Abstract
This preliminary study investigates the impact of packet loss on commercial 2D video conferencing systems, specifically Microsoft Teams and Google Meet, when used within a virtual reality (VR) workspace. These platforms, treated as black-box systems, were accessed through head-mounted displays (HMDs) via the Immersed VR application. Participants engaged in a gesture-based charade game under varying packet loss conditions, alternating between gesture-only (Mimer) and audio-enabled (Guesser) roles. Early results from 28 sessions (14 per platform) indicate a noticeable degradation in audiovisual experience as packet loss increases, particularly for gesture-based users. Microsoft Teams demonstrated greater resilience compared to Google Meet, although these findings remain exploratory. The study lays the groundwork for a more comprehensive Quality of Experience (QoE) evaluation. Future work will include additional participants and integrate metrics such as Simulator Sickness (SSQ), NASA TLX, and Quality of Interaction (QoI) to support a fuller assessment of conferencing feasibility in immersive settings.