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자료유형
학술대회자료
저자정보
(연세대학교) (연세대학교)
저널정보
한국실내디자인학회 한국실내디자인학회 학술대회논문집 한국실내디자인학회 2021년도 추계학술발표대회 논문집
발행연도
수록면
94 - 97 (4page)

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초록· 키워드

The effort to connect people from remote areas was especially emphasized in the Covid 19 era. As technology evolved and people became accustomed to apps like Zoom, Teams, and GoogleMeet, meeting and learning in a virtual environment became the norm. However, 2D virtual meeting tools lead to some productivity and concentration issues when used regularly, as they are tiring and boring. This paper therefore analyzes some of the factors associated with meeting platforms from VR perspective, which represent a new way of communicating. Within these platforms, users can upload their own customized 3D model to the applications and collaborate, visualize designs, give virtual presentations or listen to speakers. Avatars represent the users who attend meetings. Since there are a variety of platforms that can be used in this context, three platforms, Shapespark, Mozilla Hubs, and FrameVR, were selected for an analysis of their interactive features. After learning about the tools, they can be used in different contexts, especially in business and educational settings.
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목차

  1. Abstract
  2. 1. Background
  3. 2. Virtual Meetings
  4. 3. Platforms for VR Meetings
  5. 4. Conclusion
  6. Reference

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