Joshua McVeigh-Schultz

dblp:50/11413 · DBLP profile ↗
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7ranked-venue papers
4as first author
3since 2021 · last 2025
0000-0003-3419-757XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
YearPublicationVenuePosition
2025 "Let's Jump into More Creative Avatars and Take this Brainstorm to the Flying Platform: " Playful Prototypes of VR Meeting Support Tools
abstract
Most videoconferencing technologies presently struggle to keep people engaged during team meetings. Recent research points to the potential of social virtual and extended reality (VR/XR) technologies to transform remote meetings, offering innovative approaches through the design of novel meeting tools. This pictorial presents the design of five such prototypes of VR meeting support tools: conversation visualization, embodied affinity signaling, tools for avatar and space modulation, and time management. Deployed in a custom-built Mozilla Hubs environment, this toolkit was tested with five expert user teams in a two-fold study: researcher-moderated VR workshops (N=28) and unmoderated VR meetings (N=40). In this pictorial, the focus is on the design of the prototypes, with highlights of select results from participants’ feedback and discussion of the perceived merit of the prototypes’ design in supporting meeting interactions.
Anya Osborne, Joshua McVeigh-Schultz, Alexandra Leeds, George Butler, Samir Ghosh, Katherine Isbister
Conference on Designing Interactive Systems2
2023 Being Social in VR Meetings: A Landscape Analysis of Current Tools
abstract
In the 21st century workplace (especially in COVID times), much human social interaction occurs during virtual meetings. Unlike traditional screen-based remote meetings, VR meetings promise a more richly embodied form of communication. This paper maps the experiential terrain of seven commercial VR meeting applications, with a particular focus on the range of shared social experiences and collaborative abilities these applications may enable or constrain. We examine a range of applications including Spatial, Glue VR, MeetinVR, Mozilla Hubs, VRChat, AltspaceVR, and Rec Room. We analyze and map avatar system strategies, meeting environments and in-world cues, meeting invitation model, and different models of participation. In addition, we argue that commercial applications for meeting in VR that cater to workplace contexts might benefit from borrowing some of the strategies used in more leisure-focused environments for supporting social interaction.
Anya Osborne, Sabrina Fielder, Joshua McVeigh-Schultz, Timothy Lang, Max Kreminski, George Butler, Jialang Victor Li, Diana R. Sanchez, Katherine Isbister
Conference on Designing Interactive Systems3
2022 A "beyond being there" for VR meetings: envisioning the future of remote work
abstract
In the 21st century workplace, a great deal of social interaction occurs in meetings. However, research on meetings – and in particular workplace meetings – has long demonstrated the challenges inv...
Joshua McVeigh-Schultz, Katherine Isbister
Hum. Comput. Interact.1
2019 Understanding Emerging Design Practices for Avatar Systems in the Commercial Social VR Ecology
abstract
In the emerging ecology of commercial social VR, avatars that serve to represent individuals within these multi-user virtual worlds are at the heart of the embodied social experience. Current industry approaches to avatars in social VR applications vary widely, and the (sometimes tacit) design knowledge acquired by those who created these platforms has much to offer research in HCI. In this paper, we describe current design practices, and reflect on the design approaches that characterize avatars and avatar systems in this emerging commercial sector. To investigate design approaches to avatar systems and their impact on communication and interaction with people within this medium, we interviewed industry experts associated with a range of platforms including Rec Room, AltspaceVR, High Fidelity, VRChat, Anyland, and Mozilla Hubs. In analyzing the ways that design choices shape embodied experience, we map design approaches to avatar systems in this evolving landscape and make preliminary claims about the impact of these varying design approaches.
Anya Osborne, Joshua McVeigh-Schultz, Katherine Isbister
Conference on Designing Interactive Systems2
2019 Shaping Pro-Social Interaction in VR: An Emerging Design Framework
abstract
Commercial social VR applications represent a diverse and evolving ecology with competing models of what it means to be social in VR. Drawing from expert interviews, this paper examines how the creators of different social VR applications think about how their platforms frame, support, shape, or constrain social interaction. The study covers a range of applications including: Rec Room, High Fidelity, VRChat, Mozilla Hubs, Altspace VR, AnyLand, and Facebook Spaces. We contextualize design choices underlying these applications, with particular attention paid to the ways that industry experts perceive, and seek to shape, the relationship between user experiences and design choices. We underscore considerations related to: (1) aesthetics of place (2) embodied affordances, (3) social mechanics, (4) and tactics for shaping social norms and mitigating harassment. Drawing on this analysis, we discuss the stakes of these choices, suggest future research directions, and propose an emerging design framework for shaping pro-social behavior in VR.
Joshua McVeigh-Schultz, Anya Osborne, Katherine Isbister
CHI1
2018 Immersive Design Fiction: Using VR to Prototype Speculative Interfaces and Interaction Rituals within a Virtual Storyworld
abstract
Immersive design fiction is a novel approach that embeds speculative interactions within a rich virtual reality (VR) storyworld. Immersive design fictions use VR to translate new design opportunities into story-driven, embodied experiences by positioning the participant as a character in a narrative world. This paper presents a case study of an immersive design fiction that depicts a fictionalized reimagining of an industry partner's work practices. This VR experience explores speculative interfaces for creative work and collaboration in the context of a fictional workplace environment. By placing design fictions within rich immersive contexts such as room-scale VR, researchers and practitioners can go beyond prototyping imagined interfaces to also speculate about the interaction rituals and surrounding social context within an experiential storyworld. This approach makes methodological and theoretical contributions to design fiction research by demonstrating a toolkit for exploring and reflecting upon the intersections between speculation, embodiment, and narrative context.
Joshua McVeigh-Schultz, Max Kreminski, Keshav Prasad, Perry Hoberman, Scott S. Fisher
Conference on Designing Interactive Systems1
2012 Extending the lifelog to non-human subjects: ambient storytelling for human-object relationships
abstract
In this paper, we describe an approach to lifelogging that positions everyday objects, vehicles, and built environments as worthy of their own lifelog systems. We use this approach to anchor what we call ambient storytelling, and we argue that this methodology opens up new opportunities to design for rich and enduring relationships between humans and non-humans. We will explore this research approach through a series of examples, including: (1) a building that learns about its occupants and reveals its lifelog through playful solicitation and reciprocation, (2) story-objects that reveal backstory to their users, and (3) an automotive-sensor system and lifelog platform that facilitates context-specific playful interaction between a driver and their car. In this last example, we were interested in how a vehicle-based lifelog could augment drivers' existing propensities to project character onto their cars. In each of these examples, we reposition the concept of the lifelog to consider the "lives" of objects and the relationship between humans and non-humans as a worthwhile area of research.
Joshua McVeigh-Schultz, Jennifer Stein, Jeff Watson, Scott S. Fisher
ACM Multimedia1