Finally a Case for Collaborative VR?: The Need to Design for Remote Multi-Party Conversations

Anna Bleakley, V. Wade, Benjamin R. Cowan
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引用次数: 7

Abstract

Amid current social distancing measures requiring people to work from home, there has been renewed interest on how to effectively converse and collaborate remotely utilizing currently available technologies. On the surface, VR provides a perfect platform for effective remote communication. It can transfer contextual and environmental cues and facilitate a shared perspective while also allowing people to be virtually co-located. Yet we argue that currently VR is not adequately designed for such a communicative purpose. In this paper, we outline three key barriers to using VR for conversational activity: (1) variability of social immersion, (2) unclear user roles, and (3) the need for effective shared visual reference. Based on this outline, key design topics are discussed through a user experience design perspective for considerations in a future collaborative design framework.
协作虚拟现实的最终案例?:远程多方对话的设计需求
在当前的社会距离措施要求人们在家工作的情况下,人们对如何利用现有技术有效地远程交谈和协作重新产生了兴趣。从表面上看,VR为有效的远程通信提供了一个完美的平台。它可以传递上下文和环境线索,促进共享观点,同时也允许人们在虚拟环境中共处。然而,我们认为目前的VR还不足以满足这种交流目的。在本文中,我们概述了使用VR进行会话活动的三个关键障碍:(1)社交沉浸的可变性,(2)不明确的用户角色,以及(3)需要有效的共享视觉参考。在此基础上,通过用户体验设计的角度讨论了关键的设计主题,以便在未来的协作设计框架中加以考虑。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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