| Literature DB >> 35261553 |
William Hurst1, Adam Withington2, Hoshang Kolivand3.
Abstract
The Covid-19 pandemic has forced a change in the way people work, and the location that they work from. The impact has caused significant disruption to education, the work environment and how social interactions take place. Online user habits have also changed due to lockdown restrictions and virtual conferencing software has become a vital cog in team communication. In result, a spate in software solutions have emerged in order to support the challenges of remote learning and working. The conferencing software landscape is now a core communication solution for company-wide interaction, team discussions, screen sharing and face-to-face contact. Yet the number of existing platforms is diverse. In this article, a systematic literature review investigation on virtual conferencing is presented. As output from the analysis, 67 key features and 74 obstacles users experience when interacting with virtual conferencing technologies are identified from 60 related open-source journal articles from 5 digital library repositories.Entities:
Keywords: Covid-19; User experience; User journey mapping; Virtual conferencing
Year: 2022 PMID: 35261553 PMCID: PMC8891744 DOI: 10.1007/s11042-022-12402-4
Source DB: PubMed Journal: Multimed Tools Appl ISSN: 1380-7501 Impact factor: 2.577
Fig. 1Google Trends from Oct 19 to Oct 20 with a depicting virtual conference searches and b Covid-19 searches
Selection Criteria (SC)
| Code | Criteria |
|---|---|
| SC1 | Year (published 2016 onwards). |
| SC2 | Journal Article |
| SC2.1 | Full Text |
| SC2.2 | Written in English |
| SC2.3 | Open Access |
| SC3 | Provides a valid study (e.g. not a foreword or introduction document etc.) |
| SC4 | Related to digital virtual conferencing |
Fig. 2Articles Selected for Quality Assessment a Virtual Conference, b Digital User Experience and c 3D Conferencing
Quality Assessment
| Code | Criteria |
|---|---|
| QA1 | Defined and valid study |
| QA2 | Clear documentation of methodology |
| QA3 | Clear documentation of findings |
| QA4 | Does the conclusion relate to study aims. |
| QA5 | Quality (e.g. journal ranking) |
| QA6 | Discusses/Implements Virtual Conferencing Solutions |
Virtual Conference Search
| Digital Library | After Search | SC1 | SC2 | SC3 | SC4 | QA |
|---|---|---|---|---|---|---|
| IEEE | 291,510 | 64,784 | 642 | 40 | 3 | 3 |
| MDPI | 239 | 209 | 209 | 209 | 5 | 3 |
| Elsevier | 1876 | 1577 | 76 | 76 | 5 | 4 |
| Springer | 1748 | 1122 | 64 | 52 | 9 | 6 |
| Wiley | 22,626 | 6272 | 323 | 283 | 7 | 7 |
| Total | 317,999 | 73,964 | 1314 | 660 | 29 | 23 |
Digital User Experience Search
| Digital Library | After Search | SC1 | SC2 | SC3 | SC4 | QA |
|---|---|---|---|---|---|---|
| IEEE | 5293 | 2807 | 136 | 136 | 9 | 9 |
| MDPI | 1226 | 1101 | 1101 | 1101 | 3 | 2 |
| Elsevier | 9169 | 4730 | 867 | 81 | 6 | 6 |
| Springer | 12,003 | 5760 | 259 | 216 | 4 | 3 |
| Wiley | 3888 | 1704 | 104 | 102 | 2 | 2 |
| Total | 31,579 | 16,102 | 2467 | 1636 | 24 | 22 |
3D Conferencing Search
| Digital Library | After Search | SC1 | SC2 | SC3 | SC4 | QA |
|---|---|---|---|---|---|---|
| IEEE | 175 | 26 | 1 | 1 | 1 | 1 |
| MDPI | 11 | 9 | 9 | 9 | 1 | 0 |
| Elsevier | 3029 | 1375 | 280 | 82 | 4 | 3 |
| Springer | 3720 | 986 | 176 | 125 | 12 | 11 |
| Wiley | 35,067 | 6334 | 435 | 33 | 1 | 0 |
| Total | 42,002 | 8730 | 901 | 250 | 19 | 15 |
Fig. 3Quality Score Distribution
Data Extract Sample
| Article ID | Keywords | Tools | UX Points | Targeted Domain | Obstacles | Features |
|---|---|---|---|---|---|---|
| VC1 | Covid-19, disseminate, collaborations, feedback | WebEx, Web 2.0, Zoom | Lean | Medical | Multiple technologies | Scalable |
Fig. 4Category Distribution for a Features and b Obstacles
Primary Studies Following QA in Order of Search
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Fig. 5Year-wise Distribution of 60 Studies
Fig. 6Domain of Studies
Fig. 7Score by Publisher
Fig. 8Feature Count after QA
Features Identified During QA
| Social | Multimedia | Data and AI | Competition | Structure | Education | Interaction |
|---|---|---|---|---|---|---|
| Collaborative | Audio | Data Sharing | Leader boards (compare with others) | Autonomy | Educational | Avatars |
| Communicative | Mediated communication | Control Remote IoT | Rewards (e.g. points, achievement badges) | Dynamic/Flexible | Alternate Student and Instructor Views | Alternate Visual Reality |
