ORIGINAL ARTICLE ‘‘Solving’’ ambiguity in the virtual space: communication strategies in a collaborative virtual environment Paolo Cottone Luca Pieti Valentina Schiavinato Dorian Soru Massimiliano Martinelli Diego Varotto Giuseppe Mantovani Received: 31 October 2006 / Accepted: 24 August 2007 Ó Springer-Verlag London Limited 2007 Abstract Collaborative virtual environments (CVE) face the challenge of succeeding in incorporating critical dimensions of cooperation and communication in everyday working situations. One of these dimensions, situation ambiguity, is scarcely considered in studies on CVE although it can prove a key factor in future use of CVE in real work situations. Many computer-supported coopera- tive environments and telecommunication systems, like those currently used in telemedicine, would benefit from the incorporation of some degree of situation ambiguity allowing users to deploy their diagnostic and interpretive abilities. In the perspective adopted in this study, ambiguity is the contingent outcome of the ongoing interaction taking place between the environment and the interests of social actors. The research focuses on the cooperation within couples of participants facing situation ambiguity in a virtual environment: a simulated city named Babylon. Participants moved in the city through an avatar and could communicate in one of the following conditions: face-to-face, phone or chat. Their goal was that of meeting somewhere in the city, in a place that they did not know previously. Babylon contained elements designed to allow both production and detection of ambiguity. Ambiguity emerged when participants realized the presence of inconsistencies in the way they perceived the situations they had to face. The moments in which ambiguity was perceived—called ‘‘critical events’’ (CE)—were mea- sured and described through qualitative (ethnographically oriented) methods. The different strategies that participants used to ‘‘solve’’ ambiguity were characterized as: looking for environmental cues, narrowing the focus of attention and investing on cooperation. Both CEs and strategies were analyzed with respect to the three communication condi- tions: face-to-face, phone and chat. All the communication conditions allowed the emergence of ambiguity and the negotiation of strategies to solve ambiguity between part- ners: according to literature, chat is very costly in terms of time spent on writing but this disadvantage did not block completely the emergence of ambiguity and the develop- ment of adequate strategies of solution. All navigations but three (on a total of 18 couples) succeeded: the partners did meet in a short time (less than 15 min) relying on their pragmatic resources in a new virtual place. Further research is required to clarify the possible factors influencing the choice of one strategy over the others, the order in which strategies follow each other and the role of leadership in ambiguity detection and solution. Keywords Virtual reality Á Cooperation Á CMC Á Negotiation Á Ambiguity 1 Ambiguous situations and cooperation in a virtual environment 1.1 Situated computing for collaborative workplaces The challenge facing researchers on collaborative virtual environments (CVE) is that of understanding ‘‘how to design cooperative workplaces for meetings, collaboration and communication that take into account technology, physical spaces and the people that inhabit and work in these spaces’’ (Bayon et al. 2006, p 194). Much work has P. Cottone (&) Á L. Pieti Á V. Schiavinato Á D. Soru Á M. Martinelli Á D. Varotto Á G. Mantovani Dipartimento di Psicologia Generale, University of Padua, Padua, Italy e-mail: [email protected]123 Cogn Tech Work DOI 10.1007/s10111-007-0105-9
13
Embed
“Solving” ambiguity in the virtual space: communication strategies in a collaborative virtual environment
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
ORIGINAL ARTICLE
‘‘Solving’’ ambiguity in the virtual space: communicationstrategies in a collaborative virtual environment
Paolo Cottone Æ Luca Pieti Æ Valentina Schiavinato ÆDorian Soru Æ Massimiliano Martinelli ÆDiego Varotto Æ Giuseppe Mantovani
Received: 31 October 2006 / Accepted: 24 August 2007
� Springer-Verlag London Limited 2007
Abstract Collaborative virtual environments (CVE) face
the challenge of succeeding in incorporating critical
dimensions of cooperation and communication in everyday
working situations. One of these dimensions, situation
ambiguity, is scarcely considered in studies on CVE
although it can prove a key factor in future use of CVE in
real work situations. Many computer-supported coopera-
tive environments and telecommunication systems, like
those currently used in telemedicine, would benefit from
the incorporation of some degree of situation ambiguity
allowing users to deploy their diagnostic and interpretive
abilities. In the perspective adopted in this study, ambiguity
is the contingent outcome of the ongoing interaction taking
place between the environment and the interests of social
actors. The research focuses on the cooperation within
couples of participants facing situation ambiguity in a
virtual environment: a simulated city named Babylon.
