“Social VR: How Academics Can Use Social VR for Research and Education” by Beams

  • ©Brian Beams

Conference:


Entry Number: 14

Title:


    Social VR: How Academics Can Use Social VR for Research and Education

Presenter(s):



Description:


    While many VR demos involve two users or one using a virtual agent, few contemplate using social VR. Many live demos at industry conferences do not adequately address the social aspect of VR and will not explore its possibilities. Given that Immersive experiences are moving more and more to social VR experiences, it is crucial to discuss its development and implications in various applications, such as arts, games, entertainment, health, and education.

References:


    1. A. C. M. Queiroz, E. McGivney, S. X. Liu, C. O. Anderson, B. Beams, C. DeVeaux, K. Frazier, E. Han, M. R. Miller, X. S. Petersen, E. S. Woolsey, J. Hancock, and J. N. Bailenson. 2023. Collaborative Tasks in Immersive Virtual Reality Increase Learning. In Proceedings of the 16th International Conference on Computer-Supported Collaborative Learning-CSCL 2023. International Society of the Learning Sciences.
    2. M. R. Miller, C. DeVeaux, E. Han, N. Ram, and J. N. Bailenson. 2023.  Space, Time, and Gaze in Social Virtual Reality. IEEE Conference on Virtual Reality and 3D User Interfaces.
    3. C. DeVeaux, D. M. Markowitz, E. Han, M. R. Miller, J. T. Hancock, and J. N. Bailenson. 2023. Descriptive Linguistic Patterns of Group Conversations in VR. In 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).
    4. E. Han, K. L. Nowak, and J. N. Bailenson. 2022. Prerequisites for Learning in Networked Immersive Virtual Reality. Technology, Mind, and Behavior, 3(4: Winter).https://doi.org/10.1037/tmb0000094
    5. E. Han, M. R. Miller, C. DeVeaux, H. Jun, K. L. Nowak, J. T. Hancock, N. Ram, and J. N. Bailenson. 2022. People, Places, and Time: A Large-scale, Longitudinal Study of Transformed Avatars and Environmental Context in Group Interaction in the Metaverse. Journal of Computer-Mediated Communication. https://doi.org/10.1093/jcmc/zmac031
    6. C. DeVeaux, and J. Bailenson. 2022. Learning about VR in VR. XRDS: Crossroads, The ACM Magazine for Students, 29(1), 14-19. https://doi.org/10.1145/3558189

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