Personal Space in Social VR
Interpersonal distance, teleporting, flying, HMD use, desktop use, and collaboration comfort in virtual environments.
This is the archived site for the 2nd CHI Social VR Workshop, rebuilt as a lightweight static resource covering proxemics, social cues, virtual environment designs, and remote collaboration in Social VR.
March 5, 2021
March 10, 2021
The 2nd CHI Social VR workshop continued interdisciplinary discussion around proxemics, social cues, and virtual environment design. These themes were identified as important aspects of communication in shared virtual environments.
Social Virtual Reality invites multiple users to join collaborative virtual environments, opening new opportunities for remote communication. These shared experiences can reshape how people understand social behaviour, personal space, presence, and everyday online interaction. They also raise privacy concerns and ethical risks as the boundary between real and virtual worlds becomes less tidy, because apparently humans needed one more complicated boundary to argue about.
The original call for participation highlighted six areas for research and discussion.
Interpersonal distance, teleporting, flying, HMD use, desktop use, and collaboration comfort in virtual environments.
Conversation openings, eye contact, hand gestures, head movement, and missing cues in current Social VR systems.
Designing collaborative virtual environments that are useful, safe, aesthetically coherent, and not distracting.
Capturing, reconstruction, rendering, quality of interaction, and privacy protection for better Social VR experiences.
Subjective and objective ways to evaluate Social VR communication, including self-reports, sensors, and QoE metrics.
Interaction methods that either replicate real-world behavior or extend beyond physical-world constraints.
The archive includes position papers and workshop submissions covering VR collaboration tools, adolescent Social XR, spatial sound, proxemics, remote teaching, embodiment, social norms, avatar design, and more.
By Dr. Mar Gonzalez-Franco. The keynote explored the shift from having content inside the screen to having the user inside the content, opening questions around avatars, shared content, movement, authoring tools, accessibility, and hybrid interactions.
Read keynote archive