Participants moved in the city through an avatar and
could communicate in one of the following conditions:
face-to-face, phone or chat. Their goal was that of meeting
somewhere in the city, in a place that they did not know
previously. Babylon contained elements designed to allow
both production and detection of ambiguity. Ambiguity
emerged when participants realized the presence of
inconsistencies in the way they perceived the situations
they had to face. The moments in which ambiguity was
1994, 1997; Mantovani and Spagnolli 2003; Ochs and
Capp 2001; Zucchermaglio 2003) was applied to analyze
video and audio recordings. Phone and face-to-face con-
versations were audio-recorded and transcribed using
Jefferson’s notation system (1986; see Table 1). Computer-
mediated conversations (in the chat experimental condi-
tion) were recorded in a text file (IRC) and formatted to be
compared to the phone and face-to-face conversations. The
different settings for conversation are marked in the paper
by the following letters: F face-to-face conversation, P
phone conversation, C chat.
Video recordings were taken from a frontal point of view
to capture the participants’ visual expressions, facial mimics,
gestures, and postures. This information is necessary in this
research to understand the specific situation of the recorded
interaction under analysis (facial expressions and in general
non-verbal communication were not the aim of the study).
Recordings from the two video cameras running in the
experimental situation were saved on VHS supports. The
images coming from the ‘‘real’’ and the ‘‘virtual’’ environ-
ments were presented on one screen (Gamberini et al. 2003),
and in a second moment, were mixed and synchronized using
Adobe Premiere.
According to an established convention, in our analysis
P1 indicates the participant who in the mixed video
recordings appears in the upper box; P2 indicates the par-
ticipant in the lower box, and SP designates the researcher
running the experiment. For the actions that accompany the
navigation the following notation has been used: A ((nor-
mal)) indicates actions taking place in the virtual
environment while A ((italics)) indicates actions in the
‘‘real’’ environment (Fig. 2).
2.6 The trial and the experiment: from Babylon1
to Babylon
The environment used for the trials—Babylon 1—indi-
cated above had at its center a park with a little fountain
and a tiny pool. The environment used for the experi-
ments—Babylon—was more complex so as to increase the
participants’ engagement—three little parks and another
fountain were added. Special signs were prepared, nine for
the restaurants, eight for the shops, five for the bars, one for
a hotel, one for a cinema, one for a museum, one for a
library, one for a theater, one for a school, one for a syn-
agogue, one for a nondescript church, two for banks and
two for railway stations (Fig. 3).
Table 1 Gail Jefferson’s
notation system(.) Just noticeable pause
(.3), (2.6) Examples of timed pauses
:word,;word Onset of noticeable pitch rise or fall
A:
B:
word [word
[word
Square brackets aligned across adjacent lines denote the start of
overlapping talk
.hh, hh In-breath and out-breath, respectively
wo(h)rd (h) is an attempt to show that the word has ‘‘laughter’’ bubbling within
it
wor- A dash shows a sharp cut-off
wo:rd Colons show that the speaker has stretched the preceding sound
(words) A guess at what might have been said if unclear
( ) Unclear talk
A:
B:
word=
=word
The equals sign shows that there is no discernible pause between two
speakers’ turns or, if put between two sounds within a single
speaker’s turn, shows that they run together
word, WORD Underlined sounds are louder, capitals louder still
�word� Material between ‘‘degree signs’’ is quiet
[word word\\word word[
Inwards arrows show faster speech, outward slower
((sobbing)) Transcriber’s go at representing something hard, or impossible, to
write phonetically
Cogn Tech Work
123
3 Results
3.1 Critical events: when situation ambiguity
is perceived
3.1.1 The emergence of critical events
during the navigation
Participants had two intertwined problems to face—ori-
enting themselves in Babylon and establishing effective
communication with their partners—in order to achieve
their goal of meeting somewhere in the city. While each
one of the two tasks separately posed no special prob-
lems, their interference could create problems when the
information visually available (provided by the physical
features of the environment) appeared to collide with the
information socially available (provided by the conver-
sation with the partner). We will call ‘‘critical events’’
(CE) these situations of cognitive conflict which con-
fused the participants about their positions as well as the
course of action to be taken. CE is defined as the
moments in which the potential ambiguity inscribed in
the virtual environment was actually perceived by the
participants.
