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<front>
<journal-meta>
<journal-id journal-id-type="publisher-id">Front. Virtual Real.</journal-id>
<journal-title>Frontiers in Virtual Reality</journal-title>
<abbrev-journal-title abbrev-type="pubmed">Front. Virtual Real.</abbrev-journal-title>
<issn pub-type="epub">2673-4192</issn>
<publisher>
<publisher-name>Frontiers Media S.A.</publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id pub-id-type="publisher-id">773258</article-id>
<article-id pub-id-type="doi">10.3389/frvir.2021.773258</article-id>
<article-categories>
<subj-group subj-group-type="heading">
<subject>Virtual Reality</subject>
<subj-group>
<subject>Editorial</subject>
</subj-group>
</subj-group>
</article-categories>
<title-group>
<article-title>Editorial: Meeting Remotely&#x2014;The Challenges of Optimal Avatar Interaction in VR</article-title>
<alt-title alt-title-type="left-running-head">Zibrek&#x2009; et&#x20;al.</alt-title>
<alt-title alt-title-type="right-running-head">Editorial: Meeting Remotely</alt-title>
</title-group>
<contrib-group>
<contrib contrib-type="author" corresp="yes">
<name>
<surname>Zibrek&#x2009;</surname>
<given-names>Katja</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
<xref ref-type="corresp" rid="c001">&#x2a;</xref>
<uri xlink:href="https://loop.frontiersin.org/people/835865/overview"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname>Pan&#x2009;</surname>
<given-names>Xueni</given-names>
</name>
<xref ref-type="aff" rid="aff2">
<sup>2</sup>
</xref>
<uri xlink:href="https://loop.frontiersin.org/people/121215/overview"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname>Orel&#x2009;</surname>
<given-names>Marko</given-names>
</name>
<xref ref-type="aff" rid="aff3">
<sup>3</sup>
</xref>
<uri xlink:href="https://loop.frontiersin.org/people/1012576/overview"/>
</contrib>
</contrib-group>
<aff id="aff1">
<label>
<sup>1</sup>
</label>MimeTIC Team, Inria Rennes&#x2014;Bretagne Atlantique, <addr-line>Rennes</addr-line>, <country>France</country>
</aff>
<aff id="aff2">
<label>
<sup>2</sup>
</label>Computing Department, Goldsmiths, University of London, <addr-line>London</addr-line>, <country>United&#x20;Kingdom</country>
</aff>
<aff id="aff3">
<label>
<sup>3</sup>
</label>Centre for Workplace Research, University of Economics, <addr-line>Prague</addr-line>, <country>Czechia</country>
</aff>
<author-notes>
<fn fn-type="edited-by">
<p>
<bold>Edited and reviewed by:</bold> <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/134824/overview">Anthony Steed</ext-link>, University College London, United&#x20;Kingdom</p>
</fn>
<corresp id="c001">&#x2a;Correspondence: Katja Zibrek&#x2009;, <email>katja.zibrek@inria.fr</email>
</corresp>
<fn fn-type="other">
<p>This article was submitted to Technologies for VR, a section of the journal Frontiers in Virtual Reality</p>
</fn>
</author-notes>
<pub-date pub-type="epub">
<day>04</day>
<month>11</month>
<year>2021</year>
</pub-date>
<pub-date pub-type="collection">
<year>2021</year>
</pub-date>
<volume>2</volume>
<elocation-id>773258</elocation-id>
<history>
<date date-type="received">
<day>09</day>
<month>09</month>
<year>2021</year>
</date>
<date date-type="accepted">
<day>08</day>
<month>10</month>
<year>2021</year>
</date>
</history>
<permissions>
<copyright-statement>Copyright &#xa9; 2021 Zibrek&#x2009;, Pan&#x2009; and Orel&#x2009;.</copyright-statement>
<copyright-year>2021</copyright-year>
<copyright-holder>Zibrek&#x2009;, Pan&#x2009; and Orel&#x2009;</copyright-holder>
<license xlink:href="http://creativecommons.org/licenses/by/4.0/">
<p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these&#x20;terms.</p>
</license>
</permissions>
<related-article id="RA1" related-article-type="commentary-article" xlink:href="https://www.frontiersin.org/researchtopic/15319" ext-link-type="uri">Editorial on the Research Topic <article-title>Meeting Remotely&#x2014;The Challenges of Optimal Avatar Interaction in VR</article-title>
</related-article>
<kwd-group>
<kwd>avatars and agents</kwd>
<kwd>virtual reality</kwd>
<kwd>virtual collaboration</kwd>
<kwd>perception</kwd>
<kwd>interaction</kwd>
</kwd-group>
</article-meta>
</front>
<body>
<sec id="s1">
<title>Introduction</title>
<p>As the world shifted into a new mode of working and living due to the Coronavirus 2019 (COVID-19) pandemic, many of the ways in which we communicate and interact with each other have radically altered since 2020. Our everyday life often consists of switching between different applications which connect us in various ways to other people.</p>
<p>Mediated communication is a poor substitute for face-to-face communication and while online video conferencing systems appear almost essential now, we are also constantly inventing new ways to improve virtual interactions. For example, while informative, communication through online videos on a flat-screen may not capture rich 3D social signals that are more readily available to us in the physical&#x20;world.</p>
