Abstract | ||
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Collaborative Virtual Environments (CVE) with co-located or remote video communication functionality require a continuous experience of social presence. If, at any stage during the experience the communication interrupts presence, then the CVE experience as a whole is affected - spatial presence is then decoupled from social presence. We present a solution to this problem by introducing the concept of a virtualized version of Google Glass™ called Virtual Glass. Virtual Glass is integrated into the CVE as a real-world metaphor for a communication device, one particularly suited for collaborative instructor-performer systems. In a study with 65 participants we demonstrated that the concept of Virtual Glass is effective, that it supports a high level of social presence and that the social presence is rated higher than a standard picture-in-picture videoconferencing approach for certain tasks. |
Year | DOI | Venue |
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2015 | 10.1109/VR.2015.7223399 | 2015 IEEE Virtual Reality (VR) |
Keywords | Field | DocType |
Virtual Reality,Collaborative Virtual Environments (CVE),sense of presence,video-mediated,computer-mediated communication (CMC) | Teleconference,Virtual reality,Computer science,Simulation,Human–computer interaction,Sense of presence,Videoconferencing,Multimedia,Metaphor,Communication device | Conference |
ISSN | Citations | PageRank |
1087-8270 | 1 | 0.35 |
References | Authors | |
1 | 6 |
Name | Order | Citations | PageRank |
---|---|---|---|
Holger T. Regenbrecht | 1 | 63 | 7.67 |
Mansoor Alghamdi | 2 | 1 | 0.35 |
Simon Hoermann | 3 | 54 | 13.53 |
Tobias Langlotz | 4 | 399 | 36.80 |
Mike Goodwin | 5 | 1 | 0.35 |
Colin Aldridge | 6 | 1 | 0.35 |