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Virtual reality on the go?: a study on social acceptance of VR glasses

Published: 03 September 2018 Publication History

Abstract

Virtual reality (VR) glasses enable to be present in an environment while the own physical body is located in another place. Recent mobile VR glasses enable users to be present in any environment they want at any time and physical place. Still, mobile VR glasses are rarely used. One explanation is that it is not considered socially acceptable to immerse in another environment in certain situations. We conducted an online experiment that investigates the social acceptance of VR glasses in six different contexts. Our results confirm that social acceptability depends on the situation. In the bed, in the metro, or in a train, mobile VR glasses seem to be acceptable. However, while being surrounded by other people where a social interaction between people is expected, such as in a living room or a public cafe, the acceptance of mobile VR glasses is significantly reduced. If one or two persons wear glasses seems to have a negligible effect. We conclude that social acceptability of VR glasses depends on the situation and is lower when the user is supposed to interact with surrounding people.

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cover image ACM Conferences
MobileHCI '18: Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
September 2018
445 pages
ISBN:9781450359412
DOI:10.1145/3236112
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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Publication History

Published: 03 September 2018

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Author Tags

  1. social acceptance
  2. virtual reality
  3. virtual reality glasses

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  • DFG

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Overall Acceptance Rate 202 of 906 submissions, 22%

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  • (2024)The Impact of Near-Future Mixed Reality Contact Lenses on Users' Lives via an Immersive Speculative Enactment and Focus GroupsProceedings of the 2024 ACM Symposium on Spatial User Interaction10.1145/3677386.3682099(1-13)Online publication date: 7-Oct-2024
  • (2024)Barriers to Photosensitive Accessibility in Virtual RealityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642635(1-13)Online publication date: 11-May-2024
  • (2024)Make Interaction Situated: Designing User Acceptable Interaction for Situated Visualization in Public EnvironmentsProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642049(1-21)Online publication date: 11-May-2024
  • (2024)Awkward or Acceptable? Understanding the Bystander Perspective on the Ubiquity of Cross Reality in Ambiguous Social Situations2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct64951.2024.00041(156-160)Online publication date: 21-Oct-2024
  • (2024)To See and be Seen—Perceived Ethics and Acceptability of Pervasive Augmented RealityIEEE Access10.1109/ACCESS.2024.336622812(32618-32636)Online publication date: 2024
  • (2024)MethodsUser Experience for Serious Games in Virtual Reality10.1007/978-3-031-75530-9_3(45-77)Online publication date: 23-Sep-2024
  • (2024)Related WorkUser Experience for Serious Games in Virtual Reality10.1007/978-3-031-75530-9_2(11-43)Online publication date: 23-Sep-2024
  • (2023)The Social Perception of Autonomous Delivery Vehicles Based on the Stereotype Content ModelSustainability10.3390/su1506519415:6(5194)Online publication date: 15-Mar-2023
  • (2023)A Brain Computer Interface Neuromodulatory Device for Stroke Rehabilitation: Iterative User-Centered Design ApproachJMIR Rehabilitation and Assistive Technologies10.2196/4970210(e49702)Online publication date: 11-Dec-2023
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