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- Collaboration in 3D virtual worlds : a protocol for case study researchPublication . Cruz, Armando; Paredes, Hugo; Fonseca, Benjamim; Martins, Paulo; Morgado, LeonelThree-dimensional virtual worlds have been growing fast in number of users, and are used for the most diverse purposes. In collaboration, they are used with good results due to features such as immersion, interaction capabilities, use of avatar embodiment, and physical space. In the particular cases of avatar embodiment and physical space, these features support nonverbal communication, but its impact on collaboration is not well known. In this work we present a protocol for case study research and its creation process, which aims to assert itself as a tool to collect data on how nonverbal communication influences collaboration in three-dimensional virtual worlds. We define the propositions and units of analysis, and a pilot case to validate them. Then, two cases are analysed under the created protocol. Most of the propositions found chains of evidences supporting them.
- Fitting three dimensional virtual worlds into CSCWPublication . Cruz, Armando; Paredes, Hugo; Fonseca, Benjamim; Martins, Paulo; Morgado, Leonel
- Videogame agency as a bio-costs contractPublication . Neves, Pedro Pinto; Morgado, Leonel; Zagalo, NelsonThis paper presents a novel descriptive model for agency in videogames as communication. Literature pertaining to interactive works including videogames has identified the need to overcome dyadic perspectives of communication in such works. Research specifically to do with agency has called for agency to no longer be confused with freedom of action, for an integrated perspective of the player and the system, and for that relationship to be viewed as a conversation. The transactional model in this paper achieves this by proposing a nested hierarchy of levels of communication that operate as an implicit contract, negotiated between the system and the player, where the object of the transaction is bio-costs, effected through the signalling of the attainability of understandings. The paper describes research antecedents, a research agenda, the basis for the model, the model itself, examples of how the model can be used to describe videogame designs, and future research.
- Collaboration in 3D virtual worlds: designing a protocol for case study researchPublication . Cruz, Armando; Paredes, Hugo; Fonseca, Benjamim; Martins, Paulo; Morgado, LeonelThree-dimensional virtual worlds (3DVW) have been growing fast in number of users, and are used for the most diverse purposes. In collaboration, 3DVW are used with good results due to features such as immersion, interaction capabilities, use of avatar embodiment, and physical space. In the particular cases of avatar embodiment and physical space, these features support nonverbal communication, but its impact on collaboration is not well known. In this work we present the initial steps for creation of a protocol for case study research, aiming to assert itself as a tool to collect data on how nonverbal communication influences collaboration in 3DVW. We define the propositions and units of analysis, and a pilot case to validate them.