Proceedings of the 2018 ACM Conference Companion Publication on Designing Interactive Systems 2018
DOI: 10.1145/3197391.3205451
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What's It Mean to "Be Social" in VR?

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Cited by 92 publications
(32 citation statements)
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“…It can become possible to know whether students are paying attention and take action if not, be aware of and record each student's exact interaction in the system. VR has also opened up new avenues for harassment in social settings [28].…”
Section: Ethical Implicationsmentioning
confidence: 99%
“…It can become possible to know whether students are paying attention and take action if not, be aware of and record each student's exact interaction in the system. VR has also opened up new avenues for harassment in social settings [28].…”
Section: Ethical Implicationsmentioning
confidence: 99%
“…Commercially available applications include: VRChat, Rec Room, AltspaceVR, High Fidelity, Facebook Spaces, Anyland, and Mozilla Hubs (to name just a few). As part of a diverse and rapidly evolving media ecology, social VR applications vary widely terms of purpose, aesthetics, theme, functionality, interaction mechanics, and emergent social norms [26,31]. Accordingly, each application reflects a different answer to the question, "what does it mean to 'be social' in VR?"…”
Section: Introductionmentioning
confidence: 99%
“…Accordingly, each application reflects a different answer to the question, "what does it mean to 'be social' in VR?" [26]. Like traditional 2D social media forms on the web, different platforms privilege different dimensions of sociality and reflect different design approaches to social interaction.…”
Section: Introductionmentioning
confidence: 99%
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