The following Fig. 4 coupled with excerpt 1 may help
to clarify as to how CE emerged during navigation.
Excerpt 1 refers to a phone conversation (condition P).
Participants’ utterances are marked as P1 and P2; A
means actions taken, both inside and outside the virtual
environment, by participants during their navigations.
Coupling the conversation with the image of Fig. 4 the
reader can understand what is happening: the partners in
couple U see a shop and they are able to locate them-
selves in relation to the shop they see; but they are
disappointed by the fact that the visual (the shop they see
in Fig. 4) and the social information (provided by the
phone channel with the other participant) they have are
inconsistent; they are not able to see each other in front
of the shop, while they expected the common reference
point could be helpful to their locating themselves
Fig. 2 The screen image
uniting the four video sources
(two ‘‘virtual’’ coming from the
two avatars and two ‘‘real’’
coming from the laboratory
settings). P1 indicates the
participant appearing in the
upper box, P2 indicates
the participant appearing in the
lower box. A ((normal)) means
an action happening in the
virtual environment, A((italics)) means an action taken
in the ‘‘real’’ environment
Fig. 3 The maps of Babylon 1
and of Babylon 2; letters in
Babylon 2 refer to different
elements: a fountain,
b restaurant, c shop, d bar,
e bank, f railway station,
g school, h nondescript church, isynagogue, l theater, m cinema,
n hotel, o library, p museum
Cogn Tech Work
123
reciprocally (actually—as often happens in everyday
situations—their expectations did not fit perfectly to the
situation because of the fact, as they discovered later,
that in the city there was more than one Tomyno shop).
Disappointment produced by the discovery of the
inconsistency of the information available in the situation
made the participants confused and meant that they had
to look for a ‘‘solution’’ to the emerging ‘‘problem’’.
excerpt 1 Couple U P
13. P1: si io sono davanti a un negozio di vestiti yes I’m facing a clothes shop
14. tipo like
15. P2: °hm: io non vedo niente° °hm: I don’t see anything°
16. P1: tu non hai Niente di negozi, di vie? don’t you get anything on shops, on streets?
17. P2: ecco adesso adesso adesso here now now now
18. P1: qui io[ here I
19. P2: [ ho un negozio dI vestit[i (.) I’ve found a clothes shop
20. tomi? (.) tomi?
21. tomi scritto?
tomi written?22. (.)
23. P1: TOmi si io sono li [(davanti) TOmi yes I’m there (before)
24. P2: [TOMYNO?TOMYNO?
25. A: ((P2 arrives at the Tomyno shop)) 26. P1: (.) Tomyno [si
Tomyno yes27. P1: eh sono anch’io li
eh me too I’m there28. sono proprio all’ingresso
I am just at the entrance29. A: ((P1 moves towards the door of the shop)) 30. P2: eh ma non ti ve:do
eh but I do not se:e you
eh I do not Know
31. P1: [eh n(h)on so (.1)
3.1.2 The emergence of CEs in oral and written talk
Critical event had been set as a central target for the analysis
because it was just in these moments that participants
became aware of the situation ambiguity and tried to
‘‘solve’’ the problem they had to face. CE was present in all
navigations; the total number of CE’s for the entire exper-
iment was 56. The average CE frequency for navigations in
the three conditions was 18.66 (ranging from 8 to 28); the
average CE frequency for condition F was 4.6 (ranging
from 4 to 6); the average CE frequency for condition P was
3.3 (ranging from 2 to 5); the average CE frequency for
condition C was 1.3 (ranging from 1 to 2). The more the
communication condition was ‘‘natural’’, the more CE
happened during the navigation. Talk, both in creating and
in expressing the perception of CE, is essential. Oral talk,
present in face-to-face and phone conditions, proved suit-
able to support smooth communication between partners
and produce a high number of CE’s. Written talk, used in
the chat condition, was more costly in terms of time; this is a
plausible explanation for the low level of CE appearing in
the chat condition. These results are consistent with the
perspective of the study by Clark and Brennan (1991) on
‘‘audibility’’ as an element facilitating negotiation among
participants in different ‘‘speech media’’. The total navi-
gation time recorded in the experiment was 4 h and 1 min.
