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Experiencing Virtual Reality Together: Social VR Use Case Study

Published: 25 June 2018 Publication History
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  • Abstract

    As Virtual Reality (VR) applications gain more momentum recently, the social and communication aspects of VR experiences become more relevant. In this paper, we present some initial results of understanding the type of applications and factors that users would find relevant for Social VR. We conducted a study involving 91 participants, and identified 4 key use cases for Social VR: video conferencing, education, gaming and watching movies. Further, we identified 2 important factors for such experiences: interacting within the experience, and enjoying the experience. Our results serve as an initial step before performing more detailed studies on the functional requirements for specific Social VR applications. We also discuss the necessary research to fill in current technological gaps in order to move Social VR experiences forward.

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    Simon NB Gunkel, Martin Prins, Hans Stokking, and Omar Niamut. 2017b. Social VR Platform: Building 360-degree Shared VR Spaces. In Adjunct Publication of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video. ACM, 83--84.
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    Cited By

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    • (2024)Gender expression and gender identity in virtual reality: avatars, role-adoption, and social interaction in VRChatFrontiers in Virtual Reality10.3389/frvir.2024.13057585Online publication date: 12-Feb-2024
    • (2024)A Platform for Collecting User Behaviour Data during Social VR Experiments Using Mozilla HubsProceedings of the 16th International Workshop on Immersive Mixed and Virtual Environment Systems10.1145/3652212.3652225(41-44)Online publication date: 15-Apr-2024
    • (2024)RE Methods for Virtual Reality Software Product Development: A Mapping StudyACM Transactions on Software Engineering and Methodology10.1145/364959533:4(1-31)Online publication date: 26-Feb-2024
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    Published In

    cover image ACM Conferences
    TVX '18: Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video
    June 2018
    266 pages
    ISBN:9781450351157
    DOI:10.1145/3210825
    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.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 25 June 2018

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    Author Tags

    1. VR
    2. immersive virtual environments
    3. requirements
    4. social VR
    5. use case
    6. virtual reality
    7. webRTC
    8. webVR

    Qualifiers

    • Work in progress

    Funding Sources

    • European Commission

    Conference

    TVX '18

    Acceptance Rates

    TVX '18 Paper Acceptance Rate 12 of 36 submissions, 33%;
    Overall Acceptance Rate 69 of 245 submissions, 28%

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    • Downloads (Last 6 weeks)18

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    Cited By

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    • (2024)Gender expression and gender identity in virtual reality: avatars, role-adoption, and social interaction in VRChatFrontiers in Virtual Reality10.3389/frvir.2024.13057585Online publication date: 12-Feb-2024
    • (2024)A Platform for Collecting User Behaviour Data during Social VR Experiments Using Mozilla HubsProceedings of the 16th International Workshop on Immersive Mixed and Virtual Environment Systems10.1145/3652212.3652225(41-44)Online publication date: 15-Apr-2024
    • (2024)RE Methods for Virtual Reality Software Product Development: A Mapping StudyACM Transactions on Software Engineering and Methodology10.1145/364959533:4(1-31)Online publication date: 26-Feb-2024
    • (2024)Behind the Scenes of CXR: Designing a Geo-Synchronized Communal eXtended Reality SystemProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3660680(180-196)Online publication date: 1-Jul-2024
    • (2024)Designing and Evaluating a VR Lobby for a Socially Enriching Remote Opera Watching ExperienceIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337208130:5(2055-2065)Online publication date: May-2024
    • (2023)Building Community Resiliency through Immersive Communal Extended Reality (CXR)Multimodal Technologies and Interaction10.3390/mti70500437:5(43)Online publication date: 26-Apr-2023
    • (2023)The Perceived Impacts of COVID-19 on Users’ Acceptance of Virtual Reality Hardware: A Digital Divide PerspectiveAmerican Behavioral Scientist10.1177/00027642231156775(000276422311567)Online publication date: 1-Mar-2023
    • (2023)Requirements Elicitation for Virtual Reality Products - A Mapping StudyProceedings of the 16th Innovations in Software Engineering Conference10.1145/3578527.3578536(1-11)Online publication date: 23-Feb-2023
    • (2023)Evaluation of point cloud features for no-reference visual quality assessment2023 15th International Conference on Quality of Multimedia Experience (QoMEX)10.1109/QoMEX58391.2023.10178459(147-152)Online publication date: 20-Jun-2023
    • (2023)Factors affect the intention to use Virtual Reality (VR) settings for Video Calls on OTT platforms of Da Nang, Ha Noi, and Ho Chi Minh citizens2023 IEEE/ACIS 8th International Conference on Big Data, Cloud Computing, and Data Science (BCD)10.1109/BCD57833.2023.10466337(186-191)Online publication date: 14-Dec-2023
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