Abstract
Social Virtual Reality (SVR) platforms allow remote, synchronous interaction and communication between individuals immersed in shared virtual worlds. Such platforms commonly implement full-body motion and real-time voice communication, but often lack complete non-verbal cues support. This work presents the development process and preliminary usability evaluation results of an SVR platform, incorporating non-verbal cues such as finger motion, gaze direction, and facial expressions, while allowing inter-communication between remotely located interlocutors.
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Notes
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BinaryVR production company, later renamed to Hypersence, is now owned by Epic Games (https://www.epicgames.com/).
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The full operation of the proposed SVR platform can be found at: https://tinyurl.com/487wpz9p.
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Acknowledgement
The research work has been supported by the Hellenic Foundation for Research and Innovation (H.F.R.I.) under the “First Call for H.F.R.I. Research Projects to support Faculty members and Researchers and the procurement of high-cost research equipment grant” (Project Number: HFRI-FM17–1168).
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Kasapakis, V., Dzardanova, E., Nikolakopoulou, V., Vosinakis, S., Xenakis, I., Gavalas, D. (2021). Social Virtual Reality: Implementing Non-verbal Cues in Remote Synchronous Communication. In: Bourdot, P., Alcañiz Raya, M., Figueroa, P., Interrante, V., Kuhlen, T.W., Reiners, D. (eds) Virtual Reality and Mixed Reality. EuroXR 2021. Lecture Notes in Computer Science(), vol 13105. Springer, Cham. https://doi.org/10.1007/978-3-030-90739-6_10
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DOI: https://doi.org/10.1007/978-3-030-90739-6_10
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