<p>Virtual reality offers an answer to this problem, as it can provide the user with a full-body representation (self-avatar) and a unique experience of presence in an environment with other users in the form of avatars (see AltspaceVR, Engage, RecRoom and VRChat). However, there are many open questions about how exactly to create these avatars to enable a successful interaction in VR. The papers featured in this Research Topic explore questions relating to the types of benefits, challenges and novelty virtual representations others bring to mediated communication.</p>
</sec>
<sec id="s2">
<title>Communication and Collaboration in Virtual Reality</title>
<p>A few papers have investigated the importance of body motion in social interactions. <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.641296/full">Wu et&#x20;al.</ext-link> have shown that interaction benefits from a higher level of non-verbal expressiveness, and similarly, <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.666232/full">Gl&#xe9;marec et&#x20;al.</ext-link> investigated how the manipulation of body motions and facial expressions in virtual audiences can successfully create a feeling of interest or disinterest, as perceived by the user. A longitudinal study by Khojasteh and Won investigated people embodied as avatars, who developed new ways of communicating with each other inside VR. They demonstrated that people poses the ability to adapt to a lack of important signals from others by focusing on the cues that are available. For example, a lack of facial expression in avatars in VR has led to a greater reliance on the information coming from voices to recognize the emotional state of the confederate.</p>
<p>On the other hand, <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.668499/full">Higgins et&#x20;al.</ext-link> demonstrated that having an expressive avatar as opposed to only the voice of the participants improved virtual interaction in several ways, for example by facilitating the detection of negative emotions. Similarly, <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.648601/full">Collingwoode-Williams et&#x20;al.</ext-link> explored some positive collaborative outcomes when the avatars were consistently present throughout collaboration tasks. Here, however, the increased number of social cues can also reveal when a participant is being misleading or deceiving, leading to less trust. This outcome reminds us that attempting to replicate real-world interaction in VR will result in some real-world problems as well, as the higher amount of beneficial social cues also increases the potential for undesired&#x20;ones.</p>
</sec>
<sec id="s3">
<title>Environment and Measures</title>
<p>Two papers in this Research Topic explore questions that are not specifically focussed on virtual humans but raise equally important considerations when conducting studies in VR. <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.647801/full">Gomes de Siqueira et&#x20;al.</ext-link> evaluate how the virtual space affects the interaction between students in a virtual reality class. Environment design is often an overlooked element when investigating the perception of virtual humans, but can have significant consequences on interaction. Finally, while many researchers entertain the idea of adding physiological measures to their method, <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.648318/full">Sterna et&#x20;al.</ext-link> explore the problem of correct implementation of this type of instrument when researching interaction in&#x20;VR.</p>
</sec>
<sec sec-type="conclusion" id="s4">
<title>Conclusion</title>
<p>Probably one of the most striking messages of this special issue is that imitating reality to some degree when meeting remotely is beneficial, but it is not always necessary and perhaps even harmful, since they give way to both negative and positive aspects of physical interactions. People continuously adapt to new ways of interacting and communicating, and while there is no replacement for physical meetings, virtual spaces open&#x20;up exciting new venues for people to express themselves, collaborate and develop. The outcomes presented here are not only relevant to the VR community but also extend to any type of communication that uses virtual characters instead of a video feed to depict the people involved in an interaction.</p>
</sec>
</body>
<back>
<sec id="s5">
<title>Author Contributions</title>
<p>The guest editor KZ made the main contribution to the text and guest editor XP has done writing and editing of the text, while the guest editor MO also made a review and editing of the&#x20;text.</p>
</sec>
<sec sec-type="COI-statement" id="s6">
<title>Conflict of Interest</title>
<p>The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.</p>
</sec>
<sec sec-type="disclaimer" id="s7">
<title>Publisher&#x2019;s Note</title>
<p>All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.</p>
</sec>
</back>
</article>