skip to main content
10.1145/3588027.3605556acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
abstract

Social VR: How Academics Can Use Social VR for Research and Education

Published:23 July 2023Publication History

ABSTRACT

While many VR demos involve two users or one using a virtual agent, few contemplate using social VR. Many live demos at industry conferences do not adequately address the social aspect of VR and will not explore its possibilities. Given that Immersive experiences are moving more and more to social VR experiences, it is crucial to discuss its development and implications in various applications, such as arts, games, entertainment, health, and education.

References

  1. A. C. M. Queiroz, E. McGivney, S. X. Liu, C. O. Anderson, B. Beams, C. DeVeaux, K. Frazier, E. Han, M. R. Miller, X. S. Petersen, E. S. Woolsey, J. Hancock, and J. N. Bailenson. 2023. Collaborative Tasks in Immersive Virtual Reality Increase Learning. In Proceedings of the 16th International Conference on Computer-Supported Collaborative Learning-CSCL 2023. International Society of the Learning Sciences.Google ScholarGoogle Scholar
  2. M. R. Miller, C. DeVeaux, E. Han, N. Ram, and J. N. Bailenson. 2023.  Space, Time, and Gaze in Social Virtual Reality. IEEE Conference on Virtual Reality and 3D User Interfaces.Google ScholarGoogle Scholar
  3. C. DeVeaux, D. M. Markowitz, E. Han, M. R. Miller, J. T. Hancock, and J. N. Bailenson. 2023. Descriptive Linguistic Patterns of Group Conversations in VR. In 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).Google ScholarGoogle Scholar
  4. E. Han, K. L. Nowak, and J. N. Bailenson. 2022. Prerequisites for Learning in Networked Immersive Virtual Reality. Technology, Mind, and Behavior, 3(4: Winter).https://doi.org/10.1037/tmb0000094Google ScholarGoogle Scholar
  5. E. Han, M. R. Miller, C. DeVeaux, H. Jun, K. L. Nowak, J. T. Hancock, N. Ram, and J. N. Bailenson. 2022. People, Places, and Time: A Large-scale, Longitudinal Study of Transformed Avatars and Environmental Context in Group Interaction in the Metaverse. Journal of Computer-Mediated Communication. https://doi.org/10.1093/jcmc/zmac031Google ScholarGoogle Scholar
  6. C. DeVeaux, and J. Bailenson. 2022. Learning about VR in VR. XRDS: Crossroads, The ACM Magazine for Students, 29(1), 14-19. https://doi.org/10.1145/3558189Google ScholarGoogle ScholarDigital LibraryDigital Library

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in
  • Published in

    cover image ACM Conferences
    SIGGRAPH '23: ACM SIGGRAPH 2023 Immersive Pavilion
    July 2023
    38 pages
    ISBN:9798400701511
    DOI:10.1145/3588027

    Copyright © 2023 Owner/Author

    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 23 July 2023

    Check for updates

    Qualifiers

    • abstract
    • Research
    • Refereed limited

    Acceptance Rates

    Overall Acceptance Rate1,822of8,601submissions,21%

    Upcoming Conference

    SIGGRAPH '24
  • Article Metrics

    • Downloads (Last 12 months)111
    • Downloads (Last 6 weeks)4

    Other Metrics

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format .

View HTML Format