Personal Space in Social VR
Interpersonal distance, teleporting, flying, HMD use, desktop use, and collaboration comfort in virtual environments.
A lightweight archive of workshop themes derived from the original call for participation and accepted submissions.
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.
A position paper on how tracked hands, stylus input, and other devices can support collaboration inside virtual reality applications.
A discussion of safety controls, supervision, self-expression, and the social risks that can appear when adolescents adopt Social XR platforms.
A paper exploring how spatial sound can support group formations, orientation, and natural communication in Social VR.
An evaluation of desktop VR locomotion methods with attention to comfort, effort, enjoyment, and accessibility for remote virtual activities.
A position paper on personal distance, comfort boundaries, and the research questions that proxemics raises in shared virtual environments.
Two case studies showing how Social VR experimental studies can become part of remote VR teaching and embodied interaction design education.
A paper focused on increasing embodiment for desktop users who join collaborative environments alongside immersive VR participants.
A position paper on using bodystorming in Social VR to support collaborative embodied ideation, movement, and creative design work.
A submission about high-fiving as a lightweight embodied gesture for engagement in Social VR. The archived source file appears to be unavailable in the provided crawl.
Note: Archived source file appears to be a Wix error page rather than a readable PDF.
A discussion of social conventions, inappropriate behavior, trolling, and unintended violations of social norms inside virtual environments.
A position paper on subjectivity, coordination, similarity, and how group size may affect shared VR experiences.
A paper on designing social VR spaces that can handle different real-world physical spaces across users.
A paper examining avatar design and its implications for social interaction, identity, and societal effects in Social VR.
A position paper proposing tempting and enforcing as design paradigms for shaping social interactions in VR systems.
A paper discussing how to evaluate the effectiveness of Social VR beyond isolated behaviours and toward longer-term social use.
A paper arguing that Social VR should not only imitate face-to-face interaction but also enable new forms of social capability.
A position paper on harassment, embodiment, personal space, and the ability to claim physical resources for action in VR.