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Social Interaction in

Virtual Worlds:�

What is the Metaverse,

and why should you

care about it?

Ria Gualano &

Jonathan Segal

Cornell Virtual

Embodiment Lab

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Introductions

Jonathan Segal

Second Year Information Science PhD Student

Andrea Stevenson Won’s Virtual Embodiment Lab

Ria Gualano

Second Year Communication PhD Student

Andrea Stevenson Won’s Virtual Embodiment Lab

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Overview

History of VR

What is Social VR?

VR Research Advancements

How this Affects You

Demo

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Breakout

  • What do you know about VR?
  • Have you used it before?
    • What platforms?

What are you most curious about VR?

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What is VR?

Stereoscope

Sword of Damocles 1968

Wheatstone mirror stereoscope - 1832

Holmes stereoscope - 19th century

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What is VR?

Google Trends

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What is VR?

VR in Pop Culture

Ready Player One

Snow Crash (coined “The Metaverse”)

Ender’s Game

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What is VR?

VR in Pop Culture

Ready Player One

Snow Crash (coined “The Metaverse”)

Ender’s Game

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How does it work?

  • A virtual environment (VE) is an environment where a user’s movements are tracked and his or her surroundings are rendered.

  • A VE replaces the cues of the physical world with digital ones.

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What is VR? - What it looks like

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What is Social VR?

Terms:

Virtual Reality

Metaverse

Avatars

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What is Social VR?

Terms:

Virtual Reality

captures user movement and replaces sensory input from the non virtual world with digital content

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XR, AR, VR, MR - Huh?

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What is Social VR? - Popular Platforms

Meta Horizon Worlds

AltspaceVR

(recently shut down)

Rec Room

VR Chat

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Before social virtual worlds were available for immersive virtual reality, they were studied in academic labs.

Collaborative Virtual Environments

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How it supports researchers

  • A collaborative virtual environment allows multiple users to be together.

Fox, J., Arena, D., & Bailenson, J. N. (2009). Virtual reality: A survival guide for the social scientist. Journal of Media Psychology: Theories, Methods, and Applications, 21(3), 95.

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Mazeworld

Interdisciplinary teams building environments

Teamwork in VR

Understanding teamwork in VR

Exposure Therapy Module

Francis, R. F., Segal, J., Farah, Y., Rozell, J., Dorneich, M. C., & Gilbert, S. (2022). MazeWorld: A Game-Based Environment developed to Assess Teaming Behaviors. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 66(1), 65-69. https://doi.org/10.1177/1071181322661180

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Let’s talk avatars

Customizable vessel for virtual self-expression that mediate social interactions

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Cool research on avatars!

Behavior change

VR transcends time

Self-representation

Expanding the customization library

Van Gelder, J. L., Cornet, L. J., Zwalua, N. P., Mertens, E. C., & van der Schalk, J. (2022). Interaction with the future self in virtual reality reduces self-defeating behavior in a sample of convicted offenders. Scientific reports, 12(1), 2254.https://doi.org/10.1038/s41598-022-06305-5

Gualano, R.J.*, Jiang, L.*, Zhang, K.*, Won, A. S., and Azenkot, S. (2023). “Invisible Illness Is No Longer Invisible”: Making Social VR Avatars More Inclusive for Invisible Disability Representation. In The 25th International ACM SIGACCESS Conference on Computers and Accessibility(ASSETS ’23), October 22–25, 2023, New York, NY, USA.

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Breakout

  • Part 1: Head to readyplayer.me and spend 5 minutes creating an avatar!
  • Part 2: Discuss how you customized your avatars. Why did you choose different features? Do they look like your non-virtual selves? Why or why not?

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How do we behave in social VR?

  • We respect personal space
  • We react to eye contact
  • We are influenced by nonverbal behavior

Llobera, J., Spanlang, B., Ruffini, G., & Slater, M. (2010). Proxemics with multiple dynamic characters in an immersive virtual environment. ACM Transactions on Applied Perception (TAP), 8(1), 3.

Bailenson, J. N., Blascovich, J., Beall, A. C., & Loomis, J. M. (2001). Equilibrium theory revisited: Mutual gaze and personal space in virtual environments. Presence: Teleoperators & Virtual Environments, 10(6), 583-598.

Bailenson, J. N., & Yee, N. (2005). Digital chameleons: Automatic assimilation of nonverbal gestures in immersive virtual environments. Psychological science, 16(10), 814-819.

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What are the benefits?

  • Connecting remote participants
  • Allowing for novel interactions with digital content
  • Optimizing social interactions
  • Allowing for perspective-taking and experience sharing
  • Allowing for reflection and information sharing

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What does VR look in your life? Why does it matter?

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Pokemon GO, Movies in VR, Podcasts, Shows, Concerts, Roblox, Conferences

Who has heard of Roblox

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Breakout

  • Who would you want to see in concert in VR?

  • If you had to choose to experience something in VR that you couldn’t in the non-virtual world, what would it be?

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What are the risks?

  • Privacy

  • Loss of trust

  • Reduced connection to the physical world

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Accessibility Considerations

  • What is accessibility?
    • Removing or minimizing barriers. Allowing people from different groups to access the same experiences.
  • Ways VR supports access
  • Ways VR creates barriers

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Demo Time! Any volunteers?

  • What are the differences between behavior, especially nonverbal behavior, in face-to-face interactions compared to virtual ones?

  • What (if anything) seems better in VR?
  • What (if anything) seems worse in VR?

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How to Spatial

  1. Make an account on Spatial.io
  2. Connect to: https://www.spatial.io/s/COMM-1101-65275a44138348e55b116ba6?share=6891780168676634251
  3. Once you join set your avatar to your ready player me avatar

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Thank you! Questions?

Ask away or find out more at virtualembodimentlab.com