CHI 2021 Workshop · 07 May 2021 · Online: Mozilla Hubs

Social VR: A New Medium for Remote Communication & Collaboration

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.

Important Dates

Submission Deadline

March 5, 2021

Notification

March 10, 2021

About the Workshop

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.

Core Workshop Topics

The original call for participation highlighted six areas for research and discussion.

Personal Space in Social VR

Interpersonal distance, teleporting, flying, HMD use, desktop use, and collaboration comfort in virtual environments.

Social Cues

Conversation openings, eye contact, hand gestures, head movement, and missing cues in current Social VR systems.

VE Designs

Designing collaborative virtual environments that are useful, safe, aesthetically coherent, and not distracting.

Social VR Technologies

Capturing, reconstruction, rendering, quality of interaction, and privacy protection for better Social VR experiences.

Evaluation Protocols

Subjective and objective ways to evaluate Social VR communication, including self-reports, sensors, and QoE metrics.

Accepted Submissions

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.

Keynote

Open Challenges on Social VR

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