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.
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http://dx.doi.org/10.1089/109493101300117965 | DOI Listing |
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