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

Published: 10 July 2023 Publication History

Abstract

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.

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cover image ACM Conferences
DIS '23: Proceedings of the 2023 ACM Designing Interactive Systems Conference
July 2023
2717 pages
ISBN:9781450398930
DOI:10.1145/3563657
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Published: 10 July 2023

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  1. VR meetings
  2. Virtual Reality
  3. communication affordances
  4. embodiment
  5. emerging design practices
  6. social VR
  7. social augmentation
  8. virtual meeting spaces

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July 10 - 14, 2023
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  • (2024)Social VR for Professional Networking: A Spatial PerspectiveProceedings of the 2024 ACM Symposium on Spatial User Interaction10.1145/3677386.3682094(1-10)Online publication date: 7-Oct-2024
  • (2024)The Jamais Vu Effect: Understanding the Fragile Illusion of Co-Presence in Mixed RealityProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661574(2227-2246)Online publication date: 1-Jul-2024
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