{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,21]],"date-time":"2026-05-21T04:29:48Z","timestamp":1779337788412,"version":"3.51.4"},"reference-count":46,"publisher":"Association for Computing Machinery (ACM)","issue":"GROUP","license":[{"start":{"date-parts":[[2022,1,14]],"date-time":"2022-01-14T00:00:00Z","timestamp":1642118400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"funder":[{"DOI":"10.13039\/100000001","name":"National Science Foundation","doi-asserted-by":"publisher","award":["2112878"],"award-info":[{"award-number":["2112878"]}],"id":[{"id":"10.13039\/100000001","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Proc. ACM Hum.-Comput. Interact."],"published-print":{"date-parts":[[2022,1,14]]},"abstract":"<jats:p>Computer-mediated collaboration has long been a core research interest in CSCW and HCI. As online social spaces continue to evolve towards more immersive and higher fidelity experiences, more research is still needed to investigate how emerging novel technology may foster and support new and more nuanced forms and experiences of collaboration in virtual environments. Using 30 interviews, this paper focuses on what people may collaborate on and how they collaborate in social Virtual Reality (VR). We broaden current studies on computer-mediated collaboration by highlighting the importance of embodiment for co-presence and communication, replicating offline collaborative activities, and supporting the seamless interplay of work, play, and mundane experiences in everyday lives for experiencing and conceptualizing collaboration in emerging virtual environments. We also propose potential design implications that could further support everyday collaborative activities in social VR<\/jats:p>","DOI":"10.1145\/3492836","type":"journal-article","created":{"date-parts":[[2022,1,14]],"date-time":"2022-01-14T21:26:16Z","timestamp":1642195576000},"page":"1-25","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":68,"title":["Working Together Apart through Embodiment"],"prefix":"10.1145","volume":"6","author":[{"given":"Guo","family":"Freeman","sequence":"first","affiliation":[{"name":"Clemson University, Clemson, SC, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Dane","family":"Acena","sequence":"additional","affiliation":[{"name":"Clemson University, Clemson, SC, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Nathan J.","family":"McNeese","sequence":"additional","affiliation":[{"name":"Clemson University, Clemson, SC, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Kelsea","family":"Schulenberg","sequence":"additional","affiliation":[{"name":"Clemson University, Clemson, SC, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2022,1,14]]},"reference":[{"key":"e_1_2_1_1_1","doi-asserted-by":"publisher","DOI":"10.1207\/S15327051HCI1523_5"},{"key":"e_1_2_1_2_1","volume-title":"A model of cognitive loads in massively multiplayer online role playing games. Interacting with computers 19, 2","author":"Ang Chee Siang","year":"2007","unstructured":"Chee Siang Ang , Panayiotis Zaphiris , and Shumaila Mahmood . 2007. A model of cognitive loads in massively multiplayer online role playing games. Interacting with computers 19, 2 ( 2007 ), 167--179. Chee Siang Ang, Panayiotis Zaphiris, and Shumaila Mahmood. 2007. A model of cognitive loads in massively multiplayer online role playing games. Interacting with computers 19, 2 (2007), 167--179."