The use of teleconferencing as an alternative to taking part in expensive or impractical traditional meetings is becoming more and more popular. However, there are limitations to both audio and video conferencing, such as lack of presence and involvement. These can potentially be avoided by the use of virtual shared space conferencing. This paper describes a three-phase study intended to investigate the issues of presence and usability with respect to this alternative form of conferencing. The first phase involved informal tests to establish a suitable starting point for the second phase, which employed a participatory design methodology whereby users of a prototype system contributed to its development toward an optimally usable and well-featured design, both for the meeting environment and for the user interface to it. The third phase involved further user trials to assess and refine the conclusions indicated by the second phase. The results of the study indicate a number of requirements for optimal design of shared space conferencing systems. These requirements include (1) the need to be selective about the degree of realism in different aspects of the system, (2) the importance of view control and avatar animation in support of talker identification, (3) the desire of users for flexibility and freedom with regard to turn-taking and gesture control, and (4) the benefits of symbolic acting when certain important considerations for its implementation are respected. Finally, the results also show that, following a short period of user habituation, shared space conferencing can induce a strong sense of involvement and presence for users.
This paper details the results of a longitudinal study of user habituation, usage and involvement with a shared virtual 3D environment acting as a meeting space. The study involved investigation of the effectiveness of a range of design features which were included to enhance communication, discussion and social interaction among a group of four users of the shared space. The users took part in six sessions over a period of seven weeks. The paper focuses on usage of the shared space and details user involvement in the design process in terms of reactions to avatar personalisation; avatar life signs, gestures and navigation control; the means for identifying who is talking; and symbolic acting by avatars. The results indicate the importance of key features for the design of virtual environments. Participants wanted to identify their own protocols for turn-taking in conversation and they wanted simple gesture control. For example, one-click visual buttons for the selection of gestures were preferred to pulldown menus. It took users five or six sessions to complete the participatory design process at which point they were totally comfortable with the use of the virtual meeting space. Finally, symbolic acting was shown to be a viable addition to the shared space to assist group dynamics.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.