Auflistung nach Schlagwort "Social VR"
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- WorkshopbeitragDeveloping a Framework for Designing Augmentations of Social Touch in Multiuser Virtual Reality(Mensch und Computer 2021 - Workshopband, 2021) Sykownik, Philipp; Masuch, MaicWe align with current academic tendencies to think of virtual social interaction beyond replicating physical reality and propose a design systematization for a guided conceptualization and evaluation of augmented virtual social touch. By augmenting social touch, we refer to stimuli accompanying virtual avatar-avatar collisions, e.g., particle effects, sounds, or vibrations. Further, we share impressions of first prototypical implementations focusing on visual augmentations and define future research directions.
- KonferenzbeitragDevelopment of the InteractionSuitcase in virtual reality to support inter- and transcultural learning processes in English as Foreign Language education(DELFI 2021, 2021) Hein, Rebecca; Steinbock, Jeanine; Eisenmann, Maria; Latoschik, Marc Erich; Wienrich, CarolinImmersion programs and the experiences they offer learners are irreplaceable. In times of Covid-19, social VR applications can offer enormous potential for the acquisition of inter- and transcultural competencies (ITC). Virtual objects (VO) could initiate communication and reflection processes between learners with different cultural backgrounds and therefore offer an exciting approach. Accordingly, we address the following research questions: (1) What is a sound way to collect objects for the InteractionSuitcase to promote ITC acquisition by means of Social VR? (2) For which aspects do students use the objects when developing an ITC learning scenario? (3) Which VO are considered particularly supportive to initiate and facilitate ITC learning? To answer these research questions, the virtual InteractionSuitcase will be designed and implemented. This paper presents the empirical preliminary work and interim results of the development and evaluation of the InteractionSuitcase, its usage, and the significance of this project for Human- Computer Interaction (HCI) and English as Foreign Language (EFL) research.
- ZeitschriftenartikelQuarantivityVR: Supporting Self-Embodiment for Non-HMD Users in Asymmetric Social VR Games(i-com: Vol. 21, No. 1, 2022) Yassien, Amal; Soliman, Mohamed Ahmed; Abdennadher, SlimThe prevalence of immersive head-mounted display (HMD) social virtual reality (VR) applications introduced asymmetric interaction among users within the virtual environment (VE). Therefore, researchers opted for (1) exploring the asymmetric social VR interaction dynamics in only co-located setups, (2) assigning interdependent roles to both HMD and non-HMD users, and (3) representing non-HMD users as abstract avatars in the VE. Therefore, we investigate the feasibility of supporting Self-Embodiment in an asymmetric VR interaction mode in a remote setup. To this end, we designed an asymmetric social VR game, QuarantivityVR, to (1) support sense of self-embodiment for non-HMD users in a remote setting by representing them as realistic full-body avatars within the VE, (2) augment visual-motor synchrony for the non-HMD users to increase their sense of agency and presence by detecting their motion through Kinect sensor and laptop’s webcam. During the game, each player performs three activities in succession, namely movie-guessing, spelling-bee, and answering mathematical questions. We believe that our work will act as a step towards the inclusion of a wide spectrum of users that can not afford full immersion and will aid researchers in creating enjoyable interactions for both users in the physical and virtual spaces.
- WorkshopbeitragSocial VR Beyond the Corporeal Standard: Reflections on Access for Disabled Persons(Mensch und Computer 2022 - Workshopband, 2022) Gerling, Kathrin; Dickinson, Patrick; Spiel, KattaSocial VR holds the promise of engaging users in meaningful social interaction without leaving one’s physical environment. Particularly for disabled people, this could reduce barriers to social participation in the context of leisure, work, and education. However, the current shape of VR technology and research efforts exploring social VR largely overlook disabled perspectives. In this extended abstract, we outline key research challenges that need to be addressed to ensure that social VR is accessible and engaging for all users by moving beyond idealized and non-disabled human bodies, i.e., the corporeal standard.