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dc.contributor.authorTu, Joseph
dc.date.accessioned2022-01-26 18:29:09 (GMT)
dc.date.available2022-01-26 18:29:09 (GMT)
dc.date.issued2022-01-26
dc.date.submitted2022-01-06
dc.identifier.urihttp://hdl.handle.net/10012/17984
dc.description.abstractOnline meetings and communication spaces have become a part of many people's work during the global COVID-19 pandemic. While we rely on computer-mediated communication (CMC) daily, we need to be engaged to be productive in and enthusiastic about these online conversations. Only sparse research exists about what factors contribute to engagement to better enhance communication. Engagement can occur in different communication modalities in online meetings aside from text chat. For the purposes of my thesis work, I investigated verbal communication (audio) and nonverbal communication (video) in online meetings, compared to emerging forms of online meetings with graphical image representations (avatar). This research addresses a research gap on understanding if engagement differs between communication modalities. Understanding whether engagement differs between each modality can help us determine what to focus on when designing online communication tools. In my thesis, I used a mixed-methods approach to study the engagement and interactions in online communication tools. I investigated whether the differences in online meetings using audio only, video only, avatar with video, and avatar without video play an important role in terms of engagement, interaction, and presence. I conducted a power analysis to determine the number of participants required for this study, collected the data online, and analyzed the quantitative and qualitative data I gathered. My findings show seven themes that I constructed using thematic analysis. These themes provide answers to my research questions together with the statistical data on user engagement and social presence. Finally, I conclude my thesis with design guidelines for future iterations of (CMC) tools such as the emerging Metaverse platform.en
dc.language.isoenen
dc.publisherUniversity of Waterlooen
dc.subjectvirtual environmenten
dc.subjectengagementen
dc.subjectCSCWen
dc.subjectComputer-mediated communicationen
dc.subjectHuman-Computer Interactionen
dc.subjectHCIen
dc.subjectGather.Townen
dc.subjectOnline Meetingsen
dc.subjectMetaverseen
dc.subjectGames User Researchen
dc.subjectGURen
dc.subjectUX Researchen
dc.titleMeetings in the Metaverse: Exploring Online Meeting Spaces through Meaningful Interactions in Gather.Townen
dc.typeMaster Thesisen
dc.pendingfalse
uws-etd.degree.departmentSystems Design Engineeringen
uws-etd.degree.disciplineSystem Design Engineeringen
uws-etd.degree.grantorUniversity of Waterlooen
uws-etd.degreeMaster of Applied Scienceen
uws-etd.embargo.terms0en
uws.contributor.advisorNacke, Lennart
uws.contributor.affiliation1Faculty of Engineeringen
uws.published.cityWaterlooen
uws.published.countryCanadaen
uws.published.provinceOntarioen
uws.typeOfResourceTexten
uws.peerReviewStatusUnrevieweden
uws.scholarLevelGraduateen


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