Systematic Literature Review of Using Virtual Reality as a Social Platform in HCI Community

Fuente: arXiv
Guardado en:
Detalles Bibliográficos
Autores principales: Wei, Xiaoying, Jin, Xiaofu, Kan, Ge Lin, Yan, Yukang, Fan, Mingming
Formato: Preprint
Publicado: 2024
Materias:
Acceso en línea:
Etiquetas: Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
_version_ 1866929544632467456
author Wei, Xiaoying
Jin, Xiaofu
Kan, Ge Lin
Yan, Yukang
Fan, Mingming
author_facet Wei, Xiaoying
Jin, Xiaofu
Kan, Ge Lin
Yan, Yukang
Fan, Mingming
contents Virtual reality (VR) is increasingly used as a social platform for users to interact and build connections with one another in an immersive virtual environment. Reflecting on the empirical progress in this area of study, a comprehensive review of how VR could be used to support social interaction is required to consolidate existing practices and identify research gaps to inspire future studies. In this work, we conducted a systematic review of 94 publications in the HCI field to examine how VR is designed and evaluated for social purposes. We found that VR influences social interaction through self-representation, interpersonal interactions, and interaction environments. We summarized four positive effects of using VR for socializing, which are relaxation, engagement, intimacy, and accessibility, and showed that it could also negatively affect user social experiences by intensifying harassment experiences and amplifying privacy concerns. We introduce an evaluation framework that outlines the key aspects of social experience: intrapersonal, interpersonal, and interaction experiences. According to the results, we uncover several research gaps and propose future directions for designing and developing VR to enhance social experience.
format Preprint
id arxiv_https___arxiv_org_abs_2410_11869
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Systematic Literature Review of Using Virtual Reality as a Social Platform in HCI Community
Wei, Xiaoying
Jin, Xiaofu
Kan, Ge Lin
Yan, Yukang
Fan, Mingming
Human-Computer Interaction
Virtual reality (VR) is increasingly used as a social platform for users to interact and build connections with one another in an immersive virtual environment. Reflecting on the empirical progress in this area of study, a comprehensive review of how VR could be used to support social interaction is required to consolidate existing practices and identify research gaps to inspire future studies. In this work, we conducted a systematic review of 94 publications in the HCI field to examine how VR is designed and evaluated for social purposes. We found that VR influences social interaction through self-representation, interpersonal interactions, and interaction environments. We summarized four positive effects of using VR for socializing, which are relaxation, engagement, intimacy, and accessibility, and showed that it could also negatively affect user social experiences by intensifying harassment experiences and amplifying privacy concerns. We introduce an evaluation framework that outlines the key aspects of social experience: intrapersonal, interpersonal, and interaction experiences. According to the results, we uncover several research gaps and propose future directions for designing and developing VR to enhance social experience.
title Systematic Literature Review of Using Virtual Reality as a Social Platform in HCI Community
topic Human-Computer Interaction
url https://arxiv.org/abs/2410.11869