Skip to main content

Virtual Meetings

  • Reference work entry
  • First Online:
Handbook of Science and Technology Convergence
  • 2536 Accesses

Abstract

This chapter reviews and examines virtual meetings (VM). VM are meetings where participants are distributed across physical space or time yet seek/act as virtually colocated in a commonplace. Computer-mediated VM are the common form or mode of interest. Many millions of people regularly engage in such meetings worldwide, most often in small groups with others known to them. This chapter focuses attention on two different recurring forms of such meetings: VM conducted through online documents or artifacts that may be stored, accessed, or transacted via their associated systems and repositories and VM where participants employ computer-rendered avatars in immersive virtual worlds to denote their presence, identity, and ability to interact with other avatars through online media or experiences.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 699.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 949.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Bailenson JN, Yee N, Blascovich J et al (2008) Transformed social interaction in mediated interpersonal communication. In: Konijn E, Tanis M, Utz S, Linden A (eds) Mediated interpersonal communication. Routledge, NY. pp 77–99

    Google Scholar 

  • Bainbridge WS (2007) The scientific research potential of virtual worlds. Science 317:472–476

    Article  Google Scholar 

  • Bainbridge WS (ed) (2010) Online worlds: convergence of the real and the virtual, Human-computer interaction series. Springer, London

    Google Scholar 

  • Bazerman C (1994) Systems of genres and the enactment of social intentions. In: Freedman A, Medway P (eds) Genre and the new rhetoric. Taylor & Francis, London, pp 79–101

    Google Scholar 

  • Boellstorff T, Nardi B, Pearce C et al (2012) Ethnography and virtual worlds: a handbook of methods. Princeton University Press, New Jersey

    Google Scholar 

  • Bohannon J (2011) Meeting for peer review at a resort that’s virtually free. Science 331:27

    Article  Google Scholar 

  • Elliott MS, Ackerman MS, Scacchi W (2007) Knowledge work artifacts: Kernel Cousins for free/open source software development. In: Proceedings of ACM conference supporting group work (Group07), Sanibel Island, Nov 2007, pp 177–186

    Google Scholar 

  • Olson G, Olson J (2000) Distance matters. Hum Comput Interact 15(1):139–178

    Article  Google Scholar 

  • Olson GM, Zimmerman A, Bos N (eds) (2008) Scientific research on the internet. MIT Press, Cambridge, MA

    Google Scholar 

  • Orlikowski WJ (2000) Using technology and constituting structures: a practice lens for studying technology in organizations. Organ Sci 11(4):404–428

    Article  Google Scholar 

  • Pearce C (2009) Communities of play: emergent cultures in multiplayer games and virtual worlds. MIT Press, Cambridge, MA

    Google Scholar 

  • Scacchi W (2010a) Collaboration practices and affordances in free/open source software development. In: Mistrík I, Grundy J, van der Hoek A, Whitehead J (eds) Collaborative software engineering. Springer, New York, pp 307–328

    Chapter  Google Scholar 

  • Scacchi W (2010b) Game-based virtual worlds as decentralized virtual activity systems. In: Bainbridge WS (ed) Convergence of the real and the virtual. Springer, New York, pp 225–226

    Google Scholar 

  • Scacchi W (2010c) Computer game mods, modders, modding, and the mod scene. First Monday 15(5), http://dx.doi.org/10.5210/fm.v15i5.2965

  • Scacchi W (ed) (2012) The future of research in computer games and virtual worlds: workshop report. Technical report UCI-ISR-12-8, University of California, Irvine. http://bit.ly/1tWxUDi

  • Seif El-Nasr M, Drachen A, Canossa A (eds) (2013) Game analytics: managing the value of player data. Springer, London

    Google Scholar 

  • Shneiderman B, Plaisant C (2006) Collaboration and social media participation. In: Designing the user interface: strategies for effective human-computer interaction, 5th edn. Addison-Wesley, Reading, pp 360–402

    Google Scholar 

  • Spinuzzi C (2003) Tracing genres through organizations: a sociocultural approach to information design. MIT Press, Cambridge, MA

    Google Scholar 

Download references

Acknowledgments

The research described in this report was supported by grants #N00244-14-1-0030 from the Acquisition Research Program, at the Naval Postgraduate School, Monterey, CA, and grants #0808783 #1041918, and #1256593 from the National Science Foundation. No endorsement, review, or approval has been implied.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Walt Scacchi .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this entry

Cite this entry

Scacchi, W. (2016). Virtual Meetings. In: Bainbridge, W., Roco, M. (eds) Handbook of Science and Technology Convergence. Springer, Cham. https://doi.org/10.1007/978-3-319-07052-0_31

Download citation

Publish with us

Policies and ethics