Trends in the Adoption of VR Technologies for Online Conferences

This paper examines the trends in the adoption of VR technologies for online conferences, comparing the use of simple 2D online meeting software with more sophisticated VR systems. The authors aim to evaluate the effectiveness of 2D online meeting platforms (e.g., Zoom, Teams) versus advanced VR systems (e.g., AltspaceVR, Horizon Workrooms) in virtual conference settings. The study highlights the limitations of 2D platforms in terms of engagement and interaction while showcasing the immersive benefits of VR environments. The goal is to provide a framework for understanding the evolving landscape of virtual conferences and leveraging VR technologies to enhance overall conference effectiveness. Case studies from the 2020 and 2021 conference cycles illustrate the practical implementation of VR environments, demonstrating how these spaces facilitate the entire conference process. Key findings indicate that VR platforms significantly improve participant engagement and interaction compared to 2D platforms. The paper also discusses hybrid models that combine 2D and VR elements, offering flexibility and maximizing participant engagement throughout the Pre-Conference, In-Conference, and Post-Conference phases.

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Publication Details

Published
2024-09-16
DOI
https://doi.org/10.1109/coginfocom63007.2024.10894708
Citations
2
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.74
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article

Trends in the Adoption of VR Technologies for Online Conferences

Anna Sudár, Péter Bárányi, Ildikó Horváth
2 citations
Virtual Reality Applications and Impacts
0.74
article

Trends in the Adoption of VR Technologies for Online Conferences

Anna Sudár, Péter Bárányi, Ildikó Horváth
article en
2 citations

Abstract

This paper examines the trends in the adoption of VR technologies for online conferences, comparing the use of simple 2D online meeting software with more sophisticated VR systems. The authors aim to evaluate the effectiveness of 2D online meeting platforms (e.g., Zoom, Teams) versus advanced VR systems (e.g., AltspaceVR, Horizon Workrooms) in virtual conference settings. The study highlights the limitations of 2D platforms in terms of engagement and interaction while showcasing the immersive benefits of VR environments. The goal is to provide a framework for understanding the evolving landscape of virtual conferences and leveraging VR technologies to enhance overall conference effectiveness. Case studies from the 2020 and 2021 conference cycles illustrate the practical implementation of VR environments, demonstrating how these spaces facilitate the entire conference process. Key findings indicate that VR platforms significantly improve participant engagement and interaction compared to 2D platforms. The paper also discusses hybrid models that combine 2D and VR elements, offering flexibility and maximizing participant engagement throughout the Pre-Conference, In-Conference, and Post-Conference phases.

Corvinus University of Budapest (HU)
Openalex Percentile: Top 25%
Virtual Reality Applications and Impacts
0.74
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