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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
Future Internet 2011, 3(3), 175-184; https://doi.org/10.3390/fi3030175
Received: 30 April 2011 / Revised: 14 June 2011 / Accepted: 21 June 2011 / Published: 6 July 2011
(This article belongs to the Special Issue Virtual Worlds)
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. View Full-Text
Keywords: design; collaboration; virtual architecture; spatialized audio; synchronous interaction; virtual environment; Second Life design; collaboration; virtual architecture; spatialized audio; synchronous interaction; virtual environment; Second Life
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MDPI and ACS Style

Sempere, A. Architecture and Design for Virtual Conferences: A Case Study. Future Internet 2011, 3, 175-184. https://doi.org/10.3390/fi3030175

AMA Style

Sempere A. Architecture and Design for Virtual Conferences: A Case Study. Future Internet. 2011; 3(3):175-184. https://doi.org/10.3390/fi3030175

Chicago/Turabian Style

Sempere, Andrew. 2011. "Architecture and Design for Virtual Conferences: A Case Study" Future Internet 3, no. 3: 175-184. https://doi.org/10.3390/fi3030175

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