Social VR for Professional Networking: A Spatial Perspective
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arXiv
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| Auteurs principaux: | , , |
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| Format: | Preprint |
| Publié: |
2024
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| _version_ | 1866911993292652544 |
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| author | Chang, Victoria Gao, Ge Peng, Huaishu |
| author_facet | Chang, Victoria Gao, Ge Peng, Huaishu |
| contents | One essential function of professional events, such as industry trade shows and academic conferences, is to foster and extend a person's connections to others within the community of their interest. In this paper, we delve into the emerging practice transitioning these events from physical venues to social VR as a new medium. Specifically, we ask: how does the spatial design in social VR affect the attendee's networking behaviors and experiences at these events? To answer this question, we conducted in-situ observations and in-depth interviews with 13 participants. Each of them had attended or hosted at least one real-world professional event taking place in social VR. We identified four elements of VR spatial design that shaped social interactions at these events: area size, which influenced a person's perceived likelihood of encountering others; pathways connecting areas, which guided their planning of the next activity to perform; magnets in areas, which facilitated spontaneous gatherings among people; and conventionality, which affected the assessment of a person's behavior appropriateness. Some of these elements were interpreted differently depending on the role of the participant, i.e., event hosts vs. attendees. We concluded this paper with multiple design implications derived from our findings. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2408_09280 |
| institution | arXiv |
| publishDate | 2024 |
| record_format | arxiv |
| spellingShingle | Social VR for Professional Networking: A Spatial Perspective Chang, Victoria Gao, Ge Peng, Huaishu Human-Computer Interaction One essential function of professional events, such as industry trade shows and academic conferences, is to foster and extend a person's connections to others within the community of their interest. In this paper, we delve into the emerging practice transitioning these events from physical venues to social VR as a new medium. Specifically, we ask: how does the spatial design in social VR affect the attendee's networking behaviors and experiences at these events? To answer this question, we conducted in-situ observations and in-depth interviews with 13 participants. Each of them had attended or hosted at least one real-world professional event taking place in social VR. We identified four elements of VR spatial design that shaped social interactions at these events: area size, which influenced a person's perceived likelihood of encountering others; pathways connecting areas, which guided their planning of the next activity to perform; magnets in areas, which facilitated spontaneous gatherings among people; and conventionality, which affected the assessment of a person's behavior appropriateness. Some of these elements were interpreted differently depending on the role of the participant, i.e., event hosts vs. attendees. We concluded this paper with multiple design implications derived from our findings. |
| title | Social VR for Professional Networking: A Spatial Perspective |
| topic | Human-Computer Interaction |
| url | https://arxiv.org/abs/2408.09280 |