by Eilidh Hodgson
•
17 March 2021
Despite Zoom being very helpful in many ways, some aspects of Zoom are not inclusive nor accessible to all users. Those who struggle with sensory processing (e.g. autistic people) may experience an ‘overload’ from the multi-modal input, leading to an increase in stress and anxiety and often withdrawal. Users can of course, control sensory inputs by altering their settings, but for those who elect not to show their faces on screen, opting out of this requires a kind of public declaration. On group Zoom calls, for instance, should users turn their cameras off, their screens appear black with their names displayed. There are a whole host of reasons someone may choose to turn their camera off. Disabilities and ailments affecting one’s appearance such as skin conditions, facial deformity, eating disorders and more, are all inhibiting factors. A camera is inherently invasive, thieving users of their privacy and exposing living environments. Due to the Zoom default being showing your face, opting not to can be isolating. Within a professional context, hiding one’s face may detrimentally affect an individual’s stake in either their current job, or hinder job prospects in an interview setting. This proves that Zoom can have a drastically different effect on people such as those on the autism spectrum. Due to this, more inclusive virtual communication software is needed. In Virtual Worlds like 3DNovations, users are represented by an avatar instead of digital face to face communication. This alleviates anxieties associated with showing your face on screen, imposing a default state of equality. In an article for NoIsolation.com, an Autistic pupil using avatars said: “It’s cool, it feels like I’m in the classroom, although I’m not there. I can touch the screen and choose between different feelings like happy, sad, confused and neutral.” Communication through an avatar provides an avenue for emotional expression without the pressures present with Zoom. Furthermore, Avatar representation may also provide a solution to ‘Zoom fatigue’. As explained by Gianpiero Petriglieri. “Video chats mean we need to work harder to process non-verbal cues”. This means a use of a lot of energy for people in video chats, making them possibly more mentally drained and fatigued. However, with avatars this negative consequence is eliminated. An example of how popular and beneficial these virtual worlds can be is the rise in use of Animal Crossing. Animal Crossing is a fantasy video game in which users navigate and build their lives as avatars. In an article for The Guardian, Ellie Bramley detailed how the game allows self-expression. Fashion fans in particular have flocked to Animal Crossing to live out their fashion fantasies. Similarly, individuals may use the 3DNovations virtual world to practise new skills, like public speaking. In the virtual world, Users can effectively practise such skills in a safe space, that may even mirror an authentic working environment. The benefits are clear however an important question remains: How accessible are virtual worlds? And could they become a mainstream part of our working world?