  Fueled by advances in multi-party communications, increasingly mature
immersive technologies being adopted, and the COVID-19 pandemic, a new wave of
social virtual reality (VR) platforms have emerged to support socialization,
interaction, and collaboration among multiple remote users who are integrated
into shared virtual environments. Social VR aims to increase levels of
(co-)presence and interaction quality by overcoming the limitations of 2D
windowed representations in traditional multi-party video conferencing tools,
although most existing solutions rely on 3D avatars to represent users. This
article presents a social VR platform that supports real-time volumetric
holographic representations of users that are based on point clouds captured by
off-the-shelf RGB-D sensors, and it analyzes the platform's potential for
conducting interactive holomeetings (i.e., holoconferencing scenarios). This
work evaluates such a platform's performance and readiness for conducting
meetings with up to four users, and it provides insights into aspects of the
user experience when using single-camera and low-cost capture systems in
scenarios with both frontal and side viewpoints. Overall, the obtained results
confirm the platform's maturity and the potential of holographic communications
for conducting interactive multi-party meetings, even when using low-cost
systems and single-camera capture systems in scenarios where users are sitting
or have a limited translational movement along the X, Y, and Z axes within the
3D virtual environment (commonly known as 3 Degrees of Freedom plus, 3DoF+)
