Social VR
A New Medium for Remote Communication & Collaboration
Important Dates
Submission Deadline: February 24th, 2020 Notification: February 29th, 2020
This workshop is intended for raising interdisciplinary discussions regarding technology, evaluation protocols, interaction techniques, applications, research ethics, and legal regulations for social VR as an emerging immersive remote communication tool.
CALL FOR PARTICIPATION
This workshop is supported by Mozilla Hubs, and sponsored by the European Commission H2020 program, project "VRTogether".
Remote communication allows people who are not physically present in the same location to communicate in real-time, which has many positive societal impacts, such as reducing environmental pollution, travel cost and fatigue, supporting rich collaboration by connecting talented people around the world, brings families closer and improves the availability of high-quality education and healthcare around the world.
Social Virtual Reality (VR) invites multiple users to join a collaborative virtual environment, which creates new opportunities for remote communication. The shared experiences obtained in social VR may reshape our subjective perception towards the physical world, leading to shifts in our understanding about social experience, selfhood, or realness, and bringing about novel everyday social interactions. However, social VR also raises privacy concerns and ethical risks when the boundary between the real and the virtual world is blurred. This workshop is intended to spur discussions on social VR as an emerging immersive remote communication tool.
We invite academics and practitioners from all fields, e.g., computer science, psychology, HCI/UX, sociology, and designers, developers, governmental policymakers to help drive a research agenda for technologies, evaluation protocols, interaction techniques, application areas and research ethics for social VR. In this CHI2020 workshop, we will focus on interactive group work. Participants will be guided to collaboratively discuss the future of social VR using generative tools (e.g., images, clay, texts, 3D models).
This workshop invites submission of position papers: 2-4 pages in SIGCHI Extend Abstract format (reference excluded), covering but not limited to the following topics:
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Social VR Technologies. What is the current status of technology (e.g. capturing, reconstruction, rendering)? What are the technological requirements for improving social VR experiences in terms of quality of interaction, privacy protection etc.?
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Evaluation Protocols for Social VR Experiences. How to adequately evaluate different aspects of communication in social VR both subjectively (e.g., self-reports) and objectively (e.g., physiological sensors)? How to develop Quality of Experience (QoE) metrics for social VR?
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Interaction Techniques for Social VR. Should the interaction techniques replicate the real-world ones through the aid of multi-sensory simulation? Or should the interaction techniques extend beyond the reality?
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Applications for social VR. What can be the use cases of social VR? What are the requirements for building such social VR applications?
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Research Ethics of Social VR. What are the ethical considerations conducting research on social VR or using it as a research tool? What are the risks that are foreseeable with the widespread use of social VR (e.g., long-term immersion, neglect of the social and physical environment, content, and privacy)?
Submitted position papers will be reviewed and selected by the workshop organizers. At least one author of the accepted paper must attend the workshop. All participants must register for both the workshop and for at least one day of the conference.
ACCEPTED PAPERS
(Click to download the papers)
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Blair MacIntyre: Remote Conference Participation in Social Virtual Worlds. Georgia Tech/Mozilla.
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Naoko Hayashida, Hideaki Kuzuoka and Kenji Suzuki: Beyond Learning Alone – How Other Learners Affect Self-Study in IVE. Fujitsu laboratories ltd./University of Tokyo/University of Tsukuba.
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Nadine Wagener and Johannes Schoening: Symmetric Evaluation: An Evaluation Protocol for Social VR Experiences. University of Bremen.
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Mark Mcgill, Florian Mathis and Stephen Brewster: Shared and Synchronous Mixed Reality Experiences. University of Glasgow.
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Jonas Schjerlund: Interpersonal Space in Social Virtual Reality. University of Copenhagen.
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Regina Maria Bäck, Rainer Wenrich and Birgit Dorner: SocialVR in Art Education – from Immersive Excursions to Collaborative Creativity. Katholische Universität Eichstätt-Ingolstadt/Katholische Stiftungshochschule München.
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Yasamin Heshmat, Brennan Jones and Carman Neustaedter: 360° View for Sharing Geocaching Experience with a Telepresence Robot. Simon Fraser University/University of Calgary.
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Joelle Zimmermann, Thomas Miller and John Monos: Virtual Human Gaze Evaluation Protocol across Photorealism. Magic Leap.
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Brennan Jones, Yaying Zhang, Priscilla Wong, Sean Rintel and Yasamin Heshmat: VR-Enabled Telepresence as a Bridge for People, Environments, and Experiences. University of Calgary/Microsoft Research/Simon Fraser University.
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Yaying Zhang and Brennan Jones: Virtual Reality for Telecommuting. University of Calgary/Microsoft Research.
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Al Husein Sami Abosaleh: Future Civic Concerns in Virtual and Mixed Reality. Newcastle University.
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Thomas Marrinan, Leah Emerson, Theresa Malloy and Heather Shirey: Mixed Reality Collaboration for Contextualizing Immersive Spaces. University of St. Thomas.
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Shuyi Sun, Sang Won Lee and Myounghoon Jeon: VR Viewfinder: The Effects of Enabling Third-person Perspectives for Bystanders on VR-based Interactive Media. Virginia Tech.
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Jazette Johnson, Shauna Stark, Craig Stark and Gillian R. Hayes: Virtual Support Groups for People with Dementia. University of California – Irvine.
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Anna Vasilchenko: Social VR as a New Collaborative Learning Environment. Newcastle University.
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Qiao Jin, Haiwei Ma, Emma Lacroix and Svetlana Yarosh: Opportunities and Challenges in Social Virtual Reality for Pain Alleviation. University of Minnesota/ Aviture.
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Sho Conte and Cosmin Munteanu: Thanatosensitive Research and Design Ethics for Social VR at End of Life. University of Toronto.
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Andreas Junker, Carl Hutters, Daniel Reipur, Lasse Embøl, Ali Adjorlu and Rolf Nordahl: Exploring Social Skills Training Possibilities in an Open-ended Virtual Reality Application for Adolescents with Autism Spectrum Disorder. Aalborg University Copenhagen.
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Nicklas Bundgaard Stavad Andersen, Lars Koreska Andersen, Ali Adjorlu and Stefania Serafin: Exploratory study into presence within a social virtual reality environment for use in exposure therapy. Aalborg University Copenhagen.
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Bektur Ryskeldiev and Yoichi Ochiai: Projecting "The Extended Mind:" Expanding Visual and Interactive Space for Remote Collaboration Experiences in Mobile Mixed Reality. University of Tsukuba.
ORGANIZERS
PROGRAM
15:50-16:10 Login and warm-up
16:10-16:40 Keynote: Prof. Blair MacIntyre
16:40-16:50 Q&A
16:50-17:00 Break
17:00-17:30 Position paper pitches (2 min/person)
17:30-17:45 Break
17:45-17:55 Form the pre-defined discussion groups
17:55-18:25 Group Discussion on the assigned topic
18:25-18:40 Break
18:40-19:00 Summarize the discussion results
19:00-19:10 Break
19:10-19:25 Group presentation (5 min/group)
19:25-19:30 Summarize the overall experience
CONTACT
Jie Li
Vinoba Vinayagamoorthy
Raz Schwartz
Wijnand IJsselsteijn
David Ayman Shamma
Pablo Cesar