},{"key":"e_1_2_1_3_1","doi-asserted-by":"publisher","DOI":"10.1145\/3359251"},{"key":"e_1_2_1_4_1","doi-asserted-by":"publisher","DOI":"10.1145\/223904.223935"},{"key":"e_1_2_1_5_1","doi-asserted-by":"publisher","DOI":"10.1145\/2670534"},{"key":"e_1_2_1_6_1","unstructured":"BlackLight. 2018. Trailer Eclipse - 4D Virtual Reality Experience. https:\/\/vimeo.com\/277097436  BlackLight. 2018. Trailer Eclipse - 4D Virtual Reality Experience. https:\/\/vimeo.com\/277097436"},{"key":"e_1_2_1_7_1","doi-asserted-by":"publisher","DOI":"10.1145\/3359202"},{"key":"e_1_2_1_8_1","doi-asserted-by":"publisher","DOI":"10.1145\/1031607.1031666"},{"key":"e_1_2_1_9_1","unstructured":"Amy Bruckman. 1994. Programming for Fun: MUDs as a Context for Collaborative Learning. (1994).  Amy Bruckman. 1994. Programming for Fun: MUDs as a Context for Collaborative Learning. (1994)."},{"key":"e_1_2_1_10_1","unstructured":"Kathy Charmaz. 2006. Constructing grounded theory: A practical guide through qualitative analysis. sage.  Kathy Charmaz. 2006. Constructing grounded theory: A practical guide through qualitative analysis. sage."},{"key":"e_1_2_1_11_1","volume-title":"Leticia San Martin Rodriguez, and Marie-Dominique Beaulieu","author":"D'Amour Danielle","year":"2005","unstructured":"Danielle D'Amour , Marcela Ferrada-Videla , Leticia San Martin Rodriguez, and Marie-Dominique Beaulieu . 2005 . The conceptual basis for interprofessional collaboration: core concepts and theoretical frameworks. Journal of interprofessional care 19, sup1 (2005), 116--131. Danielle D'Amour, Marcela Ferrada-Videla, Leticia San Martin Rodriguez, and Marie-Dominique Beaulieu. 2005. The conceptual basis for interprofessional collaboration: core concepts and theoretical frameworks. Journal of interprofessional care 19, sup1 (2005), 116--131."},{"key":"e_1_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1145\/3290605.3300915"},{"key":"e_1_2_1_13_1","volume-title":"Moore","author":"Ducheneaut Nicolas","year":"2005","unstructured":"Nicolas Ducheneaut and Robert J . Moore . 2005 . More than just ?XP': learning social skills in massively multiplayer online games. Interactive Technology and Smart Education 2, 2 (01 Jan 2005), 89--100. https:\/\/doi.org\/10.1108\/17415650580000035 10.1108\/17415650580000035 Nicolas Ducheneaut and Robert J. Moore. 2005. More than just ?XP': learning social skills in massively multiplayer online games. Interactive Technology and Smart Education 2, 2 (01 Jan 2005), 89--100. https:\/\/doi.org\/10.1108\/17415650580000035"},{"key":"e_1_2_1_14_1","doi-asserted-by":"publisher","DOI":"10.1007\/s10606-007-9041-8"},{"key":"e_1_2_1_15_1","doi-asserted-by":"publisher","DOI":"10.1145\/3452918.3458805"},{"key":"e_1_2_1_16_1","doi-asserted-by":"publisher","DOI":"10.1145\/2858036.2858484"},{"key":"e_1_2_1_17_1","volume-title":"CSCW3","author":"Freeman Guo","year":"2021","unstructured":"Guo Freeman and Divine Maloney . 2021. Body, Avatar, and Me : The Presentation and Perception of Self in Social Virtual Reality. Proceedings of the ACM on Human-Computer Interaction 4 , CSCW3 ( 2021 ), 1--27. Proc. ACM Hum.-Comput. Interact., Vol. 6 , No. GROUP, Article 17. Publication date: January 2022. 17:24 Guo Freeman et al. Guo Freeman and Divine Maloney. 2021. Body, Avatar, and Me: The Presentation and Perception of Self in Social Virtual Reality. Proceedings of the ACM on Human-Computer Interaction 4, CSCW3 (2021), 1--27. Proc. ACM Hum.-Comput. Interact., Vol. 6, No. GROUP, Article 17. Publication date: January 2022. 17:24 Guo Freeman et al."