The total time for CE episodes was 36.8 min (about 15.27%
of the total navigation time). The task of identifying CE was
entrusted to two judges whose accord was very high (94%).
Critical event was present, although with minor fre-
quency, also in written talk; CE appearing in written talk
was similar in structure and richness of expression to the CE
emerging in oral talk. Excerpt 2 presents a dialogue in the
chat condition, which is very similar to the one described in
excerpt 1 which happened in the phone condition.
Fig. 4 The virtual landscape which is referred to in excerpt 1 as the
occasion for emergence of a critical event (CE): the ‘‘Tomyno’’ cloth
shop that participant 1 sees is not the same ‘‘Tomyno’’ cloth shop that
participant 2 discovers, but the face-to-face conversation lets believe
in a first moment to both participants that they are facing the same
shop. The inconsistencies emerge during the navigation from the fact
that the visual information provided to a participant by her
exploration of the virtual landscape collides with the information
provided by the conversation with the partner. This situation is
prototypical of a ‘‘critical event’’ in which situation ambiguity is
perceived and actively dealt with
Cogn Tech Work
123
The excerpt shows how a CE happens in the chat con-
dition and how it is negotiated between the participants. At
the beginning of their navigation participants identify a
feature (the Tomyno shop) that they try to use to orient
themselves reciprocally (lines 11–24). In a second moment
(lines 40–49) a problem emerges: they are both in front of
the Tomyno shop but they do not see each other. They are
puzzled by the apparent inconsistency of the situation and
look for a solution (lines 70–83): choosing another refer-
ence feature, a fountain. The dialogue presented above is as
smooth and richly structured as the ones happening in the
face-to-face or phone conditions.
excerpt 2 Couple M C
11. P1: dove sei? where are you?
12. P2: ma in una via mmm in a street.
13. A: [((P1 moves forward)) 14. A: [((P2 moves forward too. She comes to a crossroads. She heads
towards a palace which is made in the same style as a Venetiaone))
15. P2: sono al teatro Piccini I am at the theater Puccini
16. A: ((P1 sees a Tomyno shop and goes to a window)) 17. A: ((P2 enter the street in front of the shop)) 18. P2: tu dove sei
where are you 19. P1: io difronte al negozio TOMYNO
in front of the Tomyno shop20. P2: come si chiama il negozio
what’s the shop’s name? 21. P1: TOMYNO
TOMYNO22. A: ((P2 heads towards the south border of the city)) 23. P2: ok
ok24. P1: ti aspetto qui
I’ll wait here for you....40. P2: sono da Tomyno ma non ti vedo come mai?
I am in front of a Tomyno but I don’t see you why?41. P1: sono qui
I’mhere42. A: ((P2 goes around the building again; then she stops)) 43. P1: sono qui.ma tu sei dentro?
I am here; are you inside? 44. P2: non sono dentro
I am not inside45. A: ((P2 backs)) 46. A: ((P1 turns on herself faces the street and starts walking)) 47. A: ((P2 goes again in face of Tomyno)) 48. P2: dentro dove?
