TY - GEN
T1 - Communication Challenges between Clients and Producers of Immersive Media Applications
T2 - 2024 ACM International Conference on Interactive Media Experiences, IMX 2024
AU - Lee, Sueyoon
AU - Viola, Irene
AU - Singla, Ashutosh
AU - Cesar, Pablo
PY - 2024
Y1 - 2024
N2 - Extended Reality (XR) has emerged as a transformative and immersive technology with versatile applications in content creation and consumption. As XR gains popularity, companies eager to adopt it often possess a surface-level understanding, investing significant resources without effectively addressing the genuine needs of end-users. This study explores the current workflows of XR production companies, and the potential of social XR in mitigating challenges throughout the XR production workflow. We present the outcomes of three respective focus group workshops conducted with three XR production companies and their experts (N=17). The results indicate that at every stage of the production, namely pre-production, production, post-production, and post-release, there are communication challenges between producers and clients, as well as different production and post-production specialists. We discuss various aspects of XR concerning the problem and propose novel opportunities offered by social XR to ameliorate those challenges, improving communication and making development more agile.
AB - Extended Reality (XR) has emerged as a transformative and immersive technology with versatile applications in content creation and consumption. As XR gains popularity, companies eager to adopt it often possess a surface-level understanding, investing significant resources without effectively addressing the genuine needs of end-users. This study explores the current workflows of XR production companies, and the potential of social XR in mitigating challenges throughout the XR production workflow. We present the outcomes of three respective focus group workshops conducted with three XR production companies and their experts (N=17). The results indicate that at every stage of the production, namely pre-production, production, post-production, and post-release, there are communication challenges between producers and clients, as well as different production and post-production specialists. We discuss various aspects of XR concerning the problem and propose novel opportunities offered by social XR to ameliorate those challenges, improving communication and making development more agile.
KW - communication
KW - production workflow
KW - Social XR
UR - http://www.scopus.com/inward/record.url?scp=85196557301&partnerID=8YFLogxK
U2 - 10.1145/3639701.3656307
DO - 10.1145/3639701.3656307
M3 - Conference contribution
AN - SCOPUS:85196557301
T3 - IMX 2024 - Proceedings of the 2024 ACM International Conference on Interactive Media Experiences
SP - 313
EP - 319
BT - IMX 2024 - Proceedings of the 2024 ACM International Conference on Interactive Media Experiences
PB - Association for Computing Machinery (ACM)
Y2 - 12 June 2024 through 14 June 2024
ER -