Falling Asleep Together: What Makes Activities in Social Virtual Reality Meaningful to Users
暂无分享,去创建一个
[1] Amy Bruckman. Programming for Fun: MUDs as a Context for Collaborative Learning. , 1994 .
[2] Jim Everett,et al. Coming of Age in Second Life: An Anthropologist Explores the Virtually Human , 2010 .
[3] Mel Slater,et al. Simulating virtual environments within virtual environments as the basis for a psychophysics of presence , 2010, ACM Trans. Graph..
[4] J. Loomis,et al. Interpersonal Distance in Immersive Virtual Environments , 2003, Personality & social psychology bulletin.
[5] Elena Márquez Segura,et al. What's It Mean to "Be Social" in VR?: Mapping the Social VR Design Ecology , 2018, Conference on Designing Interactive Systems.
[6] Douglas Zytko,et al. Towards a Taxonomy of Social VR Application Design , 2019, CHI PLAY.
[7] Sally Hong,et al. The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments , 2002, J. Educ. Technol. Soc..
[8] Jeremy N. Bailenson,et al. Transformed Social Interaction: Decoupling Representation from Behavior and Form in Collaborative Virtual Environments , 2004, Presence: Teleoperators & Virtual Environments.
[9] S. Utz,et al. Mediated interpersonal communication , 2008 .
[10] Guo Freeman,et al. "The Togetherness that We Crave": Experiencing Social VR in Long Distance Relationships , 2019, CSCW Companion.
[11] Katherine Isbister,et al. Shaping Pro-Social Interaction in VR: An Emerging Design Framework , 2019, CHI.
[12] Lawrence T Lam,et al. Internet Gaming Addiction, Problematic Use of the Internet, and Sleep Problems: A Systematic Review , 2014, Current Psychiatry Reports.
[13] Rémy Evard,et al. Collaborative Networked Communication: MUDs as Systems Tools , 1993, LISA.
[14] Dmitri Williams,et al. Dude Looks like a Lady: Gender Swapping in an Online Game , 2010, Online Worlds: Convergence of the Real and the Virtual.
[15] Joe Sanchez. A social history of virtual worlds , 2009 .
[16] Divine Maloney,et al. My Body, My Avatar: How People Perceive Their Avatars in Social Virtual Reality , 2020, CHI Extended Abstracts.
[17] Chongyang Ma,et al. Facial performance sensing head-mounted display , 2015, ACM Trans. Graph..
[18] Shaowen Bardzell,et al. Simulating Marriage: Gender Roles and Emerging Intimacy in an Online Game , 2015, CSCW.
[19] Nicole B. Ellison,et al. Harassment in Social VR: Implications for Design , 2019, 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR).
[20] Iain Matthews,et al. Modeling and animating eye blinks , 2011, TAP.
[21] Jacob Euteneuer,et al. Queer game studies , 2018, New Media Soc..
[22] Taku Komura,et al. A Virtual Reality Dance Training System Using Motion Capture Technology , 2011, IEEE Transactions on Learning Technologies.
[23] Shaowen Bardzell,et al. Revisiting Computer-Mediated Intimacy: In-Game Marriage and Dyadic Gameplay in Audition , 2016, CHI.
[24] Bonnie A. Nardi,et al. Strangers and friends: collaborative play in world of warcraft , 2006, CSCW '06.
[25] Anthony Scavarelli,et al. Circles: exploring multi-platform accessible, socially scalable VR in the classroom , 2019, 2019 IEEE Games, Entertainment, Media Conference (GEM).
[26] Pattie Maes,et al. Your Place and Mine: Designing a Shared VR Experience for Remotely Located Users , 2018, Conference on Designing Interactive Systems.
[27] Mel Slater,et al. Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments , 2009, Philosophical Transactions of the Royal Society B: Biological Sciences.
[28] E. Hall,et al. The Hidden Dimension , 1970 .
[29] Linda K. Kaye,et al. Psychosocial impacts of engaging in Second Life for individuals with physical disabilities , 2015, Comput. Hum. Behav..
[30] Ming-Hui Wen,et al. Body and mind: a study of avatar personalization in three virtual worlds , 2009, CHI.
[31] Andrea Forte,et al. Reliability and Inter-rater Reliability in Qualitative Research , 2019, Proc. ACM Hum. Comput. Interact..
[32] Anselm L. Strauss,et al. Qualitative Analysis For Social Scientists , 1987 .
[33] Sara A. Bly,et al. Virtual environments at work: ongoing use of MUDs in the workplace , 1999, Workshop on Cross-Organisational Workflow Management and Co-ordination.
[34] Chuan Li,et al. Approximate Translational Building Blocks for Image Decomposition and Synthesis , 2015, ACM Trans. Graph..
[35] Carl Gutwin,et al. "I'm just here to play games": social dynamics and sociality in an online game site , 2012, CSCW.
[36] Shaowen Bardzell,et al. The rogue in the lovely black dress: intimacy in world of warcraft , 2010, CHI.
[37] Robert J. Moore,et al. "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.
[38] Roy Davies,et al. Adapting Virtual Reality for the Participatory Design of Work Environments , 2004, Computer Supported Cooperative Work (CSCW).
[39] Anthony Steed,et al. A longitudinal study of small group interaction in social virtual reality , 2018, VRST.
[40] Mary C. Whitton,et al. A Psychophysical Experiment Regarding Components of the Plausibility Illusion , 2017, IEEE Transactions on Visualization and Computer Graphics.
[41] Shaowen Bardzell,et al. Intimate experiences in virtual worlds: the interplay among hyperpersonal communication, avatar-based systems, and experiential drives , 2016 .
[42] Robert J. Moore,et al. The life and death of online gaming communities: a look at guilds in world of warcraft , 2007, CHI.
[43] Elizabeth F. Churchill,et al. Collaborative Virtual Environments: Digital Places and Spaces for Interaction , 2001 .
[44] Maria V. Sanchez-Vives,et al. First Person Experience of Body Transfer in Virtual Reality , 2010, PloS one.
[45] Martin R. Gibbs,et al. Online Community Building Techniques Used by Video Game Developers , 2005, ICEC.
[46] Mel Slater,et al. Reinforcement learning utilizes proxemics: An avatar learns to manipulate the position of people in immersive virtual reality , 2012, TAP.
[47] Mel Slater,et al. Proxemics with multiple dynamic characters in an immersive virtual environment , 2010, TAP.
[48] Paul van Schaik,et al. The Short-Term Effects of Real-Time Virtual Reality Feedback on Motor Learning in Dance , 2011, PRESENCE: Teleoperators and Virtual Environments.
[49] Karin Ackermann,et al. Designing Virtual Worlds , 2016 .
[50] Katherine Isbister,et al. Understanding Emerging Design Practices for Avatar Systems in the Commercial Social VR Ecology , 2019, Conference on Designing Interactive Systems.
[51] Steve Benford,et al. User embodiment in collaborative virtual environments , 1995, CHI '95.