Proceedings of the 30th Australian Conference on Computer-Human Interaction 2018
DOI: 10.1145/3292147.3292203
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The effect of video placement in AR conferencing applications

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Cited by 5 publications
(9 citation statements)
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“…Also, unlike the given examples of pure shared immersion, the realism of users is important. Earlier versions simply inserted a 2D video of the remote user within the AR or VR environment, as in Lawrence et al (2018); Prins et al (2018). In more advanced implementations, such as the aforementioned Holoportation and VR Together, users are represented using 3D point clouds obtained from volumetric video capture.…”
Section: Overview Of Systemsmentioning
confidence: 99%
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“…Also, unlike the given examples of pure shared immersion, the realism of users is important. Earlier versions simply inserted a 2D video of the remote user within the AR or VR environment, as in Lawrence et al (2018); Prins et al (2018). In more advanced implementations, such as the aforementioned Holoportation and VR Together, users are represented using 3D point clouds obtained from volumetric video capture.…”
Section: Overview Of Systemsmentioning
confidence: 99%
“…This was also studied in face-to-face window systems as in Kim et al (2019b). Other studies that do not use shared contents emphasize the deliberation proposing tasks such as negotiation (Lawrence et al, 2018), playing games (e.g., riddles in Anjos et al (2019), tell a lie in Orts-Escolano et al ( 2016), etc.) or using semi-structured interviews (Lawrence et al, 2021).…”
Section: Tasksmentioning
confidence: 99%
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