},{"key":"e_1_2_1_18_1","doi-asserted-by":"publisher","DOI":"10.1145\/3116595.3116635"},{"key":"e_1_2_1_19_1","volume-title":"My Body","author":"Freeman Guo","year":"2020","unstructured":"Guo Freeman , Samaneh Zamanifard , Divine Maloney , and Alexandra Adkins . 2020. My Body , My Avatar : How People Perceive Their Avatars in Social Virtual Reality. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI EA '20). Association for Computing Machinery , New York, NY, USA, 1--8. https:\/\/doi.org\/10.1145\/3334480.3382923 10.1145\/3334480.3382923 Guo Freeman, Samaneh Zamanifard, Divine Maloney, and Alexandra Adkins. 2020. My Body, My Avatar: How People Perceive Their Avatars in Social Virtual Reality. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI EA '20). Association for Computing Machinery, New York, NY, USA, 1--8. https:\/\/doi.org\/10.1145\/3334480.3382923"},{"key":"e_1_2_1_20_1","doi-asserted-by":"publisher","DOI":"10.1177\/0149206314559946"},{"key":"e_1_2_1_21_1","doi-asserted-by":"publisher","DOI":"10.1145\/3341215.3356271"},{"key":"e_1_2_1_22_1","doi-asserted-by":"publisher","DOI":"10.1145\/2858036.2858132"},{"key":"e_1_2_1_23_1","doi-asserted-by":"publisher","DOI":"10.1145\/3410404.3414266"},{"key":"e_1_2_1_24_1","doi-asserted-by":"publisher","DOI":"10.1145\/3410404.3414268"},{"key":"e_1_2_1_25_1","doi-asserted-by":"crossref","unstructured":"Divine Maloney Guo Freeman and Andrew Robb. 2021. Stay Connected in An Immersive World: Why Teenagers Engage in Social Virtual Reality. In Interaction Design and Children. 69--79.  Divine Maloney Guo Freeman and Andrew Robb. 2021. Stay Connected in An Immersive World: Why Teenagers Engage in Social Virtual Reality. In Interaction Design and Children. 69--79.","DOI":"10.1145\/3459990.3460703"},{"key":"e_1_2_1_26_1","volume-title":"Proceedings of the ACM on Human-Computer Interaction 4, CSCW2","author":"Maloney Divine","year":"2020","unstructured":"Divine Maloney , Guo Freeman , and Donghee Yvette Wohn . 2020 . \" Talking without a Voice\" Understanding Non-verbal Communication in Social Virtual Reality . Proceedings of the ACM on Human-Computer Interaction 4, CSCW2 (2020), 1--25. Divine Maloney, Guo Freeman, and Donghee Yvette Wohn. 2020. \" Talking without a Voice\" Understanding Non-verbal Communication in Social Virtual Reality. Proceedings of the ACM on Human-Computer Interaction 4, CSCW2 (2020), 1--25."},{"key":"e_1_2_1_27_1","doi-asserted-by":"publisher","DOI":"10.1145\/3359174"},{"key":"e_1_2_1_28_1","doi-asserted-by":"publisher","DOI":"10.1145\/2145204.2145289"},{"key":"e_1_2_1_29_1","doi-asserted-by":"publisher","DOI":"10.1145\/3290605.3300794"},{"key":"e_1_2_1_30_1","doi-asserted-by":"publisher","DOI":"10.1145\/3197391.3205451"},{"key":"e_1_2_1_31_1","doi-asserted-by":"publisher","DOI":"10.1145\/3281505.3281527"},{"key":"e_1_2_1_32_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1365-2575.2010.00366.x"},{"key":"e_1_2_1_33_1","doi-asserted-by":"publisher","DOI":"10.1145\/1180875.1180898"},{"key":"e_1_2_1_34_1","volume-title":"Proceedings of Playing with the Future Conference. Citeseer, 5--7. Proc. ACM Hum.-Comput. Interact.","volume":"6","author":"Nova Nicolas","year":"2002","unstructured":"Nicolas Nova . 2002 . Awareness tools: lessons from quake-like . In Proceedings of Playing with the Future Conference. Citeseer, 5--7. Proc. ACM Hum.-Comput. Interact. , Vol. 6 , No. GROUP, Article 17. Publication date : January 2022. Working Together Apart through Embodiment 17:25 Nicolas Nova. 2002. Awareness tools: lessons from quake-like. In Proceedings of Playing with the Future Conference. Citeseer, 5--7. Proc. ACM Hum.