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Trends in the Adoption of VR Technologies for Online Conferences | IEEE Conference Publication | IEEE Xplore

Trends in the Adoption of VR Technologies for Online Conferences


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 V...Show More

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.
Date of Conference: 16-18 September 2024
Date Added to IEEE Xplore: 24 February 2025
ISBN Information:

ISSN Information:

Conference Location: Hachioji, Tokyo, Japan

I. Introduction

The COVID-19 pandemic has significantly accelerated the adoption of virtual technologies for hosting conferences and events [1] – [4]. This shift has led to a dynamic evolution in how these conferences are conducted, ranging from the use of basic 2D online meeting software to the implementation of sophisticated VR systems.

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References

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