From Flat Screens to Full Immersion: Social Interaction in VR2Gather, Horizon Workrooms and MS Teams

Recent advancements in immersive communication technologies have facilitated the exploration of novel modalities of social interaction, utilizing platforms that offer a spectrum of representations from simplified avatars to photorealistic volumetric and point-cloud reconstructions. This study focused on how these different representations and degrees of immersion impact communication processes and collaborative task performance. The primary objective was to examine potential variances in performance and interaction quality across different systems during a basic communication task. To achieve this, we employed Meta Horizon Workrooms as a three degrees of freedom (3DoF) system, VR2Gather as a six degrees of freedom (6DoF) system, and the Microsoft Teams meeting application as a comparative benchmark. A user study was conducted whereby participants engaged in a charade game, alternating between the roles of ’mimic’ and ’guesser’. Throughout the experimental session, data was collected to assess comfort, presence, task load, and interaction quality, with performance quantified by the number of words guessed per minute. The findings indicated no significant differences in workload, presence, or simulator sickness across platforms; however, significant differences were observed in audiovisual quality, communication effort, and enjoyment. Performance metrics revealed that participants exhibited the highest task performance within Microsoft Teams, followed by VR2Gather, and subsequently Horizon Workrooms. These findings underscore the influence of embodiment fidelity and system familiarity on communication quality within immersive environments. We discuss system-level constraints and propose considerations for the design of future social extended reality (XR) platforms that effectively balance realism with usability and performance.

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Publication Details

Journal
ACM Transactions on Multimedia Computing Communications and Applications
Published
2026-08-17
DOI
https://doi.org/10.1145/3839363
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

From Flat Screens to Full Immersion: Social Interaction in VR2Gather, Horizon Workrooms and MS Teams

Jack Jansen, Wenhan Tao, Mylène C. Q. Farias, Pablo César et al.
ACM Transactions on Multimedia Computing Communications and Applications
Virtual Reality Applications and Impacts
article

From Flat Screens to Full Immersion: Social Interaction in VR2Gather, Horizon Workrooms and MS Teams

Jack Jansen, Wenhan Tao, Mylène C. Q. Farias, Pablo César, Irene Viola, Ashutosh Singla, Polina Orhunova
article en

Abstract

Recent advancements in immersive communication technologies have facilitated the exploration of novel modalities of social interaction, utilizing platforms that offer a spectrum of representations from simplified avatars to photorealistic volumetric and point-cloud reconstructions. This study focused on how these different representations and degrees of immersion impact communication processes and collaborative task performance. The primary objective was to examine potential variances in performance and interaction quality across different systems during a basic communication task. To achieve this, we employed Meta Horizon Workrooms as a three degrees of freedom (3DoF) system, VR2Gather as a six degrees of freedom (6DoF) system, and the Microsoft Teams meeting application as a comparative benchmark. A user study was conducted whereby participants engaged in a charade game, alternating between the roles of ’mimic’ and ’guesser’. Throughout the experimental session, data was collected to assess comfort, presence, task load, and interaction quality, with performance quantified by the number of words guessed per minute. The findings indicated no significant differences in workload, presence, or simulator sickness across platforms; however, significant differences were observed in audiovisual quality, communication effort, and enjoyment. Performance metrics revealed that participants exhibited the highest task performance within Microsoft Teams, followed by VR2Gather, and subsequently Horizon Workrooms. These findings underscore the influence of embodiment fidelity and system familiarity on communication quality within immersive environments. We discuss system-level constraints and propose considerations for the design of future social extended reality (XR) platforms that effectively balance realism with usability and performance.

ACM Transactions on Multimedia Computing Communications and Applications
Centrum Wiskunde & Informatica (NL), Texas State University (US)
Reduced inequalities
Openalex Percentile: Top 7%
Virtual Reality Applications and Impacts
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