kth.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
The Perception of Avatars in Virtual Reality During Professional Meetings
KTH, School of Engineering Sciences (SCI).
2021 (English)In: Communications in Computer and Information Science, Springer Nature , 2021, p. 290-294Conference paper, Published paper (Refereed)
Abstract [en]

Social Virtual Reality (VR) offers virtual social spaces, where people can meet, collaborate and socialize via head-mounted displays. In VR applications, users can create their own avatars that can control to walk around and interact directly with other users. Recently, social VR gained importance for professional meetings, in order to allow socializing and collaborating during times of travel restrictions. Unlike VR in gaming for the purpose of amusement, where avatars can be fantasy figures, avatars in professional meetings usually look more serious and more like the person behind the avatar. Based on semi-structured interviews in two different scenarios – a conference and a company business meeting – we report about the role and perception of avatars in professional meetings. Our interview results reveal that avatars were perceived differently in both cases. In the conference scenario, avatars were seen as both enablers and obstacles for interaction with other users during the social event. In the company scenario, interviewees did not express any feelings of being restricted in their collaboration with others by the visual appearance of the avatar that represents them.

Place, publisher, year, edition, pages
Springer Nature , 2021. p. 290-294
Keywords [en]
Avatar, Professional meeting, Socializing, Virtual collaboration, Virtual reality, Helmet mounted displays, Human computer interaction, Interactive computer graphics, Professional aspects, Business meetings, Head mounted displays, Professional meetings, Semi structured interviews, Social spaces, Travel restrictions, Visual appearance, VR applications
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:kth:diva-311190DOI: 10.1007/978-3-030-78642-7_39Scopus ID: 2-s2.0-85112111281OAI: oai:DiVA.org:kth-311190DiVA, id: diva2:1654481
Conference
23rd International Conference on Human-Computer Interaction, HCII 2021,Virtual, Online 24 July 2021 to 29 July 2021.
Note

Part of proceedings: ISBN 9783030786410, QC 20230117

Available from: 2022-04-27 Created: 2022-04-27 Last updated: 2023-01-17Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full textScopus

Authority records

Kirchner, Nina

Search in DiVA

By author/editor
Kirchner, Nina
By organisation
School of Engineering Sciences (SCI)
Human Computer Interaction

Search outside of DiVA

GoogleGoogle Scholar

doi
urn-nbn

Altmetric score

doi
urn-nbn
Total: 168 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf