Being Social in VR Meetings: A Landscape Analysis of Current Tools

Being Social in VR Meetings: A Landscape Analysis of Current Tools
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VR 会议中的社交:当前工具的概况分析

DOI:
10.1145/3563657.3595959
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发表时间:
2023
期刊:
DIS '23: Proceedings of the 2023 ACM Designing Interactive Systems Conference
影响因子:
--
通讯作者:
Isbister, Katherine
Isbister, Katherine
中科院分区:
--
文献类型:
--
作者:
Osborne, Anya;Fielder, Sabrina;Mcveigh-Schultz, Joshua;Lang, Timothy;Kreminski, Max;Butler, George;Li, Jialang Victor;Sanchez, Diana R.;Isbister, Katherine

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在21世纪世纪的工作场所(特别是在COVID时代),许多人类社交互动发生在虚拟会议期间。与传统的基于屏幕的远程会议不同,VR会议承诺了一种更丰富的沟通形式。本文绘制了七个商业VR会议应用程序的体验地形,特别关注这些应用程序可能启用或限制的共享社交体验和协作能力的范围。我们研究了一系列应用程序,包括Spatial,Glue VR,MeetinVR,Mozilla Hubs,VRChat,AltspaceVR和Rec Room。我们分析和映射化身系统的策略,会议环境和在世界上的线索,会议邀请模型,和不同的参与模式。此外,我们认为,在VR中满足工作环境的商业应用可能会受益于借用一些在更注重休闲的环境中使用的策略来支持社交互动。
In the 21st century workplace (especially in COVID times), much human social interaction occurs during virtual meetings. Unlike traditional screen-based remote meetings, VR meetings promise a more richly embodied form of communication. This paper maps the experiential terrain of seven commercial VR meeting applications, with a particular focus on the range of shared social experiences and collaborative abilities these applications may enable or constrain. We examine a range of applications including Spatial, Glue VR, MeetinVR, Mozilla Hubs, VRChat, AltspaceVR, and Rec Room. We analyze and map avatar system strategies, meeting environments and in-world cues, meeting invitation model, and different models of participation. In addition, we argue that commercial applications for meeting in VR that cater to workplace contexts might benefit from borrowing some of the strategies used in more leisure-focused environments for supporting social interaction.
在电影制作课程中使用 Mozilla Hub 进行在线教学的失败和成功
DOI: --
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