Award Abstract # 2007627
CHS: Small: Collaborative Research: Social Virtual Reality Technology to Improve Networked Meetings

NSF Org: IIS
Division of Information & Intelligent Systems
Recipient: UNIVERSITY OF CALIFORNIA SANTA CRUZ
Initial Amendment Date: August 7, 2020
Latest Amendment Date: August 7, 2020
Award Number: 2007627
Award Instrument: Standard Grant
Program Manager: Dan Cosley
dcosley@nsf.gov
 (703)292-8832
IIS
 Division of Information & Intelligent Systems
CSE
 Directorate for Computer and Information Science and Engineering
Start Date: October 1, 2020
End Date: September 30, 2024 (Estimated)
Total Intended Award Amount: $373,142.00
Total Awarded Amount to Date: $373,142.00
Funds Obligated to Date: FY 2020 = $373,142.00
History of Investigator:
  • Katherine Isbister (Principal Investigator)
    katherine.isbister@ucsc.edu
Recipient Sponsored Research Office: University of California-Santa Cruz
1156 HIGH ST
SANTA CRUZ
CA  US  95064-1077
(831)459-5278
Sponsor Congressional District: 19
Primary Place of Performance: University of California-Santa Cruz
1156 High Street
Santa Cruz
CA  US  95064-1077
Primary Place of Performance
Congressional District:
19
Unique Entity Identifier (UEI): VXUFPE4MCZH5
Parent UEI:
NSF Program(s): HCC-Human-Centered Computing
Primary Program Source: 01002021DB NSF RESEARCH & RELATED ACTIVIT
Program Reference Code(s): 7367, 7923
Program Element Code(s): 736700
Award Agency Code: 4900
Fund Agency Code: 4900
Assistance Listing Number(s): 47.070

ABSTRACT

Meetings are essential to getting things done in the workplace. Workplaces are adopting networked meetings, such as video conferencing, to save costs, support multi-location teams, and reduce pandemic health risks. Yet, video conferencing is limited in how it supports team communication and connection. This project explores building social virtual reality (VR) technology to improve networked meetings. VR shows promise as a technology for supporting meetings, in new ways, because it puts team members in a shared media space, which allows for familiar communication tactics (such as turning toward someone who is talking and gesturing with your hands). VR also allows adding helpful enhancements to meeting situations, such as changing how the room looks (from a boardroom to breakroom), and providing easy-to-use digital tools (such as anonymous voting or timers). This project will develop social VR tools to improve face-to-face meetings by helping participants balance participation, time manage, come to decisions, stick to an agenda, and achieve social connection and support for ideas. These innovations have the potential to use VR to make online meetings more effective and satisfying.

To investigate how social VR technology can enhance networked meetings, this project will (1) use a research-through-design approach to iteratively conceptualize and develop novel technical social augmentations in networked VR, motivated by theories of team meetings and interpersonal communication; (2) perform controlled laboratory and more ecologically valid field studies; and (3) develop theory and implications for design of social augmentation networked meetings in VR. The team will build an extensible VR testbed to enable iterative, rapid prototyping. Thus, expected research contributions for socially augmented VR networked meetings include a testbed, prototypes, lab and field study findings regarding the efficacy of particular social augmentations, theory, and implications for design.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.

PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH

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McVeigh-Schultz, Joshua and Isbister, Katherine "A beyond being there for VR meetings: envisioning the future of remote work" HumanComputer Interaction , v.37 , 2022 https://doi.org/10.1080/07370024.2021.1994860 Citation Details
McVeigh-Schultz, Joshua and Isbister, Katherine "The Case for Weird Social in VR/XR: A Vision of Social Superpowers Beyond Meatspace" CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems , 2021 https://doi.org/10.1145/3411763.3450377 Citation Details
McVeigh-Schultz, Joshua and Márquez_Segura, Elena and Isbister, Katherine "Designing our Weird Social XR Future: Tactics to support hybrid ways of embodied knowing" , 2024 https://doi.org/10.1145/3686169.3686199 Citation Details
Osborne, Anya and Fielder, Sabrina and Mcveigh-Schultz, Joshua and Lang, Timothy and Kreminski, Max and Butler, George and Li, Jialang Victor and Sanchez, Diana R. and Isbister, Katherine "Being Social in VR Meetings: A Landscape Analysis of Current Tools" DIS '23: Proceedings of the 2023 ACM Designing Interactive Systems Conference , 2023 https://doi.org/10.1145/3563657.3595959 Citation Details
Robin_McVeigh-Schultz, Joshua and Márquez_Segura, Elena and Isbister, Katherine "Embodied prototyping in VR: Ideation and bodystorming within a custom VR sandbox" , 2024 https://doi.org/10.21606/drs.2024.1193 Citation Details
Sanchez, Diana R and McVeigh-Schultz, Joshua and Isbister, Katherine and Tran, Monica and Martinez, Kassidy and Dost, Marjan and Osborne, Anya and Diaz, Daniel and Farillas, Philip and Lang, Timothy and Leeds, Alexandra and Butler, George and Ferronatto, "Virtual Reality Pursuit: Using Individual Predispositions towards VR to Understand Perceptions of a Virtualized Workplace Team Experience" Virtual Worlds , v.3 , 2024 https://doi.org/10.3390/virtualworlds3040023 Citation Details

PROJECT OUTCOMES REPORT

Disclaimer

This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.

This project researched VR as an alternative to video conferencing. Meetings are essential to getting things done in the workplace. However, video conferencing is limited in how it supports team communication and connection. The research team investigated using social VR technology to improve networked meetings, through a rigorous design process that resulted in several unique prototypes of meeting tools for use in social VR. These tools were then tested out with teams to see whether and how they could support communication and connection.    

These prototypes comprised a toolkit that included: (1) an integrated conversation visualization tool that meeting participants can use to balance their conversation, (2) a curated set of avatars within an avatar ‘changing room’ (informed by our study of preferred avatars and environments), (3) a modular architecture kit for users to prototype their own spaces (informed by the same study), (4) a traveling meeting platform that supported easier time management as participants moved through space, and 5) an emotion communication intervention, developed to allow users to send affective signals to one another within the environment, based on research that identified an opportunity space in supporting emotional expression in VR meetings. 

The research team performed both controlled laboratory studies as well as ecologically valid field studies of these tools, and developed theory and implications for design of social augmentation in networked meetings in VR. The team also innovated prototyping methods to improve the design of such tools. Overall, research contributions included the prototyped tools (released on a publicly available website), lab and field study findings as well as methods and theory contributions and implications for design.


 

 


Last Modified: 03/06/2025
Modified by: Katherine Isbister

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