虚拟现实会议的“超越现场”:展望远程工作的未来

IF 4.5 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS
Joshua Mcveigh-Schultz, K. Isbister
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引用次数: 14

摘要

在21世纪的工作场所,大量的社会互动发生在会议上。然而,对会议的研究,特别是对工作场所会议的研究,长期以来一直表明,有效地召开会议所面临的挑战(Geimer等人,2015;哈克曼和莫里斯,1975;kauffield & lehman - willenbrock, 2012;Kocsis等人,2015;Lehmann-Willenbrock等人,2013;LehmannWillenbrock & Kauffeld, 2010;Mroz等人,2018;施泰纳,1972)。即使在2019冠状病毒病之前,研究就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等人,2015;Lindeblad et al., 2016)。2020年,对首席信息官的调查表明,与COVID相关的远程(或混合)工作的广泛转变可能会在大流行后继续(Chavez-Dreyfuss, Chavez-Dreyfuss,)。支持这种转变的一个重要的社会原因是需要减少与旅行相关的碳足迹,以实现缓解气候变化的紧迫目标。随着人们对远程工作的要求越来越高,研究将需要应对这些新的挑战。HCI在将工作场所会议作为干预场所进行调查方面有着悠久的记录,并广泛证明了技术中介在支持团队之间人际沟通方面可以发挥的作用(Bergstrom & Karahalios, 2012; Bergstrom and Karahalios, 2007;DiMicco et al., 2007, 2004;J. Kim & Shah, 2016;T. Kim et al., 2008;Leshed等,2009,2007,2010;Pentland et al., 2012;陶斯奇克和佩内贝克,2013;tennent&jung, 2019)。虽然面对面的会议已被证明在某些方面优于屏幕媒介会议和人际意识(Kraut等人,2002),但在某些情况下,技术媒介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,Hollan和Stornetta认为,电子媒体最适合支持新型的交际能力,而不是模仿“面对面[互动]的机制”(Hollan和Stornetta, 1992)。XR(虚拟现实、增强现实和混合现实)的兴起带来了一套新的互动参数,可以在塑造社会体验时进行探索(Roth等人,2019;Slater et al., 2010;Won et al., 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丰富的面部表情线索,但一些人预计,利用实时面部识别来驱动虚拟现实中的虚拟角色表情的系统可以克服这一差距(Cha等人,2020;Schwartz et al., 2020)。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,虚拟现实也可以支持物理键盘等外围设备(Bovet et al., 2018;Hardawar, 2021),以及
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A “beyond being there” for VR meetings: envisioning the future of remote work
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
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来源期刊
Human-Computer Interaction
Human-Computer Interaction 工程技术-计算机:控制论
CiteScore
12.20
自引率
3.80%
发文量
15
审稿时长
>12 weeks
期刊介绍: Human-Computer Interaction (HCI) is a multidisciplinary journal defining and reporting on fundamental research in human-computer interaction. The goal of HCI is to be a journal of the highest quality that combines the best research and design work to extend our understanding of human-computer interaction. The target audience is the research community with an interest in both the scientific implications and practical relevance of how interactive computer systems should be designed and how they are actually used. HCI is concerned with the theoretical, empirical, and methodological issues of interaction science and system design as it affects the user.
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