inside where?49. P2: rispondimi
answer me…
70. P2: ci sono 2 negozi uguali stai li che cerco l’altro there are 2 shops that look the same; stay there and I look for the other
71. P2: ti chiederò istruzioni I’ll ask for directions from you
72. A: ((P1 stays in front of Tomyno)) 73. A: ((P2 starts running across the surroundings; she walks towards
the little park then she returns to Tomyno)) 74. P2: è pieno di questi negozi con lo stesso nome
it is full of these shops with the same name 75. P1: credo che ce ne siano più di uno
I think there’s more than one 76. P2: descrivimi più che puoi ciò che ti sta intorno
tell me as best you can about what’s around you 77. A: ((P1 starts running across the surroundings)) 78. A: ((P2 passes again in front of the theatre and goes straight)) 79. A: ((P1 sees a fountain)) 80. P1: c’è una fontana blu elettrico. ci troviamo lì
there is an electric blue fountain here; we meet there81. A: ((P2 looks around herself; on the right side of the park she
sees a fountain)) 82. A: ((P1 is standing in front of her fountain and looks around
herself))83. P2: ok
Cogn Tech Work
123
3.1.3 Time and negotiation in the three different
conditions of communication
The average navigation time for the three conditions was:
13.33 min (ranging from 9 to 15 min); average time for
condition F: 13 min (ranging from 9 to 15 min); average
time for condition P 13 min (ranging from 10 to 15 min);
average time for condition C 14,33 min (ranging from 11
to 15 min). The longer time requested by navigation and
communication in condition C (chat condition) can be
attributed to the time required to type on the keyboard and
to wait for an answer before starting a new turn. It could be
also due to the lack of multitasking in chat condition where
participants had to stop every other action to type on the
keyboard (Olson and Olson 2000). All the couples but three
succeeded in meeting in Babylon within the term (15 min)
fixed for the navigation. Of the three failures registered in
the whole simulation, two happened in the chat condition
and one in the face-to-face condition.
3.2 Responding to situation ambiguity: producing
strategies
3.2.1 Strategies to ‘‘solve’’ ambiguity revealed in CEs
The analysis of the interactions taking place within the couple
of participants during their navigation in Babylon shows three
main patterns of response (accord between the two judges
92%): (a) looking for environmental cues; (b) narrowing the
focus of attention; (c) investing in cooperation. Each of the
three strategies stresses one of the possible ways to under-
stand—and to cope with—ambiguity. According to our
model, ambiguity is a relational construction: it emerges
within the relationship between the actor and the environment
and can be conceptualized as a problem coming from ‘‘out-
side’’ (from the environment), or from ‘‘inside’’ (from the
participant’s cognitive processes), or from the relationship
between ‘‘outside’’ and ‘‘inside’’ (the relationship connecting
the navigator, her partner and the virtual city).
The three strategies found in CE reflect the three routes
available to social actors to make sense of the situation
ambiguity: the cause for bewilderment can be attributed to
the ‘‘outside’’ environment, to the ‘‘inside’’ processes, or to
the relationship between ‘‘outside’’ and ‘‘inside’’, that is
between the actor and her social and physical environment.
The three strategies are present in all conditions and in
every navigation. No fixed preference for a particular
strategy has been found between the couples of partici-
pants. No effect of conditions of communication between
partners (F, P, C) was found. Possible situational or per-
sonal features that could trigger the preference for a given
strategy will be the object of further investigation.
The first strategy, looking for environmental cues,
emphasizes the contribution that the environment makes to
the generation of ambiguity. Following this strategy, the
participant looks for further information coming from the
environment. The second strategy, narrowing attention
focus, looks for more accurate information seeking. The
third strategy, investing in cooperation, focuses on the
interaction and expects a ‘‘solution’’ from a more effective
communication within the local cognitive and pragmatic
system. Instances of the three strategies are presented
below.
3.2.2 Working on the outside source of ambiguity: looking
for environmental cues
The first strategy emphasizes the contribution of the envi-
ronment to the production of the experience of ambiguity.
Excerpts 2 and 3 show examples of communications
among participants in condition one (face-to-face, F)
intended to detect the environmental cues in order to solve
the problem of identifying their mutual positions.
Participants are positioned at their starting points. They
are doing their first steps in the lane. They do not have any
sign or landscape reference to guide them. Participant
1 asks the researcher for some information about the
dimensions of the virtual city. When she does not obtain
the information she starts her navigation looking for visual
elements that could offer relevant cues. Elements in the
Excerpt 3
Couple G F
27. P1: ci mettiamo una vita [a trovarci it will take a lifetime for us to meet
28. P2: [no infa::tti no, really
29. A: ((P2 turns towards the experimenter)) 30. P2: ma quanto è gr ande <scusa>. sto posto?
but how big is <excuse me> this place?
