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The emergence of social virtual reality (VR) experiences, such as Facebook Spaces, Oculus Rooms, and Oculus Venues, will generate increased interest from users who want to share real places (both personal and public) with their fellow users…
Human communication has been profoundly changed by social media, which allows users to engage in previously unheard-of ways, such as text-based conversations, video chats, and live streaming. The digital landscape has started to change in…
Social VR enables people to interact over distance with others in real-time. It allows remote people, typically represented as avatars, to communicate and perform activities together in a join shared virtual environment, extending the…
The advancement in computing and hardware, like spatial computing and VR headsets (e.g., Apple's Vision Pro) [1], has boosted the popularity of social VR platforms (VRChat, Rec Room, Meta HorizonWorlds) [2, 3, 4]. Unlike traditional digital…
Social media platforms are like giant arenas where users can rely on different content and express their opinions through likes, comments, and shares. However, do users welcome different perspectives or only listen to their preferred…
Technological advancements have undoubtedly revolutionized various aspects of human life, altering the ways we perceive the world, engage with others, build relationships, and conduct our daily work routines. Among the recent advancements,…
With the proliferation of Virtual Reality (VR) technologies and the emergence of the Metaverse, social VR applications have become increasingly prevalent and accessible to the general user base. Serving as a novel form of social media,…
Augmented Reality (AR) is evolving to become the next frontier in social media, merging physical and virtual reality into a living metaverse, a Social MediARverse. With this transition, we must understand how different contexts (public,…
Digital life, a form of life generated by computer programs or artificial intelligence systems, it possesses self-awareness, thinking abilities, emotions, and subjective consciousness. Achieving it involves complex neural networks,…
Cooperative play (co-play) is often positioned as a family-beneficial practice that can strengthen parent-child bonds and support parental mediation in games. Yet co-play in user-generated virtual worlds (UGVWs) can be disrupted by…
The boom of commercial social virtual reality (VR) platforms in recent years has signaled the growth and wide-spread adoption of consumer VR. Social VR platforms draw aspects from traditional 2D virtual worlds where users engage in various…
Generative artificial intelligence has shown promise in prompting virtual worlds into existence, yet little attention has been given to understanding how this process unfolds as social interaction. We present Social Conjurer, a framework…
Augmented reality (AR) will enable individuals to share and experience content augmented at real world locations with ease. But what protections and restrictions should be in place? Should, for example, anyone be able to post any content…
The rapid evolution of social Virtual Reality (VR) platforms has significantly enhanced the way users interact and socialize in digital spaces, offering immersive experiences that closely mimic real-world interactions [1]. However, this…
Social online games like Minecraft and Roblox have become increasingly integral to children's daily lives. Our study explores how children aged 8 to 13 create and customize avatars in these virtual environments. Through semi-structured…
We are at the beginning of a shift in how content is created and exchanged over the web. While content was previously created primarily by a small set of entities, today, individual users -- empowered by devices like digital cameras and…
The Metaverse, an immersive virtual world, has emerged as a shared space where people engage in various activities ranging from social interactions to commerce. Cryptocurrencies [3] and Non-Fungible Tokens (NFTs) [6] play pivotal roles…
The necessity of supporting more and more social interaction (and not only the mere information sharing) in online environments is the disruptive force upon which phenomena ascribed to the Web2.0 paradigm continuously bud. People…
This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that…
The ethical design of social Virtual Reality (VR) is not a new topic, but "safety" concerns of using social VR are escalated to a different level given the heat of the Metaverse. For example, it was reported that nearly half of the…