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Virtual reality (VR) conferencing has the potential to provide geographically dispersed users with an immersive environment, enabling rich social interactions and user experience using avatars. However, remote communication in VR inevitably…
While videoconferencing is prevalent, concurrent participation channels are limited. People experience challenges keeping up with the discussion, and misunderstanding frequently occurs. Through a formative study, we probed into the design…
Immersive learning environments such as virtual classrooms in Virtual Reality (VR) offer learners unique learning experiences, yet providing effective learner support remains a challenge. While prior HCI research has explored in-lecture…
Sharing live telepresence experiences for teleconferencing or remote collaboration receives increasing interest with the recent progress in capturing and AR/VR technology. Whereas impressive telepresence systems have been proposed on top of…
Immersive analytics enables collaborative data analysis in shared virtual spaces. While synchronous collaboration in such environments is well-established, real-world analysis often requires an effective task handover - the transfer of…
When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop…
Meeting online is becoming the new normal. Creating an immersive experience for online meetings is a necessity towards more diverse and seamless environments. Efficient photorealistic rendering of human 3D dynamics is the core of immersive…
In this paper, we present a novel multi-modal attention guidance method designed to address the challenges of turn-taking dynamics in meetings and enhance group conversations within virtual reality (VR) environments. Recognizing the…
Interactive collaborative video is now a common part of remote work. Despite its prevalence, traditional video conferencing can be challenging, sometimes causing social discomforts that undermine process and outcomes. Avatars on 2D displays…
We propose and explore the user experience of SEAM -- Stand-in Enhanced Asynchronous Meetings -- virtual reality meetings in which embodied virtual agents represent absent users. During the meeting, attendees can address the agent, and the…
Static information presentation in VR cultural heritage often causes cognitive overload or under-stimulation. We introduce a closed-loop adaptive interface that tailors content depth to real-time visitor behavior through implicit multimodal…
Due to the COVID-19 pandemic, many professional entities shifted toward remote collaboration and video conferencing (VC) tools. Social virtual reality (VR) platforms present an alternative to VC for meetings and collaborative activities.…
Computer-mediated concerts can be enjoyed on various devices, from desktop and mobile to VR devices, often supporting multiple devices simultaneously. However, due to the limited accessibility of VR devices, relatively small audience…
Co-viewing videos with family and friends remotely has become prevalent with the support of communication channels such as text messaging or real-time voice chat. However, current co-viewing platforms often lack visible embodied cues, such…
Telepresence VR systems allow for face-to-face communication, promoting the feeling of presence and understanding of nonverbal cues. However, when discussing virtual 3D objects, limitations to presence and communication cause deictic…
Animated visualization is becoming increasingly popular as a compelling way to illustrate changes in time series data. However, maintaining the viewer's focus throughout the entire animation is difficult because of its time-consuming…
Effective real-time data presentation is essential in small-group interactive contexts, where discussions evolve dynamically and presenters must adapt visualizations to shifting audience interests. However, most existing interactive…
Augmented Reality (AR) teleconferencing allows separately located users to interact with each other in 3D through agents in their own physical environments. Existing methods leveraging volumetric capturing and reconstruction can provide a…
Avatars are edging into mainstream videoconferencing, but evaluation of how avatar animation modalities contribute to work meeting outcomes has been limited. We report a within-group videoconferencing experiment in which 68 employees of a…
Engagement in virtual learning is essential for participant satisfaction, performance, and adherence, particularly in online education and virtual rehabilitation, where interactive communication plays a key role. Yet, accurately measuring…