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Measuring and Understanding Photo Sharing Experiences in Social Virtual Reality
2019
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems - CHI '19
While this may change with social Virtual Reality (socialVR), we still lack tools to measure such immersive and interactive experiences. ...
In this paper, we investigate photo sharing experiences in immersive environments, focusing on socialVR. ...
Therefore, we ask: (RQ1) How can we adapt and develop a questionnaire to measure and understand immersiveness and social presence of socialVR photo sharing experiences? ...
doi:10.1145/3290605.3300897
dblp:conf/chi/LiKRSARAC19
fatcat:y7ovrvmnivc4talzn6kewizmma
Intersubjectivity World of Virtual Reality: Facebook Users Behaviour in the Context of Privacy, Self and Identity
2018
Media Watch
While trying to get answer of how users think and interpret the reality of privacy in a virtual reality, specifically in the Facebook, we found that a set of things are created and measures are taken to ...
Respondent 53: "I describe myself as a great person, I may not be real in some of my photos, comments or Facebook shares etc. ...
doi:10.15655/mw/2018/v9i2/49386
fatcat:sztynb4jybdq5mb7xoej6xj4ui
Virtual Reality Conferencing: Multi-user immersive VR experiences on the web
2018
Zenodo
Virtual Reality (VR) and 360-degree video are set to become part of the future social environment, enriching and enhancing the way we share experiences and collaborate remotely. ...
In this demo, we present our efforts towards Social VR services based on photo-realistic video recordings. ...
This has led to new initiatives in shared and social VR experiences as well. Nowadays, social VR is mostly associated with graphical avatars in a graphical environment. ...
doi:10.5281/zenodo.3530681
fatcat:nsrgogmj2fe77bn227y2lyi7fq
Audience Motives and Satisfaction on Accessing Online Tours at 360° Virtual Destinasi Indonesia
2021
Jurnal Penyuluhan
The contribution of this research is it develops the uses and gratification theory in virtual reality and evaluation materials for the Indonesian Ministry of Tourism and Creative Economy. ...
This research utilizes the Uses and Gratification Theory, which aims to determine the gratification sought and obtained in accessing the "360° Virtual Destinasi Indonesia". ...
These findings reinforce research on the motivation to use social media and virtual reality. ...
doi:10.25015/17202134602
fatcat:cgrdm2nuxnhyrcsc5ktwqn3fma
A Sense of Community: Building a Collective Conscious Framework through Virtual Communities when a Child is diagnosed with Cancer
2012
Americas Conference on Information Systems
For parents, the experience of the taken-forgranted world can be a time of isolation from the rest of the world. Grandparents similarly have shared emotions and experiences. ...
This study uses a qualitative research method to explain the social reality of the lived experiences of grandmothers who have grandchildren diagnosed with cancer. ...
Grandmothers search for social interaction when a grandchild is diagnosed with cancer. Social interaction is the reality of everyday life shared with others (Berger & Luckmann, 1966) . ...
dblp:conf/amcis/Lohr12
fatcat:nknut33cnjblrbd6canynynw5m
Seeing eye to eye: social augmented reality and shared decision making in the marketplace
2019
Journal of the Academy of Marketing Science
We utilize socially situated cognition theory and conduct a series of five studies to explore how social AR supports shared decision making in recommender-decision maker dyads. ...
Firms increasingly seek to improve the online shopping experience by enabling customers to exchange product recommendations through social augmented reality (AR). ...
existing familiarity with sharing and virtually altering photos. ...
doi:10.1007/s11747-019-00688-0
fatcat:ko4abhqbjbarva577rzvrwq37u
A kitchen, the Twitter and my friends: having a coffee with ICT
2016
Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais
Our research is about observing and understanding the impact of ICT social support in a physical and social context. ...
Using an in-the-wild approach, our system brings some evidences showing to be efficient in supporting ways for people to socialize in situ and remotely. ...
Laboratory (LIA -UFSCar), and our sponsors Boeing, Fapesp and Capes. ...
dblp:conf/ihc/AnacletoBF16
fatcat:vyc4befktbh4re6kqajtn6c4wi
Understanding Social Media Phenomenon, Diversity and Research
2015
International Journal of Computer Applications
Social media provides an online digital tool (platform) or websites for users create online communities to share information, experience, ideas, vent emotions, opinions and other user generated data usually ...
That"s why need to study the different social media and how to classify and understand social media research. ...
Ex You tube share video, Fliker share photos and images, and slide share PPTs.
