Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems 2020
DOI: 10.1145/3334480.3382923
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My Body, My Avatar: How People Perceive Their Avatars in Social Virtual Reality

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Cited by 88 publications
(66 citation statements)
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“…In a recent study, based on interview with social VR users, Freeman et al (2020) highlight the importance of avatar customization to users and emphasize that users attribute an "intimate connection" between their body and the avatar, resulting in a desire to make the avatar similar to themselves. Several participants in their study pointed out the fact that social VR platforms do not offer tools and features for users to easily create a high resemblance avatar.…”
Section: Avatar Customizationmentioning
confidence: 99%
“…In a recent study, based on interview with social VR users, Freeman et al (2020) highlight the importance of avatar customization to users and emphasize that users attribute an "intimate connection" between their body and the avatar, resulting in a desire to make the avatar similar to themselves. Several participants in their study pointed out the fact that social VR platforms do not offer tools and features for users to easily create a high resemblance avatar.…”
Section: Avatar Customizationmentioning
confidence: 99%
“…Recent surveys have focused on cataloging the scope of the interface (Jonas et al, 2019), the types of avatar supported (Kolesnichenko et al, 2019) or specific functionality such as facial expressions (Tanenbaum et al, 2020). Other recent work has focused on longer term relationships (Moustafa and Steed, 2018) in social VR, development of trust in social with others (Pan and Steed, 2017) or how users perceive their avatars (Freeman et al, 2020).…”
Section: Usability Of Social Virtual Realitymentioning
confidence: 99%
“…In the past five years, commercial social VR applications such as Facebook Spaces (discontinued in 2019), AltspaceVR, VR Chat and Rec Room have emerged as an important research agenda for VR and HCI communities. However, social VR research is still in its infancy as existing literature mainly focuses on design considerations [38,39], avatar perceptions [17,18], and interaction dynamics [9,[33][34][35][36]. This demonstrates that these immersive social ecosystems have emerged beyond purely gaming and entertainment to instead cultivate more intimate family experiences [35] and self explorations via embodied avatars [18].…”
Section: Introductionmentioning
confidence: 99%
“…However, social VR research is still in its infancy as existing literature mainly focuses on design considerations [38,39], avatar perceptions [17,18], and interaction dynamics [9,[33][34][35][36]. This demonstrates that these immersive social ecosystems have emerged beyond purely gaming and entertainment to instead cultivate more intimate family experiences [35] and self explorations via embodied avatars [18]. Yet, they also raise a wide range of new challenges and questions regarding negative social experiences and interactions, such as harassment [9] and privacy concerns in these growing immersive spaces.…”
Section: Introductionmentioning
confidence: 99%