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With the rapid development of technology and its place in our lives, so too has the idea of needing to grow up faster, do more, be more and more as we are exposed to so many of our betters billboarding their successes and achievements that…
This paper addresses policy challenges of complex virtual environments such as virtual worlds, social network sites, and massive multiplayer online games. The complexity of these environments--apparent by the rich user interactions and…
This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible interfaces offer…
People leverage avatars to communicate nonverbal behaviors in immersive virtual reality (VR), like interpersonal distance [2, 6] and virtual touch [5]. However, violations of appropriate physical distancing and unsolicited intimate touching…
Digitalization and virtualization are parts of our everyday lives in almost all aspects ranging from work, education, and communication to entertainment. A novel step in this direction is the widespread interest in extended reality (XR)…
In-person human interaction relies on our spatial perception of each other and our surroundings. Current remote communication tools partially address each of these aspects. Video calls convey real user representations but without spatial…
There is no generally accepted definition for a virtual world, with many complimentary terms and acronyms having emerged implying a virtual world. Advances in systems architecture techniques such as, host migration of instances, mobile…
Virtual reality (VR) is increasingly used as a social platform for users to interact and build connections with one another in an immersive virtual environment. Reflecting on the empirical progress in this area of study, a comprehensive…
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…
User-generated content plays a key role in social networking, allowing a more active participation, socialisation, and collaboration among users. In particular, media content has been gaining a lot of ground, allowing users to express…
Research has found social VR to bring various benefits to users with and without disabilities. Given the success of social VR applications that support user-created worlds, it is important to consider how we can empower users in building…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
The Metaverse and its promises are fast becoming reality as maturing technologies are empowering the different facets. One of the highlights of the Metaverse is that it offers the possibility for highly immersive and interactive…
Online forums provide rich environments where users may post questions and comments about different topics. Understanding how people behave in online forums may shed light on the fundamental mechanisms by which collective thinking emerges…
User-Generated Content (UGC) refers to any form of content, such as posts and images, created by users rather than by professionals. In recent years, UGC has become an essential part of the evolving video game industry, influencing both…
In virtual reality games, players dive into fictional environments and can experience a compelling and immersive world. State-of-the-art VR systems allow for natural and intuitive navigation through physical walking. However, the tracking…
Middleware, third-party software intermediaries between users and platforms, has been broached as a means to decentralize the power of social media platforms and enhance user agency. Middleware may enable a more user-centric and democratic…
Social VR platforms serve as an emergent venue for live performance, enabling co-presence and real-time interaction among distributed performers and audiences within shared virtual environments. Live performances, such as comedy, rely on…
The recent rise of interest in Virtual Reality (VR) came with the availability of commodity commercial VR prod- ucts, such as the Head Mounted Displays (HMD) created by Oculus and other vendors. To accelerate the user adoption of VR…
The sense of realism in avatar animation is a widely pursued goal in social VR applications. A common approach to enhancing realism is improving the match between avatar motion and real-world human movement. However, experience with…