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Architecture and Design for Virtual Conferences: A Case Study
Collaborative User Experience Group, Center for Social Software, IBM Watson Research, 1 Rogers Street, Cambridge, MA 02142, USA
Received: 30 April 2011; in revised form: 14 June 2011 / Accepted: 21 June 2011 / Published: 6 July 2011
Abstract: This paper presents a case study of the design issues facing a large multi-format virtual conference. The conference took place twice in two different years, each time using an avatar-based 3D world with spatialized audio including keynote, poster and social sessions. Between year 1 and 2, major adjustments were made to the architecture and design of the space, leading to improvement in the nature of interaction between the participants. While virtual meetings will likely never supplant the effectiveness of face-to-face meetings, this paper seeks to outline a few design principles learned from this experience, which can be applied generally to make computer mediated collaboration more effective.
Keywords: design; collaboration; virtual architecture; spatialized audio; synchronous interaction; virtual environment; Second Life
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Sempere, A. Architecture and Design for Virtual Conferences: A Case Study. Future Internet 2011, 3, 175-184.
Sempere A. Architecture and Design for Virtual Conferences: A Case Study. Future Internet. 2011; 3(3):175-184.
Sempere, Andrew. 2011. "Architecture and Design for Virtual Conferences: A Case Study." Future Internet 3, no. 3: 175-184.