3.5.Virtual game worlds Virtual world is 3D logical world similar to the real world in which users can appear in the form ...
doi:10.5120/ijca2015906797
fatcat:2myyl65nc5gm7ovt2ljufwjrc4
Effects of avatar and background representation forms to co-presence in mixed reality (MR) tele-conference systems
2016
SIGGRAPH ASIA 2016 Virtual Reality meets Physical Reality: Modelling and Simulating Virtual Humans and Environments on - SA '16
Figure 1 : Comparing co-presence in tele-conferencing with a virtual human: in a virtual environment (left) and, in an augmented environment (right). ...
In this paper, we propose to carry out a preliminary study comparing various mixed reality based 3D collaborative media in two dimensions: (1) the form of the background (real vs. virtual) and (2) the ...
On the other hand, virtual reality (VR) based tele-conference, in which remote participants seem "teleported" as avatars, can bring about a higher sense of co-presence and share virtual space ("being there ...
doi:10.1145/2992138.2992146
dblp:conf/siggraph/JoKK16
fatcat:ghzkbsm4vvdjta2kesqcc4jmvq
Selfie Culture: A View on Cyber Documentarism
2017
Studii si Cercetari de Istoria Artei : Teatru, Muzică, Cinematografie
What is the quality of new international culture in the virtual space and time defined by picture in motion language of visual communication (film grammar) and technology video devices? ...
The intention of this discussion is to question of documentary form and selfie phenomenon in the cultural implications emerged as a consequence of widespread new technologies and social networking, touchscreen ...
The New Media (discussed thoroughly latter) that consists of audio-visual tools for sharing and social gathering creating this virtual realities is the new environment in which the self is reinvented and ...
doaj:14e5f8f8807647ba973c6bbbe9ccb70b
fatcat:2qk3mgmdlnhkpgslcw5ytf37a4
D4.2‐Technical Report on First Pilot
2019
Zenodo
In particular, it details the evaluation metrics and methods that have been defined and adopted for pilot 1, the 12 experiments that have led to the pilot, and the specifics of the pilot evaluations. ...
User experience in social virtual reality: Exploring methodologies
for evaluating user experience in social virtual reality. ...
Compared with F2F photo sharing, what do you think is missing in SKP and FBS? 2) How did you experience photo sharing activities in FBS and what else would you want to do in social VR? ...
doi:10.5281/zenodo.3530650
fatcat:mcxkhu4kmfguje567gioxzrxja
On the Role of Presence in Mixed Reality
2009
Presence - Teleoperators and Virtual Environments
Previous paradigms for presence research were primarily established in the context of virtual reality (VR). ...
mesh or augment places and times. • from psycho-physiological studies of sensing and perception to understanding social action, interaction, and construction of meaning. • from a focus on the individual ...
We also look into the question of how to measure mixed reality experiences. ...
doi:10.1162/pres.18.4.249
fatcat:gff3l7kk5nhwxjjmbnhg6yoqzu
2016 Symposium Program
2019
Frameless
A differential catalogue of the social, cultural and economic capital of the traveler determines who the traveler is and what she experiences. ...
The performance on the virtual stage will be projected in the MAGIC space. ...
In this project, we model and measure the color appearance in augmented reality. ...
doi:10.14448/frameless.01.015
fatcat:7b2amv3xtrf2jbx354rp5rnby4
KioskAR: An Augmented Reality Game as a New Business Model to Present Artworks
2016
International Journal of Computer Games Technology
This game introduces a new business model that makes it possible for players to present their artworks in virtual kiosks using augmented reality, while they are having fun playing the game. ...
In addition to competition between the players in the game, this game requires social interaction between players to earn more points. ...
Acknowledgments The author would like to thank Saeedeh Sadighjamali (a Ph.D. candidate of folklore studies in Memorial University in Canada) for rigorous proofreading of the paper. ...
doi:10.1155/2016/7690754
fatcat:fplql55nmrhcvkbmlli2eajz5a
The Influence of Collaborative and Multi-Modal Mixed Reality: Cultural Learning in Virtual Heritage
2021
Multimodal Technologies and Interaction
Studies in the virtual heritage (VH) domain identify collaboration (social interaction), engagement, and a contextual relationship as key elements of interaction design that influence users' experience ...
The purpose of this study is to validate whether collaboration (social interaction), engaging experience, and a contextual relationship enhance cultural learning in a collaborative and multi-modal mixed ...
McCarthy, Deb Shefi, Kevin Edwards, Jess Green from Western Australian Shipwrecks Museum, for the access to SS Xantho 3D models (used during the implementation), historical collections, and assisting and ...
doi:10.3390/mti5120079
fatcat:dwmygi52fjaobf27zwkj6pogaa
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