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Again, Together: Socially Reliving Virtual Reality Experiences When Separated

Published: 23 April 2020 Publication History

Abstract

To share a virtual reality (VR) experience remotely together, users usually record videos from an individual's point of view and then co-watch these videos. However, co-watching recorded videos limits users to reliving their memories from the perspective from which the video was captured. In this paper, we describe ReliveInVR, a new time-machine-like VR experience sharing method. ReliveInVR allows multiple users to immerse themselves in the relived experience together and independently view the experience from any perspective. We conducted a 1x3 within-subject study with 26 dyads to compare ReliveInVR with (1) co-watching 360-degree videos on desktop, and (2) co-watching 360-degree videos in VR. Our results suggest that participants reported higher levels of immersion and social presence in ReliveInVR. Participants in ReliveInVR also understood the shared experience better, discovered unnoticed things together and found the sharing experience more fulfilling. We discuss the design implications for sharing VR experiences over time and space.

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cover image ACM Conferences
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
April 2020
10688 pages
ISBN:9781450367080
DOI:10.1145/3313831
Permission to make digital or hard copies of all or part 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 components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Publication History

Published: 23 April 2020

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Author Tags

  1. immersion
  2. presence
  3. replay
  4. shared experience
  5. social
  6. virtual reality

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  • (2024)Socially Late, Virtually Present: The Effects of Transforming Asynchronous Social Interactions in Virtual RealityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642244(1-19)Online publication date: 11-May-2024
  • (2024)A Change of Scenery: Transformative Insights from Retrospective VR Embodied Perspective-Taking of Conflict With a Close OtherProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642146(1-18)Online publication date: 11-May-2024
  • (2024)Exploring Experience Gaps Between Active and Passive Users During Multi-user Locomotion in VRProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3641975(1-19)Online publication date: 11-May-2024
  • (2024)Analyzing Exergame Recordings with Embedded Bio-Data in Immersive Virtual Reality2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00029(138-144)Online publication date: 16-Mar-2024
  • (2024)Immersive Study Analyzer: Collaborative Immersive Analysis of Recorded Social VR StudiesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.345614630:11(7214-7224)Online publication date: 1-Nov-2024
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