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Social Interactions in Virtual Reality: What Cues Do People Use Most and How

Published: 23 October 2021 Publication History

Abstract

Social virtual reality (VR) has become increasingly popular. People today can leverage VR to meet and interact with others, especially when face-to-face (F2F) social events are not as practical. While strategies and cues being used in F2F interactions have been previously studied in CSCW, it remains unclear how people use various cues to interact with others in VR-based events, and whether the usage of different cues in such VR events differs from F2F interactions. To start addressing these questions, we conducted an online survey study, inviting VR event attendees to recall their recent social interaction experiences and cues usage in initiating, maintaining, and finishing interactions with event co-attendees in VR and F2F situations respectively (N=51). Results from the survey revealed differential cues usage in VR-based and in F2F interactions, which could shed light on the design of VR tools toward supporting online social events.

References

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S. Bryson. 2013. Virtual Reality: A Definition History - A Personal Essay. ArXiv abs/1312.4322(2013), 6 pages.
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Gary W Evans and Richard E Wener. 2007. Crowding and personal space invasion on the train: Please don’t make me sit in the middle. Journal of Environmental Psychology 27, 1 (2007), 90–94.
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Roy S Hessels. 2020. How does gaze to faces support face-to-face interaction? A review and perspective. Psychonomic bulletin & review 27 (2020), 856–881.
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Simon Ho, Tom Foulsham, and Alan Kingstone. 2015. Speaking and listening with the eyes: gaze signaling during dyadic interactions. PloS one 10, 8 (2015), e0136905.
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Gary M. Olson and Judith S. Olson. 2000. Distance Matters. Hum.-Comput. Interact. 15, 2 (Sept. 2000), 139–178.
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Maite Taboada. 2006. Spontaneous and non-spontaneous turn-taking. Pragmatics 16, 2-3 (2006), 329–360.
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Simon N Young. 2008. The neurobiology of human social behaviour: an important but neglected topic. Journal of psychiatry & neuroscience: JPN 33, 5 (2008), 391.

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  • (2024)A Disruptive Research Playbook for Studying Disruptive InnovationsACM Transactions on Software Engineering and Methodology10.1145/367817233:8(1-29)Online publication date: 15-Jul-2024
  • (2024)Distinguishing Social Virtual Reality: Comparing Communication Channels Across Perceived Social Affordances, Privacy, and TrustComputers in Human Behavior10.1016/j.chb.2024.108427(108427)Online publication date: Aug-2024
  • (2024)Feasibility and performance enhancement of collaborative control of unmanned ground vehicles via virtual realityPersonal and Ubiquitous Computing10.1007/s00779-024-01799-428:3-4(579-595)Online publication date: 9-May-2024
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cover image ACM Conferences
CSCW '21 Companion: Companion Publication of the 2021 Conference on Computer Supported Cooperative Work and Social Computing
October 2021
370 pages
ISBN:9781450384797
DOI:10.1145/3462204
This work is licensed under a Creative Commons Attribution International 4.0 License.

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Association for Computing Machinery

New York, NY, United States

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Published: 23 October 2021

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Cited By

View all
  • (2024)A Disruptive Research Playbook for Studying Disruptive InnovationsACM Transactions on Software Engineering and Methodology10.1145/367817233:8(1-29)Online publication date: 15-Jul-2024
  • (2024)Distinguishing Social Virtual Reality: Comparing Communication Channels Across Perceived Social Affordances, Privacy, and TrustComputers in Human Behavior10.1016/j.chb.2024.108427(108427)Online publication date: Aug-2024
  • (2024)Feasibility and performance enhancement of collaborative control of unmanned ground vehicles via virtual realityPersonal and Ubiquitous Computing10.1007/s00779-024-01799-428:3-4(579-595)Online publication date: 9-May-2024
  • (2023)How Gaze Visualization Facilitates Initiation of Informal Communication in 3D Virtual SpacesACM Transactions on Computer-Human Interaction10.1145/361736831:1(1-32)Online publication date: 29-Nov-2023
  • (2023)Exploring Collaborative Design Behavior in Virtual Reality Based on Inter-Brain SynchronyInternational Journal of Human–Computer Interaction10.1080/10447318.2023.227941940:23(8340-8359)Online publication date: 20-Nov-2023
  • (2022)Digital intervention in the city: a conceptual framework for digital placemakingURBAN DESIGN International10.1057/s41289-022-00203-y29:1(26-38)Online publication date: 20-Sep-2022

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