31. tanto? very?
33. A: ((P2 sees a palace in Venetian Style 34. with a yellow sign)) 35. P2: scoltami:: so:no a:l tea:tro gi pucci:ni
listen to me: I a:m a:t the thea:ter gi puccini36. P1: sì: va bè bellissimo
yes; it’s ok very fine37. A: [((P1 laughs)) 38. P2: [bello no?
beautiful, isn’t it?39. A: ((P1 sees a fountain)) 40. P1: vabbè tu hai presente dov’è la fontana?
ok do you see where the fountain is?41. P2: no
no42. A: ((P2 looks around herself and then heads 43. on her right towards a park 44. that is visible in the distance)) 45. P1: e(h) trovat(h)ela(h)
e(h) I found (h) there (h)46. A: ((P1 laughs))
Cogn Tech Work
123
environment that at first sight seem to be shared (theater
Puccini, lines 35–38) and to offer cues useful to build a
common ground among the participants are in a second
moment recognized—on the basis of (phone) conversa-
tion—as problematic (the fountain is seen by participant 1
but not by participant 2, lines 40–41). Exploration contin-
ues still trying to use visual cues.
Visual cues alone are not sufficient to build a common
view of the city (Babylon is too complex to allow quick
and successful visual orientation), so participants try to
establish general reference criteria based on their previous
experience in the city such as the opposition centre-
periphery (that this couple found useful before) to guide
them in their navigations.
This strategy is present in 68 occurrences (30% of total
strategies) and is distributed as follow: 27 occurrences
(31%) in condition F, 22 occurrences (27%) in condition P;
19 occurrences (33%) in condition C. Percentages of the
occurrences of the first strategy in the various conditions
are: 40% F, 32% P, 28% C.
3.2.3 Working on the inside source of ambiguity:
narrowing the focus of attention
Participant can try to reduce the ambiguity that emerges in
the CE by looking for specific information—such as
peculiar shop signs—which could help them to achieve
mutual orientation. This strategy consists of narrowing the
attention focus on aspects of the environment that could
offer specially relevant information: in the following
excerpt we see that one participant asks her partner to go
‘‘hunting for’’ some signs. The partner agrees and the
couple adopts this explicitly negotiated strategy.
The above (phone) conversation takes place in a
moment in which the couple of participants has navigated
for some minutes and has acquired a partial knowledge of
the virtual city. They try to infer the position of the
partner they have to meet from features of the environ-
ment but they know that the environment has a complex
structure so they resort to the strategy of focusing their
attention on possibly relevant information present in
Babylon. Participant 1 discovers a bus station sign and
signals it to the partner, without immediate success with
respect to their common goal; participant 2 does not see
this sign. But participant 1 insists: she proposes to her
partner to keep ‘‘hunting signs’’. The focus of attention
is narrowed on a particular feature of the environment,
Excerpt 4 Couple G F
47. P2: scolta: io: boh comincio a: cammina:re:: hey: I: er start: wa:lki::ng
48. P1: sEnti che ne dici di farci il giro: liSTEn what do you think about doing
49. laterale? a lateral turn?
50. A: ((P1 continues to walk towards a little park)) 51. P2: della?
of?52. P1: hai presente che a un certo punto c’è il
are you aware that at a certain point there is the53. vuoto accanto dove finisce la città. se
empty place near to where the city ends. if54. noi ci giriamo il perimetro↓ è probabile
we walk around the edge I expect55. che ci troviamo.(non ti [va?)
we’ll meet (it does not suit it to you?)56. P2: [scolta:: in
listen: : in57. centro più che altro
the centre preferably58. P1: in centro? (.) bè occh[ei
in the centre? (.) well ok59. A: ((P2 continues walking 60. towards the park)) 61. P2: [c’è tipo: un
there is kind of: a62. parchetto: con tutti gli alberi:
little park: with lots of trees;63. P1: sì a fianco [gli alberi (.)
