Conference paper Open Access
Jie Li, Vinoba Vinayagamoorthy, Raz Schwartz, Wijnand IJsselsteijn, David Ayman Shamma, Pablo Cesar
<?xml version='1.0' encoding='utf-8'?> <resource xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://datacite.org/schema/kernel-4" xsi:schemaLocation="http://datacite.org/schema/kernel-4 http://schema.datacite.org/meta/kernel-4.1/metadata.xsd"> <identifier identifierType="URL">https://zenodo.org/record/4040631</identifier> <creators> <creator> <creatorName>Jie Li, Vinoba Vinayagamoorthy, Raz Schwartz, Wijnand IJsselsteijn, David Ayman Shamma, Pablo Cesar</creatorName> </creator> </creators> <titles> <title>Social VR: A New Medium for Remote Communication and Collaboration</title> </titles> <publisher>Zenodo</publisher> <publicationYear>2020</publicationYear> <subjects> <subject>Social VR; remote communication; VR ethics; VR evaluation metrics; Human-centered computing; design and evaluation methods; Virtual reality; Collaborative interaction</subject> </subjects> <dates> <date dateType="Issued">2020-04-30</date> </dates> <language>en</language> <resourceType resourceTypeGeneral="ConferencePaper"/> <alternateIdentifiers> <alternateIdentifier alternateIdentifierType="url">https://zenodo.org/record/4040631</alternateIdentifier> </alternateIdentifiers> <relatedIdentifiers> <relatedIdentifier relatedIdentifierType="DOI" relationType="IsIdenticalTo">10.1145/3334480.3375160</relatedIdentifier> <relatedIdentifier relatedIdentifierType="URL" relationType="IsPartOf">https://zenodo.org/communities/vrtogether-h2020</relatedIdentifier> </relatedIdentifiers> <version>pre-print</version> <rightsList> <rights rightsURI="https://creativecommons.org/licenses/by/4.0/legalcode">Creative Commons Attribution 4.0 International</rights> <rights rightsURI="info:eu-repo/semantics/openAccess">Open Access</rights> </rightsList> <descriptions> <description descriptionType="Abstract"><p>There is a growing need for effective remote communication, which has many positive societal impacts, such as reducing environmental pollution and travel costs, supporting rich collaboration by remotely connecting talented people. Social Virtual Reality (VR) invites multiple users to join a collaborative virtual environment, which creates new opportunities for remote communication. The goal of social VR is not to completely replicate reality, but to facilitate and extend the existing communication channels of the physical world. Apart from the benefits provided by social VR, privacy concerns and ethical risks are raised when the boundary between the real and the virtual world is blurred. This workshop is intended to spur discussions regarding technology, evaluation protocols, application areas, research ethics and legal regulations for social VR as an emerging immersive remote communication tool.</p></description> </descriptions> <fundingReferences> <fundingReference> <funderName>European Commission</funderName> <funderIdentifier funderIdentifierType="Crossref Funder ID">10.13039/100010661</funderIdentifier> <awardNumber awardURI="info:eu-repo/grantAgreement/EC/H2020/762111/">762111</awardNumber> <awardTitle>An end-to-end system for the production and delivery of photorealistic social immersive virtual reality experiences</awardTitle> </fundingReference> </fundingReferences> </resource>
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