2008Unpublished venueRequires access

Information spaces -- building meeting rooms in virtual environments

Drew Harry, Judith S. Donath

Open publisher page 21 citations

Abstract

Virtual worlds are typically designed to recreate the familiar physical world, both in the design of the spaces and the ways that people interact within them. In this paper we describe an alternate approach that uses the computational capabilities unique to the virtual world to augment social interaction and personal experience. We propose a specific design for supporting medium sized group meetings using avatar's positions in the space to represent their feelings about the discussion and discuss our preliminary testing results.

About this research paper

What this paper is about

Virtual worlds are typically designed to recreate the familiar physical world, both in the design of the spaces and the ways that people interact within them. In this paper we describe an alternate approach that uses the computational capabilities unique to the virtual world to augment social interaction and personal experience. We propose a specific design for supporting medium sized group meetings using avatar's positions in the space to represent their feelings about the discussion and discuss our preliminary testing results.

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OpenAlex reports 21 citations for this work. Citation counts describe recorded attention and do not establish research quality.

Key contribution

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Available abstract

Virtual worlds are typically designed to recreate the familiar physical world, both in the design of the spaces and the ways that people interact within them. In this paper we describe an alternate approach that uses the computational capabilities unique to the virtual world to augment social interaction and personal experience. We propose a specific design for supporting medium sized group meetings using avatar's positions in the space to represent their feelings about the discussion and discuss our preliminary testing results.

Key concepts: Avatar, Computer science, Human–computer interaction, Metaverse, Virtual world, Feeling, Space (punctuation), Virtual space

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