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Immersive environment for distributed creative collaboration

Published: 08 November 2017 Publication History

Abstract

While videoconferencing has been available for years, tools for distributed creative collaboration such as brainstorming have not yet reached professional use. Unlike regular conferencing, brainstorming relies on information exchange across multiple channels in shared task and communication spaces. If a participant joins a facilitated brainstorming session remotely through his/her mobile device, perceiving these spaces is challenging. By proposing an immersive environment for the remote participant, this tech note addresses how to provide him/her a stronger engagement. Offered as a client application for the remote participant's tablet device, it enables him/her to see all channels and select which one to interact with. Our proof-of-concept client allows us to examine how this immersive environment for distributed creative collaboration can provide the remote participant with an increased engagement.

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  • (2023)XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive ContentIEEE Access10.1109/ACCESS.2023.329439011(71890-71904)Online publication date: 2023
  • (2023)Virtual Creativity – Bibliometric Literature Review on Measurements and Factors That Influence Creative Virtual TeamworkCreativity Research Journal10.1080/10400419.2023.219830035:4(568-582)Online publication date: 21-Apr-2023
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cover image ACM Conferences
VRST '17: Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology
November 2017
437 pages
ISBN:9781450355483
DOI:10.1145/3139131
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 08 November 2017

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Author Tags

  1. immersion
  2. mobile device
  3. team work

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VRST '17

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Overall Acceptance Rate 66 of 254 submissions, 26%

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Cited By

View all
  • (2024)Comparing the Agency of Hybrid Meeting Remote Users in 2D and 3D Interfaces of the Hybridge SystemExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3651103(1-12)Online publication date: 11-May-2024
  • (2023)XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive ContentIEEE Access10.1109/ACCESS.2023.329439011(71890-71904)Online publication date: 2023
  • (2023)Virtual Creativity – Bibliometric Literature Review on Measurements and Factors That Influence Creative Virtual TeamworkCreativity Research Journal10.1080/10400419.2023.219830035:4(568-582)Online publication date: 21-Apr-2023
  • (2022)DAVE: Deep Learning-Based Asymmetric Virtual Environment for Immersive Experiential Metaverse ContentElectronics10.3390/electronics1116260411:16(2604)Online publication date: 19-Aug-2022
  • (2022)Impact Analysis of Foveation and Depth on the Perceptual Quality of Immersive Visual Content With Fixed ViewportIEEE Access10.1109/ACCESS.2022.320562210(98512-98524)Online publication date: 2022
  • (2021)I’m in Control! Transferring Object Ownership Between Remote Users with Haptic Props in Virtual RealityProceedings of the 2021 ACM Symposium on Spatial User Interaction10.1145/3485279.3485287(1-10)Online publication date: 9-Nov-2021
  • (2021)Tabletop Games in the Age of Remote Collaboration: Design Opportunities for a Socially Connected Game ExperienceProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445512(1-14)Online publication date: 6-May-2021
  • (2020)A Study on the Asymmetric Virtual Environment Production Pipeline of Virtual and Augmented realitiesJournal of Digital Contents Society10.9728/dcs.2020.21.10.175921:10(1759-1767)Online publication date: 31-Oct-2020
  • (2020)A Design Space for Social Presence in VRProceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society10.1145/3419249.3420112(1-12)Online publication date: 25-Oct-2020
  • (2020)Meta-requirements for Immersive Collaborative Spaces in Industrial Workplace Learning: Towards a Design TheoryDesigning for Digital Transformation. Co-Creating Services with Citizens and Industry10.1007/978-3-030-64823-7_31(339-346)Online publication date: 1-Dec-2020
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