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arXiv 2201.02253cs.HC
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设计社会VR:商业和研究应用设计选择的集合

Designing Social VR: A Collection of Design Choices Across Commercial and Research Applications

Ryan Handley, Bert Guerra, Rukkmini Goli, Douglas Zytko

摘要:

社交VR最近在商业领域经历了巨大的增长,作为一种新兴技术,以休闲,工作和关系建立为主题的丰富互动。因此,社交VR应用设计的状态变得迅速模糊,这使得识别设计趋势和可能为未来设计提供信息的不常见特征变得复杂,并阻碍了在该设计领域中包含新的声音。为了帮助解决这个问题,我们提出了一个社交VR应用程序设计选择的分类,根据44个商业和原型应用程序的信息。我们的分类是由多种发现策略,包括文献综述,搜索VR主题的subreddits,和自传景观研究。该分类法阐明了跨越三个设计领域的各种特征:自我、交互和环境。

英文摘要:

Social VR has experienced tremendous growth in the commercial space recently as an emerging technology for rich interactions themed around leisure, work, and relationship building. As a result, the state of social VR application design has become rapidly obfuscated, which complicates identification of design trends and uncommon features that could inform future design, and hinders inclusion of new voices in this design space. To help address this problem, we present a taxonomy of social VR application design choices as informed by 44 commercial and prototypical applications. Our taxonomy was informed by multiple discovery strategies including literature review, search of VR-themed subreddits, and autobiographical landscape research. The taxonomy elucidates various features across three design areas: the self, interaction, and the environment.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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