Avatars and Environments for Meetings in Social VR: What Styles and Choices Matter to People in Group Creativity Tasks?
Anya Osborne, Sabrina Fielder, Lee Taber, Tara Lamb, Joshua McVeigh-Schultz, Katherine Isbister

TL;DR
This research investigates how avatar styles and virtual environments in social VR affect group creativity and collaboration, providing insights for designing effective VR meeting tools post-pandemic.
Contribution
It offers empirical data on avatar and environment preferences and their impact on creative teamwork in social VR settings.
Findings
Avatar preferences vary by meeting context
Environment design influences creative performance
Design choices affect teamwork dynamics
Abstract
Due to the COVID-19 pandemic, many professional entities shifted toward remote collaboration and video conferencing (VC) tools. Social virtual reality (VR) platforms present an alternative to VC for meetings and collaborative activities. Well-crafted social VR environments could enhance feelings of co-presence and togetherness at meetings, helping reduce the need for carbon-intensive travel to face-to-face meetings. This research contributes to creating meeting tools in VR by exploring the effects of avatar styles and virtual environments on groups creative performance using the Mozilla Hubs platform. We present the results of two sequential studies. Study One surveys avatar and environment preferences in various VR meeting contexts (N=87). Study Two applies these findings to the design of a between-subjects and within-subjects research where participants (N=40) perform creativity tasks…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Team Dynamics and Performance · Usability and User Interface Design
