : the exper theurist ic, the formative and the summative evaluation [21,22,23].The expert heuristic evaluation is an analytical method, while theformat ive and summat ive eva lua t ions a re empir ica l andobservational methods [25].In the expert heurist ic evaluation the evaluator is a f ield expertwho de te rmines problems wi th usabi l i ty in the des ign phase of theCVE.The output of the format ive eva lua tion i s a combina t ion ofquali tat ive and quanti tat ive results . The quanti tat ive dataeva lua tes the amoun t of t ime , the num ber of t r ial s , the nu mber ofmistakes etc. while perform ing a special task. The quali tat ive datacan be obtained by observing so-called cri t ical incidents [21]. Acrit ical incident is a problem that occurs wh ile a user is interacting

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    the help of these representations the influence of video is reduced C V E A d v a n c e d D e s i g n G u i d e l i n e sto support collaboration only psychologically.D i s t u r b a n c e F a c t o r sHigh system responsiveness is perceived as having very positiveimpact on collaboration. Even downsizing the application in orderto decrease the CPU load is recommendable. A good systemresponsiveness is guaranteed if all inputs and outputs areprocessed and rendered with in less than 50ms.Although the work with input devices is assessed to have negativeinfluence, this perception seems to be very subjective as wasshown by the high var iance in answers to the relevant questions.However, it is essential to facilitate the usage of VE input devicesas well as shutter glasses and cabling.Using descriptive text in a Virtual Environment the developersshould ensure that the alignment is realized with respect to theuser's physical size. Readability should be provided from anypoint within the CVE interaction space. This is especiallyinteresting when using a CAVE-like display system or acylindrical projection. In this case describing text can be attachedto the user's gaze, body or input devices.4.3 Variation Group AnalysisWith the variation group analysis it is confirmed that the absenceof representation forms has a negative impact on usability. It isproved by the statistical results from the var iation group analysisthat a missing remote partner representation handicaps the CVEteam more than missing remote tool and input devicerepresentations. The intensification of a collaborative worksession without restrictions in representations shows impact onusabili ty too. Now in conjunc tion with the evaluation results it ispossible to formulate a CVE rating scheme.This scheme consists of a chain starting with the audio link to theremote partner, which is proved to be the most important thing fora CVE. Without audio it is impossible to work adequately. Thenext component is the video representat ion of the remote partner.Although this representation form is important it is not essentialfor the completion of the collaborative task. The users are able tocompensate for this missing feature with other adequate tools orforms of communication (i.e. remote tool representation andaudio). The third item is the remote tool and input devicerepresentation. These representations support completing thecollaborative task but they are also not essential.It is proved from the conclusions of the statistical and groupanalysis that compensation always performs at the expense ofusability or the perception of co-presence and co-knowledge.Users who do not suffer any missing representation featuresperceive the collaboration in a CVE as most satisfying. If onlyone feature is missing the users have to compensate for it byadequate other tools and mechanisms. As a consequence the usersare unable to concentrate on the task. The compensa ting tools andmechanisms stress most of the user's senses in a way that these areoverloaded. Therefore the users perceive the usage of equipment,virtual tool and menus as disturbing and confusing. Users whofeel supported are rather wil ling to accept components, which areweak in terms of usability.

    Finally it is possible to formulate some further guidelines with theresults obtained by the variation group analysis CVE design and realization should consider the CVE ratingscheme.An audio link to the remote partner(s)/team needs to be morereliable than a video link. Synchronization of audio and videostreams is not necessary as long as the delay is not bigger than 10frames.Appropriate remote tool and input device representations aresupportive but with minor importance relative to the video link. Ifappropriate remote tool and input device representations aredifficult to realize ensure that equivalent, compensating tools andmechanisms are offered. Act ion feedback is an appropriatesolution for overcoming this representation drawback.Expert heuristic, formative and summative evaluations of thestand-alone Virtual Environment might not be able to identifyweaknesses concerning the usabili ty design for a collabora tiveVirtual Environment. The alignment of virtual tools and menus aswell as the usability of input and output device combinations andother equipment should be designed and implemented withrespect to CVE evaluation results.Work tools and mechanisms should be designed in order todisburden the users senses. High cognitive load, uncomfortable,non-intuitiveusability and user fatigue also have negative impacton the perception of co-presence and co-knowledge and thuscollaboration.

    5 . C O N C L U S I O N SIn this paper we presented results and design guidelines related tothe use of video/audio and virtual representations of input devicesin collaborative distributed virtual environments. We were able totest in a variety of different sessions and with users from variedbackgrounds how these and other factors typical of projection-based systems affect co-presence and co-working in CVEs.In the future we would like to further investigate the influence ofdisplay systems and input device combinations on collaborativeawareness and usability. In addition, it is necessary to find moreevaluation parameters in order to screen a wider range ofdisturbance factors that might affect collaborative interaction inCVEs. The more disturbance factors are encountered the moresubtle are the evaluation results.Finally, we will increase the number of evaluators assessing theCVE application. Although the Variation Group Analysis is ableto reduce the problem of high uncertainty values of the evaluator'sanswer behaviour, a higher number of experimental subjectsshould be evaluating the CVE.

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