yes beside the trees (.)64. P2: [allora vai lì
then go there
Excerpt 5 Couple E F
41. P2: sei in mezzo ai p[alazzi anche t:u?are you in the middle of the palaces too?
42. A: ((P2 looks around herself)) 43. P1: [ehm: sono davanti
ehm: I’m in front44. esatto sono in mezzo a due palazzi[:
exactly I’m between two palaces45. P2: [(si
[( yes46. gira verso destra)
turn on the right)47. A: ((P2 stops)) 48. P1: [il primo ehm:=sche ho trovato sulla mia
the first ehm:=swhat I found on my49. sinistra c'è scritto apab autostazione
left; there’s a sign for a APAB bus station50. (.) 51. A: ((P2 takes up advancing)) 52. [((P1 takes up advancing)) 53. [((P2 stops)) 54. P1: [tu vedi qualcosa del genere [in giro?
do you see something like around?55. A: [((P2 takes up advancing again)) 56. P2: [c’è un palazzo:
there’s a palace57. sembra: sullo stile:
it seems: in the style:58. [di quelli a venezia hai presente?
of those in Venice do you know?59. P1: [mh mh (.)60. A: ((P1 looks around))61. P1: mh m[h 62. P2: [però: scritte non ne vedo da nessuna
but: I don’t see any sign63. parte
anywhere 64. A: ((P2 turns on her left)) 65. (.1) 66. ((P1 turns on the left and cuts 67. the corner of a palace)) 68. P1: vabbè andiamo in giro a caccia di scritte
okkey let’s go hunting signs 69. e vediamo se ci troviamo davanti alla
and see if we find ourselves in face of 70. stessa
the same
Cogn Tech Work
123
making the encounter of a common sign a possible
solution for the experienced ambiguity.
This strategy is present in 92 occurrences (41% of total
strategies) and is distributed as follow: 37 occurrences
(43%) in condition F, 32 occurrences (40%) in condition P;
23 occurrences (40%) in condition C. Percentages of the
occurrences of the second strategy in the various conditions
are: 40 F, 35 P, 25 C.
3.2.4 Working on the interaction as source of ambiguity:
investing on cooperation
A third strategy that emerges during the navigation within
Babylon is that of trying to build a common scenario. In
this case the two partners invest significant time and effort
in sharing information about the pieces of urban landscape
that each of them is currently seeing.
The strategy of trying to build a common ground among
participants, which is frequent in work situations, has been
extensively studied by Orr (1996), Wenger (1998), and
Wenger and Snyder (2000). In this strategy each of the two
members of the couple seems to invest in the other as a
resource for the solution of the problem at hand. For this
reason they are so much interested in the quality of mutual
understanding that they can even stop communicating about
their positions within Babylon to start talking about what
they know on ‘‘relief maps’’, as we see at lines 113–117. In
this case we see that a doubt on possible misunderstandings,
triggered by the question in lines 113–114, is met through
an explicit negotiation turn which reveals that in this
moment the need of being sure of what the other partner
thinks takes precedence over the need of knowing what she
is seeing in her part of the environment.
This strategy is present in 64 occurrences (29% of total
strategies) and is distributed as follows: 22 occurrences
(26%) in condition F, 27 occurrences (33%) in condition P;
15 occurrences (26%) in condition C. Percentages of the
occurrences of the third strategy in the various conditions
are: 35 F, 42 P, 23 C.
4 General discussion
The first observation coming from the analysis of the data
is that the response of participants to the virtual environ-
ment shows the emergence of specific patterns within the
three communication conditions provided by the simula-
tion. This from one hand confirms the presence of
(perceived) situation ambiguity, and from the other hand
the importance of conditions of communication between
partners. The effect of ambiguity on the navigation speed
and generally on participants’ performance is outside the
scope of the present study because a reliable performance
metric on navigation within this sort of complex virtual
environment is hardly feasible, and scarcely meaningful.
