인문학
사회과학
자연과학
공학
의약학
농수해양학
예술체육학
복합학
지원사업
학술연구/단체지원/교육 등 연구자 활동을 지속하도록 DBpia가 지원하고 있어요.
커뮤니티
연구자들이 자신의 연구와 전문성을 널리 알리고, 새로운 협력의 기회를 만들 수 있는 네트워킹 공간이에요.
논문 기본 정보
- 자료유형
- 학술대회자료
- 저자정보
- 발행연도
- 2021.11
- 수록면
- 94 - 97 (4page)
이용수
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.
#연결성
#가상현실
#3D 미팅 플랫폼
#헤드 마운트 디스플레이
#Connectivity
#Virtual Reality
#3D Meetings Platforms
#Head-Mounted Display (HMD)
상세정보 수정요청해당 페이지 내 제목·저자·목차·페이지정보가 잘못된 경우 알려주세요!
목차
- Abstract
- 1. Background
- 2. Virtual Meetings
- 3. Platforms for VR Meetings
- 4. Conclusion
- Reference