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Documents authored by Isbister, Katherine


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Social XR: The Future of Communication and Collaboration (Dagstuhl Seminar 23482)

Authors: Mark Billinghurst, Pablo Cesar, Mar Gonzalez-Franco, Katherine Isbister, Julie Williamson, and Alexandra Kitson

Published in: Dagstuhl Reports, Volume 13, Issue 11 (2024)


Abstract
We are rapidly moving towards a hybrid world where communication and collaboration occur in reality, virtuality, and everywhere in-between. But, are current technologies ready for such a shift? Social Extended Reality (XR) systems promise to overcome the limitations of current real-time teleconferencing systems, enabling a better sense of immersion, enhancing the sense of presence, and fostering more successful interpersonal interactions. The possibility for familiar, meaningful, and strategically heightened social interaction in XR has positioned immersive technology as the future of real-time communication and collaboration. This Dagstuhl Seminar gathered academics and practitioners from different disciplines to address the open challenges of immersive interaction including the ethical, legal and societal aspects of possible futures. Participants shared their work through rapid talks and XR demos. The seminar organizers provided provocation talks before small groups convened to discuss three topics over three days: XR design approaches, ethics and values; capturing and modelling; and proxemics, metrics, instrumentation and evaluation. We conclude with a set of grand challenges in the field of social XR in the areas of empathic computing, blended reality, assets and datasets, and survey instruments.

Cite as

Mark Billinghurst, Pablo Cesar, Mar Gonzalez-Franco, Katherine Isbister, Julie Williamson, and Alexandra Kitson. Social XR: The Future of Communication and Collaboration (Dagstuhl Seminar 23482). In Dagstuhl Reports, Volume 13, Issue 11, pp. 167-196, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2024)


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@Article{billinghurst_et_al:DagRep.13.11.167,
  author =	{Billinghurst, Mark and Cesar, Pablo and Gonzalez-Franco, Mar and Isbister, Katherine and Williamson, Julie and Kitson, Alexandra},
  title =	{{Social XR: The Future of Communication and Collaboration (Dagstuhl Seminar 23482)}},
  pages =	{167--196},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2024},
  volume =	{13},
  number =	{11},
  editor =	{Billinghurst, Mark and Cesar, Pablo and Gonzalez-Franco, Mar and Isbister, Katherine and Williamson, Julie and Kitson, Alexandra},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagRep.13.11.167},
  URN =		{urn:nbn:de:0030-drops-198492},
  doi =		{10.4230/DagRep.13.11.167},
  annote =	{Keywords: Social XR, Augmented Reality, Virtual Reality, Extended Reality, Social Computing}
}
Document
04121 Working Group 2 – Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans

Authors: Jonathan Gratch, Arjan Egges, Anton Eliens, Katherine Isbister, Stacy Marsella, Ana Paiva, Thomas Rist, and Paul ten Hagen

Published in: Dagstuhl Seminar Proceedings, Volume 4121, Evaluating Embodied Conversational Agents (2006)


Abstract
How does one go about designing a human? With the rise in recent years of virtual humans this is no longer purely a philosophical question. Virtual humans are intelligent agents with a body, often a human-like graphical body, that interact verbally and non-verbally with human users on a variety of tasks and applications. Our working group approached this question from the perspective of interactivity. Specifically, how can one design effective interactive experiences involving a virtual human, and what constraints does this goal place on the form and function of an embodied conversational agent. Our group grappled with several related questions: What ideals should designers aspire to, what sources of theory and data will best lead to this goal and what methodologies can inform and validate the design process? A longer article (.pdf) summarizes the output of this WG and suggests a specific framework, borrowed from interactive media design, as a vehicle for advancing the state of interactive experiences with virtual humans.

Cite as

Jonathan Gratch, Arjan Egges, Anton Eliens, Katherine Isbister, Stacy Marsella, Ana Paiva, Thomas Rist, and Paul ten Hagen. 04121 Working Group 2 – Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans. In Evaluating Embodied Conversational Agents. Dagstuhl Seminar Proceedings, Volume 4121, pp. 1-6, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2006)


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@InProceedings{gratch_et_al:DagSemProc.04121.2,
  author =	{Gratch, Jonathan and Egges, Arjan and Eliens, Anton and Isbister, Katherine and Marsella, Stacy and Paiva, Ana and Rist, Thomas and ten Hagen, Paul},
  title =	{{04121 Working Group 2 – Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans}},
  booktitle =	{Evaluating Embodied Conversational Agents},
  pages =	{1--6},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2006},
  volume =	{4121},
  editor =	{Zsofia Ruttkay and Elisabeth Andr\'{e} and W. Lewis Johnson and Catherine Pelachaud},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.04121.2},
  URN =		{urn:nbn:de:0030-drops-4621},
  doi =		{10.4230/DagSemProc.04121.2},
  annote =	{Keywords: }
}
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