Data on the navigation time can be referred to the problem
solving and to the negotiation process evoked by the
appearance of ambiguity. In the chat condition, due to the
greater time costs of written communication, navigation
times are slightly longer and CEs are significantly longer
than in the two other conditions. This fact, along with the
higher rate of failure in achieving the goal of meeting in the
virtual city (reported above, in ‘‘Results’’), shows that
negotiating is more difficult using written rather than oral
talk. Nevertheless, it is worth noting that, in spite of the
considerable time costs of writing messages versus
speaking to the partner, chat can allow the emergence of
CEs in a fully structured form, as was shown in the above
excerpt 2. Navigation times (total navigation time minus
time for strategies and time of CEs) in the three conditions
are presented in Fig. 5.
Analysis of the data on the appearance of strategies
shows the presence of a strong (with only one exception)
pattern of response in the three conditions of communica-
tion considered. Figure 6 presents the occurrences of
strategies in the three conditions.
Excerpt 6Couple E F
87. P1: h↑o i palazzi sulla destra h↓o i palazzi I got the palaces on the right I got the palaces
88. sulla destra e:: sì che hanno un po’ lo on the right e:: yes they are a little
89. stampo dei palazzi di veneziani like the Venetian ones
90. effettivamente e su:l-è percorro un-u:n really and o:n is I’m walking on a
91. marciapiede e abbiamo un marciapiede ma non sidewalk and we have a sidewalk but
92. c’è nulla sulla mia sinistr[a there’s nothing on my left
93. P2: [a(h) ho capito a(h) I understand
94. vedi il nulla? sei-praticamente solo il do you see anything? you are-practically only the
95. cielo? (.) no sky? (.) no
96. P1: m:no (.) ti spiego (.) è come se fosse u:n m.no (.) I explain it to you (.) it is like a:
97. (.1) 98. e:m una specie di plastico e io sto
e:m sort of relief map and I am99. camminando sul bordo di questo plastico
walking on the edge of this relief map...109. v↑abbè adesso entro
okey now I get in110. all’interno del plastico perché adesso
into the relief map because now111. sono-sono proprio sul confi[ne
I am I am exactly on the edge...113. P2: [all’interno
into114. del plastico?
the relief map?115. P1: ma [sai cos’è un plastico tu?
do you know what a relief map is 116. P2: [°sì: ho una pallida idea ma penso-°
yes I have a faint idea but I think117. P1: è la riproduzione in piccola scala di[::::
yes it is the reproduction on a smaller scale of
Cogn Tech Work
123
The second strategy is the most preferred in every
condition, followed by the first strategy in the other con-
ditions, with the notable exception of the third strategy
being the second preferred in the phone condition. Further
research is required to clarify possible origins of this
preference in the phone condition.
5 Conclusion: ambiguity, CEs, strategies in their social
context
This study explores an area of cooperation in virtual
environments that has been until now scarcely considered
in spite of its considerable social and scientific relevance.
The question addressed is: how do people cope with
ambiguous situation, which are often present in working
and living situations? To simulate cooperation in ambigu-
ous situations in a virtual environment we built a city,
Babylon, which proved fit to allow joint explorations of
pairs of participants that—in all the cases except three—
did achieve their goal of meeting somewhere in a city that
they did not know in advance.
The study of ambiguity focused on CEs analysed
through qualitative methods (ethnographically oriented
conversation analysis) of video and audio recordings of
both the navigation within Babylon and the cooperation
between the partners involved. The pragmatic resources
used by participants have also been investigated. Three
different strategies, consistent with the three components
involved in the construction of (perceived) situation
ambiguity, were identified: looking for further environ-
mental cues, narrowing the focus of attention, investing on
cooperation with the partner.
Further investigation remains to be done in three
directions. The first direction is clarifying how strategies
are selected and tried by participants, and how participants
shift with apparent ease from a strategy to another in their
approach to situation ambiguity. The second direction is
focusing on the ways in which leadership is taken and
recognized within the couples during the navigation; how
pragmatic alignment is achieved between people who do
not know each other in advance? The third direction is on
gender and leadership in choice of strategies: how is gen-
der—both ‘‘real’’ and simulated through the appearance of
the avatar—involved in cooperation face to ambiguous
situations?
References
Bayon V, Griffiths G, Wilson JR (2006) Multiple decoupled
interaction: an interaction design approach for groupware
interaction in co-located virtual environments. Int J Hum