Experiencing virtual reality together: Social VR use case study

Simon Gunkel, Hans Stokking, Martin Prins, Omar Niamut, Ernestasia Siahaan, Pablo Cesar

Research output: Chapter in Book/Conference proceedings/Edited volumeConference contributionScientificpeer-review

30 Citations (Scopus)
214 Downloads (Pure)

Abstract

As Virtual Reality (VR) applications gain more momentum recently, the social and communication aspects of VR experiences become more relevant. In this paper, we present some initial results of understanding the type of applications and factors that users would find relevant for Social VR. We conducted a study involving 91 participants, and identified 4 key use cases for Social VR: video conferencing, education, gaming and watching movies. Further, we identified 2 important factors for such experiences: interacting within the experience, and enjoying the experience. Our results serve as an initial step before performing more detailed studies on the functional requirements for specific Social VR applications. We also discuss the necessary research to fill in current technological gaps in order to move Social VR experiences forward.

Original languageEnglish
Title of host publicationTVX 2018 - Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video
PublisherAssociation for Computing Machinery (ACM)
Pages233-238
Number of pages6
ISBN (Electronic)9781450351157
DOIs
Publication statusPublished - 25 Jun 2018
Event5th ACM International Conference on Interactive Experiences for TV and Online Video, TVX 2018 - Seoul, Korea, Republic of
Duration: 26 Jun 201828 Jun 2018

Conference

Conference5th ACM International Conference on Interactive Experiences for TV and Online Video, TVX 2018
Country/TerritoryKorea, Republic of
CitySeoul
Period26/06/1828/06/18

Keywords

  • Immersive Virtual Environments
  • Requirements
  • Social VR
  • Use Case
  • Virtual Reality
  • VR
  • Web RTC
  • WebVR

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