Exploring sex differences in collaborative virtual environments for participation equality and user experience

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Yifan Yang, Sheng Zhang, Xu Sun, Xingyi Zhang, Xiaotong Sun, Ying Jing, Canjun Yang
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引用次数: 0

Abstract

Communication technology plays a crucial role in facilitating remote collaborative work. This study investigated sex differences in Perceived Participation Equality and User Experience across different communication formats, i.e., face-to-face communication, conventional video conferences, and Virtual Reality (VR). An empirical study was conducted involving 15 groups, each comprising three participants, who engaged in a decision-making task. A research model was developed to evaluate the interplay between perceived participation equality, empathy, and immersion. This model was employed across three communication conditions and included both male and female participants. These findings on sex differences in user experience could help create a connected, cohesive, and productive remote collaborative work environment.

Abstract Image

探索协作式虚拟环境中的性别差异,促进参与平等和用户体验
通信技术在促进远程协作工作方面发挥着至关重要的作用。本研究调查了不同交流形式(即面对面交流、传统视频会议和虚拟现实(VR))下感知参与平等性和用户体验的性别差异。实证研究涉及 15 个参与决策任务的小组,每个小组由三名参与者组成。研究建立了一个研究模型,以评估感知参与平等、移情和沉浸之间的相互作用。该模型适用于三种交流条件,参与者包括男性和女性。这些关于用户体验性别差异的研究结果有助于创建一个相互连接、具有凝聚力和生产力的远程协作工作环境。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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