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dc.contributor.authorRuvimova, Anastasia
dc.contributor.authorFronchetti Dias, Luiz Felipe
dc.contributor.authorKahn, Boden
dc.contributor.authorSusin, Luiz
dc.contributor.authorHurley, Zekeya
dc.contributor.authorFritz, Thomas
dc.contributor.authorHancock, Mark
dc.contributor.authorShepherd, David C.
dc.date.accessioned2023-10-30 14:14:57 (GMT)
dc.date.available2023-10-30 14:14:57 (GMT)
dc.date.issued2023-10-09
dc.identifier.urihttps://doi.org/10.1145/3611659.3615680
dc.identifier.urihttp://hdl.handle.net/10012/20074
dc.descriptionThis work is licensed under a Creative Commons Attribution International 4.0 License. https://creativecommons.org/licenses/by/4.0/en
dc.description.abstractMany employees prefer to work from home, yet struggle to squeeze their office into an already fully-utilized space. Virtual Reality (VR) seemingly offered a solution with its ability to transform even modest physical spaces into spacious, productive virtual offices, but hardware challenges—such as low resolution—have prevented this from becoming a reality. Now that hardware issues are being overcome, we are able to investigate the suitability of VR for daily work. To do so, we (1) studied the physical space that users typically dedicate to home offices and (2) conducted an exploratory study of users working in VR for one week. For (1) we used digital ethnography to study 430 self-published images of software developer workstations in the home, confirming that developers faced myriad space challenges. We used speculative design to re-envision these as VR workstations, eliminating many challenges. For (2) we asked 10 developers to work in their own home using VR for about two hours each day for four workdays, and then interviewed them. We found that working in VR improved focus and made mundane tasks more enjoyable. While some subjects reported issues—annoyances with the fit, weight, and umbilical cord of the headset—the vast majority of these issues seem to be addressable. Together, these studies show VR technology has the potential to address many key problems with home workstations, and, with continued improvements, may become an integral part of creating an effective workstation in the home.en
dc.description.sponsorshipNSERC, Discovery Grant 2016-04422.en
dc.language.isoenen
dc.publisherAssociation for Computing Machineryen
dc.relation.ispartofseriesACM Symposium on Virtual Reality Software and Technology (VRST 2023);
dc.rightsAttribution 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectvirtual realityen
dc.subjectremote worken
dc.subjectResearch Subject Categories::TECHNOLOGY::Information technology::Computer science::Computer scienceen
dc.subjecthuman-computer interactionen
dc.titleReady Worker One? High-Res VR for the Home Officeen
dc.typeConference Paperen
dcterms.bibliographicCitationRuvimova, A., Fronchetti, F., Kahn, B. A., Susin, L. H., Hurley, Z., Fritz, T., Hancock, M., & Shepherd, D. (2023). Ready worker one? high-res VR for the Home Office. 29th ACM Symposium on Virtual Reality Software and Technology. https://doi.org/10.1145/3611659.3615680en
uws.contributor.affiliation1Faculty of Engineeringen
uws.contributor.affiliation2Games Instituteen
uws.contributor.affiliation2Management Sciencesen
uws.typeOfResourceTexten
uws.peerReviewStatusRevieweden
uws.scholarLevelFacultyen


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