-Comput. Interact., Vol. 6, No. GROUP, Article 17. Publication date: January 2022. Working Together Apart through Embodiment 17:25"},{"key":"e_1_2_1_35_1","doi-asserted-by":"publisher","DOI":"10.1145\/1753326.1753361"},{"key":"e_1_2_1_36_1","doi-asserted-by":"publisher","DOI":"10.1145\/1180875.1180924"},{"key":"e_1_2_1_37_1","volume-title":"Churchill","author":"Snowdon David N.","year":"2001","unstructured":"David N. Snowdon , Alan J. Munro , and Elizabeth F . Churchill . 2001 . Collaborative Virtual Environments: Digital Places and Spaces for Interaction. Springer-Verlag , Berlin, Heidelberg. David N. Snowdon, Alan J. Munro, and Elizabeth F. Churchill. 2001. Collaborative Virtual Environments: Digital Places and Spaces for Interaction. Springer-Verlag, Berlin, Heidelberg."},{"key":"e_1_2_1_38_1","doi-asserted-by":"publisher","DOI":"10.1145\/3196709.3196788"},{"key":"e_1_2_1_39_1","volume-title":"Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work","author":"Tang Anthony","unstructured":"Anthony Tang , Jonathan Massey , Nelson Wong , Derek Reilly , and W. Keith Edwards . 2012. Verbal Coordination in First Person Shooter Games . In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work ( Seattle, Washington, USA) (CSCW '12). Association for Computing Machinery, New York, NY, USA, 579--582. https: \/\/doi.org\/10.1145\/2145204.2145292 10.1145\/2145204.2145292 Anthony Tang, Jonathan Massey, Nelson Wong, Derek Reilly, and W. Keith Edwards. 2012. Verbal Coordination in First Person Shooter Games. In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work (Seattle, Washington, USA) (CSCW '12). Association for Computing Machinery, New York, NY, USA, 579--582. https: \/\/doi.org\/10.1145\/2145204.2145292"},{"key":"e_1_2_1_40_1","doi-asserted-by":"publisher","DOI":"10.1109\/TPC.2018.2804238"},{"key":"e_1_2_1_41_1","doi-asserted-by":"publisher","DOI":"10.1145\/2658537.2658681"},{"key":"e_1_2_1_42_1","doi-asserted-by":"publisher","DOI":"10.1145\/1066677.1067040"},{"key":"e_1_2_1_43_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1468-2958.2007.00306.x"},{"key":"e_1_2_1_44_1","doi-asserted-by":"publisher","DOI":"10.1177\/1555412006292616"},{"key":"e_1_2_1_45_1","doi-asserted-by":"publisher","DOI":"10.1177\/0021886391272001"},{"key":"e_1_2_1_46_1","doi-asserted-by":"publisher","DOI":"10.1145\/3311957.3359453"}],"container-title":["Proceedings of the ACM on Human-Computer Interaction"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3492836","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3492836","content-type":"application\/pdf","content-version":"vor","intended-application":"syndication"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3492836","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T20:48:26Z","timestamp":1750193306000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3492836"}},"subtitle":["Engaging in Everyday Collaborative Activities in Social Virtual Reality"],"short-title":[],"issued":{"date-parts":[[2022,1,14]]},"references-count":46,"journal-issue":{"issue":"GROUP","published-print":{"date-parts":[[2022,1,14]]}},"alternative-id":["10.1145\/3492836"],"URL":"https:\/\/doi.org\/10.1145\/3492836","relation":{},"ISSN":["2573-0142"],"issn-type":[{"value":"2573-0142","type":"electronic"}],"subject":[],"published":{"date-parts":[[2022,1,14]]},"assertion":[{"value":"2022-01-14","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}