Virtual Worlds as a Platform for Remote Collaboration
Research Mentor(s)
Wesley Deneke
Description
This project focuses on identifying methods to make the coming Metaverse more accessible and facilitate collaboration. Specifically, the pandemic has highlighted many weaknesses in tools commonly used for remote collaboration, such as Zoom. Experts predict that the Metaverse will not arrive to deliver entertainment, but rather to facilitate collaboration in the increasingly remote workforce. But there is a skill barrier that hinders non-technical users from benefiting from the Metaverse. Our work experiments with technology such as support for Virtual Reality for an immersive experience and automated controls for a hands free experience.
Document Type
Event
Start Date
May 2022
End Date
May 2022
Location
Carver Gym (Bellingham, Wash.)
Department
CSE - Computer Science
Genre/Form
student projects; posters
Type
Image
Rights
Copying of this document in whole or in part is allowable only for scholarly purposes. It is understood, however, that any copying or publication of this document for commercial purposes, or for financial gain, shall not be allowed without the author’s written permission.
Language
English
Format
application/pdf
Virtual Worlds as a Platform for Remote Collaboration
Carver Gym (Bellingham, Wash.)
This project focuses on identifying methods to make the coming Metaverse more accessible and facilitate collaboration. Specifically, the pandemic has highlighted many weaknesses in tools commonly used for remote collaboration, such as Zoom. Experts predict that the Metaverse will not arrive to deliver entertainment, but rather to facilitate collaboration in the increasingly remote workforce. But there is a skill barrier that hinders non-technical users from benefiting from the Metaverse. Our work experiments with technology such as support for Virtual Reality for an immersive experience and automated controls for a hands free experience.