Towards socialVR: Evaluating a novel technology for watching videos together

Mario Montagud*, Jie Li, Gianluca Cernigliaro, Abdallah El Ali, Sergi Fernández, Pablo Cesar

*Corresponding author for this work

Research output: Contribution to journalArticleScientificpeer-review

11 Citations (Scopus)
14 Downloads (Pure)


Social VR enables people to interact over distance with others in real-time. It allows remote people, typically represented as avatars, to communicate and perform activities together in a shared virtual environment, extending the capabilities of traditional social platforms like Facebook and Netflix. This paper explores the benefits and drawbacks provided by a lightweight and low-cost Social VR platform (SocialVR), in which users are captured by several cameras and reconstructed in real-time. In particular, the paper contributes with (1) the design and evaluation of an experimental protocol for Social VR experiences; (2) the report of a production workflow for this new type of media experiences; and (3) the results of experiments with both end-users (N = 15 pairs) and professionals (N = 22 companies) to evaluate the potential of the SocialVR platform. Results from the questionnaires and semi-structured interviews show that end-users rated positively towards the experiences provided by the SocialVR platform, which enabled them to sense emotions and communicate effortlessly. End-users perceived the photo-realistic experience of SocialVR similar to face-to-face scenarios and appreciated this new creative medium. From a commercial perspective, professionals confirmed the potential of this communication medium and encourage further research for the adoption of the platform in the commercial landscape.

Original languageEnglish
Pages (from-to)1593-1613
Number of pages21
JournalVirtual Reality
Issue number4
Publication statusPublished - 2022

Bibliographical note

Green Open Access added to TU Delft Institutional Repository 'You share, we take care!' - Taverne project
Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.


  • Evaluation Protocol
  • Presence
  • Social VR
  • Togetherness
  • Virtual Reality
  • Volumetric Media


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