A “beyond being there” for VR meetings: envisioning the future of remote work

A “beyond being there” for VR meetings: envisioning the future of remote work
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DOI:
10.1080/07370024.2021.1994860
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发表时间:
2021-12
期刊:
Human–Computer Interaction
影响因子:
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通讯作者:
Joshua Mcveigh-Schultz;Katherine Isbister
Joshua Mcveigh-Schultz;Katherine Isbister
中科院分区:
其他
文献类型:
--
作者:
Joshua Mcveigh-Schultz;Katherine Isbister

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在世纪的工作场所,大量的社会互动发生在会议上。然而,关于会议的研究--特别是工作场所会议--长期以来一直证明了有效地召开会议所涉及的挑战(Geimer等人,2015; Hackman & Morris,1975; Kauffeld & Lehmann-Willenbrock,2012; Kocsis等人,2015; Lehmann-Willenbrock等人,2013; LehmannWillenbrock & Kauffeld,2010; Mroz等人,2018; Steiner,1972)。即使在COVID-19之前,研究也发现远程会议技术发挥的作用越来越大,并认识到虚拟会议是组织面临挑战和机遇的重要领域(Allison et al.,2015; Lindeblad等人,2016年)。于二零二零年,对首席信息官的调查显示,与COVID相关的远程(或混合)工作的广泛转移可能会在疫情后继续(Chavez-Dreyfuss,Chavez-Dreyfuss,)。支持这一转变的一个重要社会原因是需要减少与旅行有关的碳足迹,以实现缓解气候变化的紧迫目标。随着对远程工作的更高要求,研究将需要应对这些新挑战。HCI在调查工作场所会议作为干预场所方面有着长期的记录,并且广泛地展示了技术调解在支持团队之间的人际沟通方面可以发挥的作用(Bergstrom & Karahalios,2012,Bergstrom和Karahalios,2007 b; DiMicco等人,2007,2004; J. Kim & Shah,2016; T. Kim等人,2008; Leshed等人,2009,2007,2010; Pentland等人,2012; Tausczik & Pennebaker,2013; Tennent & Jung,2019)。虽然面对面的会议已被证明上级屏幕介导的会议,但沿着化学和人际意识的某些方面(Kraut等人,2002),在某些情况下,技术调解会议也被证明比面对面会议更有效(Gudjohnsen,2014; Hollan & Stornetta,1992)。沿着这些思路,霍兰和斯托内塔认为,电子媒体最适合支持新型的沟通启示,而不是模仿“面对面[互动]的机制”(霍兰和斯托内塔,1992年)。XR(VR,增强现实和混合现实)的兴起带来了一组新的交互参数,以探索塑造社交体验(Roth et al.,2019;斯莱特等人,2010; Won等人,2015; Yee & Bailenson,2007)。虽然社交VR体验目前缺乏视频会议可以体验到的面部表情线索的丰富性,但一些人预计这种差距可以通过利用实时面部识别来驱动虚拟现实中的化身表情的系统来克服(Cha等人,2020; Schwartz等人,2020年)。Facebook Reality Labs和DecaGear等VR行业参与者在面部识别领域的投资表明,商业创新最终可能会在VR会议中支持丰富的面部表情线索。同样地,可以在虚拟现实中支持像物理键盘这样的外围设备(Bovet等人,2018; Hardawar,2021),以及
In the 21st century workplace, a great deal of social interaction occurs in meetings. However, research on meetings – and in particular workplace meetings – has long demonstrated the challenges involved in running meetings effectively (Geimer et al., 2015; Hackman & Morris, 1975; Kauffeld & Lehmann-Willenbrock, 2012; Kocsis et al., 2015; Lehmann-Willenbrock et al., 2013; LehmannWillenbrock & Kauffeld, 2010; Mroz et al., 2018; Steiner, 1972). Even prior to COVID-19, research identified the increasing role played by remote meeting technology and recognized virtual meetings as an important area of challenge and opportunity for organizations (Allison et al., 2015; Lindeblad et al., 2016). In 2020, surveys of CIOs suggested that the broad shifts to remote (or hybrid) work associated with COVID are likely to continue post-pandemic (Chavez-Dreyfuss, Chavez-Dreyfuss,). An important societal reason for supporting this shift is the need to reduce carbon footprint related to travel, toward the urgent goal of mitigating climate change. As greater demands are placed on remote work, research will need to meet these new challenges. HCI has a long track record of investigating workplace meetings as a site of intervention and has broadly demonstrated the role that technological mediation can play in supporting interpersonal communication among teams (Bergstrom & Karahalios, 2012, Bergstrom and Karahalios, 2007b; DiMicco et al., 2007, 2004; J. Kim & Shah, 2016; T. Kim et al., 2008; Leshed et al., 2009, 2007, 2010; Pentland et al., 2012; Tausczik & Pennebaker, 2013; Tennent & Jung, 2019). While face-to-face meetings have been shown to be superior to screen-mediated meetings along certain dimensions of proxemics and interpersonal awareness (Kraut et al., 2002), technologically mediated meetings have also been demonstrated to be more effective than face-to face-meetings in certain cases (Gudjohnsen, 2014; Hollan & Stornetta, 1992). Along these lines, Hollan and Stornetta have argued that electronic media are best positioned to support new kinds of communicative affordances rather than imitate “the mechanisms of face-to-face [interaction]” (Hollan & Stornetta, 1992). The rise of XR (VR, augmented reality, and mixed reality) has brought with it a new set of interactional parameters to explore in shaping social experience (Roth et al., 2019; Slater et al., 2010; Won et al., 2015; Yee & Bailenson, 2007). While social VR experiences currently lack the richness of facial expression cues that can be experienced with video conferencing, some anticipate this gap could be overcome by systems that leverage real-time facial recognition to drive avatar expressions in virtual reality (Cha et al., 2020; Schwartz et al., 2020). Investment in the area of facial recognition by VR industry players like Facebook Reality Labs and DecaGear suggests that commercial innovations may eventually support rich facial expression cues in VR meetings. Likewise, peripheral devices like physical keyboards can be supported in virtual reality (Bovet et al., 2018; Hardawar, 2021), and