| Goal-driven | Embedded | Al-Controlled Agents | Bespoke | Blended Learning | Haptic Feedback | |
| Increased Outreach (International) | Content Sharing | Continuous Feedback | Hands-on Learning / Training | Immersive | ||
| Social Network-Integrated | Moving | Free | Individualized | Hybridised | ||
| Accessible | Recorded | Increased Efficiency | Immediate Feedback | |||
| Maintain Social Relationships | Remote Manipulation | Lowered Carbon Emissions | Intercommunication with Lesson | |||
| Meeting format can address inequalities in participation | Shared Viewpoint (Virtual Camera) | Many-to-many | Learning Support | |||
| Multiple Applications in One | Text | Many-to-one | Full Control for Teachers | |||
| Synchronous | Video engagement | Monetized | Unique Learning | |||
| Virtual Multi-Board | One-to-many | Highly Interactive | ||||
| One-to-one | ||||||
| Scalable | ||||||
| Sophisticated Security | ||||||
| Stared Projects | ||||||
| Cloud-based | ||||||
| Real-time | ||||||
| Administrative |
Obstacles Identified for all Virtual Meeting Contexts During QA
| Social | Multimedia | Data and AI | Competition | Structure | Education | Interaction |
|---|---|---|---|---|---|---|
| Accessibility (Technology) | Audible Modules | Accurate Information | Reward System | Third Party-Tech has Limited Control/Alteration for Owner | Student Behaviors are Anticipated Rather than Observed | Avatar Personalisation |
| Acceptability | Acknowledgments | Vulnerability of the Final Code | Track Progress | Technology Integration | Blended Learning | Immediate / Real-Time |
| Communication in User-directed Simulations | Synchronous Delivery | Cost for Better Tech (e.g. zoom) | Broad Range of Course Structures / Diversity of Content | Interaction Techniques | ||
| Basic Need Satisfaction | Resolution | Country-Based Regulations for Digital Content | Direct Supervision | Both Enjoyable and Engaging | ||
| Isolated using HMD | Customisation | Disability Support | Immersion Quality in VR | |||
| Co-collaboration activities | Degree of Polish | Lack of hands-on learning | Scalability | |||
| Conveying Mutual Gesture/Emotion Cues | innovation | Subjective Immersion | ||||
| Culture | Access to Tech/Tools | VR equipment access | ||||
| Daily Reviews | Maintenance Costs | Poor Experience with Quick Movements in VR | ||||
| Decreased Motivation | Multiple Technologies | Cybersickness | ||||
| Distributed Pattern of Conversation | Notifications/Alerts | Multiuser Environment Interaction | ||||
| Inclusion | Perceptual Quality | Digital Interface | ||||
| ICT Skills and Access | Performance | |||||
| Lack of Non-Verbal Communication (Eye Contact) | Usability | |||||
| Limited UX | ||||||
| Loss of Most Active User | ||||||
| Moderator Requirement | ||||||
| Multiple Networks of Practice | ||||||
| User Responsibilities | ||||||
| Screening Participants | ||||||
| Social Influence (variety) | ||||||
| Subjective experience |
User Experience Considerations
| User Experience Considerations | |||
|---|---|---|---|
| Adaptable | Ease of interaction | Incompleteness | Reduced Waiting Time on Start-up |
| Ambient Intelligence | Efficient | Interactive | Regions of Interest Areas |
| Awareness tool/interface | Empathy | Intimacy | Reliable |
| Cloud Architecture | Environmentally Conscious Design | Lean | Responding to User Needs |
| Code of conduct | Extended Reality | Mobile | Structured |
| Computer-Guided | Gesture Detection | Multimodal | Tactile |
| Decentralised | High Computer Memory (1–3 GB) | Presence | Untethered |
| Design Style that Reuses Web Technologies | High-Speed Internet Connection | Puppeteered (using users’ keyboard, mouse, or controller inputs) | User-Friendly Interface |
| Digitally Inclusive | Human Computer Interaction | Quality of Experience | Visual Attention |
| Duration | Immediacy | Realism of the image | Well-balanced (synergy between representation and experience) |
Fig. 9Count for Obstacles Following QA
Considerations for 3D in virtual conference applications
| Features | Obstacles |
|---|---|
| 360 Degree videos | 3D Content Production |
| Accurate representation of indoor environment | 3D Animation Production |
| Harness BIM | BIM Files Have Large Geometry |
| Digital gaming | Field of View Awareness |
| Digital twin | Continuous Improvement Requirement |
| Virtual humans | Need for dedicated device(e.g. Game Controller) |
| Virtual Reality | Fluidity |
| Quality and Realism | |
| Scanning Requirements | |
| Texture Parameters | |
| Camera FOV | |
| Decreased Frame Rate |