This is the route the group is taking: on the one hand, interesting elements can make meetings more interesting and inspire ideas, but on the other hand, such meetings are more difficult to set up and look fancy. “We see special challenges in social relationships,” Teevan said. Like Facebook, Microsoft is also actively seeking to invent meeting tools. One is the Together mode it created for its Teams software, which uses artificial intelligence to cut the user’s personal data and place it in a virtual environment.
Teevan said workers are increasingly feeling isolated in remote work and desperately in need of contact. Her internal research at Microsoft shows that employees are becoming more and more niche in the video conferencing environment, which may lead to wrong decisions. “We are codifying our existing social network,” she said. Games can expand these networks, increase trust, and even lead to better decisions.
Sílvia Fornós, a PhD researcher at the Computer Game Research Center at Copenhagen IT University, recently helped organize a week-long summit collect, This is a virtual space where users can hold meetings in a pixelated 8-bit environment because she found that Slack and Zoom could not satisfy the contact with other attendees. Fornós said that the 80s style did not distract attention, but added a sense of informality and comfort to the meeting.
Despite this, she found a lack of practical contact. “Team cohesion is a fundamental part of multidisciplinary research and has a direct impact on our work,” she said. “We need to find a middle ground, such as a hybrid space that provides the flexibility of a virtual space, and if necessary, can socialize and participate in person.”
The middle ground of meeting technology is where profit and demand intersect. Facebook hopes that its Horizons Workroom can meet this demand-no matter how absurd it would be to talk to an animated avatar of the boss in virtual reality. Even King admits that Horizons Workroom “is a bit cumbersome for me.”
Jeremy Bailenson, a professor of communications at Stanford University and founder of the Virtual Human Interaction Laboratory, said the solution may be somewhere between traditional and game-like video conferencing technologies. This summer, he conducted one of the most effective experiments, 102 students timed more than 60,000 minutes on Zoom and the VR platform Engage.
“Should we continue to use Zoom or VR? My answer is yes, we should do both,” Byronson said. His work published this week shows that type The key to the meeting. “If you have a person who can talk and everyone else is listening, then Zoom is a great fit,” he said. “But if you have to do an action or have a group conversation, immersive VR is more suitable.” He found that VR is a better way for people to read nonverbal cues, such as leaning against or making eye contact, which is essential for building trust and understanding important.
But Bailenson admits that VR will not allow us to use it for more than a few minutes at a time before our perception becomes unstable.