Proceedings of the ACM Symposium on Virtual Reality Software and Technology 1999
DOI: 10.1145/323663.323691
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Meetings for real—experiences from a series of VR-based project meetings

Abstract: Digital Meeting Environments (DIME) is an on-going project that aims to develop and study the use of Collaborative Virtual Environments (CVEs) as the basis for computer supported meetings between geographically separated persons. This paper presents some problems experienced by the project members when using a VR-based conferencing application for a series of meetings, and some examples of how these problems have been addressed.

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Cited by 11 publications
(7 citation statements)
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“…There are certainly important aspects of CVEs that still need further work: for example, the avatars in current CVEs tend to be limited in terms of their expressive capabilities, leading to crucial weaknesses such as a lack of assurance, understanding, and attention cues (Ståhl, 1999). However, we believe that continuing research into the nature of human-to-human communication, both conscious and unconscious, in conjunction with continuing CSCW research in the areas of work collaboration, intuitive and non-intrusive interfaces, will gradually solve these issues.…”
Section: Discussionmentioning
confidence: 99%
“…There are certainly important aspects of CVEs that still need further work: for example, the avatars in current CVEs tend to be limited in terms of their expressive capabilities, leading to crucial weaknesses such as a lack of assurance, understanding, and attention cues (Ståhl, 1999). However, we believe that continuing research into the nature of human-to-human communication, both conscious and unconscious, in conjunction with continuing CSCW research in the areas of work collaboration, intuitive and non-intrusive interfaces, will gradually solve these issues.…”
Section: Discussionmentioning
confidence: 99%
“…In contrast to desktop systems, IPTs are not as limited in their support for non-verbal communication and naturalness of object interactions [Ståhl 1999;Kjeldskov 2001;Robinson et al 2001]. The body movement is continuously tracked (usually just head and dominant hand), allowing both conscious and subconscious non-verbal communication to be captured and mapped onto the tracked person's avatar, as well as interaction with virtual objects.…”
Section: Cvesmentioning
confidence: 99%
“…One example for theses world-widely spread research activities was the former Europe ACTS project COVEN who demonstrated the benefits of the SVTE concept by a networked business game VR application in 1997 [26]. Later approaches were more and more focused on a seamless integration of 2D video images or even 3D video avatars into CVE's to increase realism [27] [28]. Some of these approaches were driven by the MPEG-4 multimedia standard that offers new powerful coding and composition tools for such purposes [13] [29].…”
Section: Introductionmentioning
confidence: 99%